WorldWideScience

Sample records for paralympic winter games

  1. Classification guide: Sochi 2014 Paralympic Winter Games

    OpenAIRE

    2014-01-01

    The Sochi 2014 Paralympic Winter Games classification guide is designed to provide National Paralympic Committees (NPCs) and International Federations (IFs) with information about the classification policies and procedures that will apply to the Sochi 2014 Paralympic Winter Games.

  2. THE EVOLUTION OF THE WINTER PARALYMPIC GAMES AND SPORTS

    Directory of Open Access Journals (Sweden)

    Vasilios Giovanis

    2015-03-01

    Full Text Available Purpose: The aim of this research was to record and the evolution of the winter paralympic games and sports since 1976 until 2010. The history of the Winter Paralympic Games is relatively recent compared to that one of the Olympic Games. The first Games were held in 1976 in Ornskoldsvik, Sweden and the most recent, 38 years later in 2014, in Sochi, Russia. This article will examine the Winter Paralympic Games up until the ones in 2010 in Vancouver, Canada. During these years, there have been many changes in relation to the Games itself, the governing body of the Paralympic Movement, the sports’ facilities, the sports involved and sports’ categories. The motivation for writing this paper was the need to record and gather all of these items in one paper. Gathering information for the Winter Paralympic Games will be an important theoretical background. This information will create a database for the structure of the governing body of the Paralympic Games, for the organization of the Games [Local Organizing Committee (LOC, venues and equipment], for the evolution of the Winter Paralympic Sports and the categories of the athletes, as well as the evolution of the athletes’ and sports’ participation. Material : The research material that was used was mainly from the bibliography and records of the International Paralympic Committee (IPC, from the Official Post Games Reports and the Internet, while the research method that was used was descriptive. Moreover, the use of diagrams will depict the distribution of the participation of athletes and countries in each Games. Results : The participation of countries grew continuously and steadily from 16 to 44, during the years of 1976 to 2010 respectively. Regarding the athletes’ participation, starting in the first Games with 198 athletes, they reached the number of 502 in the 2010 Vancouver Winter Paralympic Games. The participation percentages of the athletes coming from Europe constituted the bulk

  3. Home advantage in the Winter Paralympic Games 1976-2014.

    Science.gov (United States)

    Wilson, Darryl; Ramchandani, Girish

    2017-01-01

    There is a limited amount of home advantage research concerned with winter sports. There is also a distinct lack of studies that investigate home advantage in the context of para sport events. This paper addresses this gap in the knowledge by examining home advantage in the Winter Paralympic Games. Using a standardised measure of success, we compared the performances of host nations at home with their own performances away from home between 1976 and 2014. Both country level and individual sport level analysis is conducted for this time period. Comparisons are also drawn with the Winter Olympic Games since 1992, the point from which both the Winter Olympic Games and the Winter Paralympic Games have been hosted by the same nations and in the same years. Clear evidence of a home advantage effect in the Winter Paralympic Games was found at country level. When examining individual sports, only alpine skiing and cross country skiing returned a significant home advantage effect. When comparing home advantage in the Winter Paralympic Games with the Winter Olympic Games for the last seven host nations (1992-2014), we found that home advantage was generally more pronounced (although not a statistically significant difference) in the case of the former. The causes of home advantage in the Winter Paralympic Games are unclear and should be investigated further.

  4. The injury experience at the 2010 winter paralympic games.

    Science.gov (United States)

    Webborn, Nick; Willick, Stuart; Emery, Carolyn A

    2012-01-01

    The objective of this study was to examine incidence proportion and the characteristics of athlete injuries sustained during the 2010 Vancouver Paralympic Games. Descriptive epidemiological study. All medical venues at the 2010 Vancouver Paralympic Games, Canada. A total of 505 athletes from 44 National Paralympic Committees participating in the 2010 Vancouver Winter Paralympic Games. Baseline covariates included sport specificity (ie, ice sledge hockey, alpine skiing, Nordic skiing, wheelchair curling), gender, age, and disability classification. All injuries that occurred during the 2010 Vancouver Paralympic Games. "Injury" was defined as any sport-related musculoskeletal complaint that caused the athlete to seek medical attention during the study period, regardless of the athlete's ability to continue with training or competition. The Injury Surveillance System identified a total of 120 injuries among 505 athletes [incidence proportion = 23.8% (95% confidence interval, 20.11-27.7)] participating in the 2010 Winter Paralympic Games. There was a similar injury incidence proportion among male (22.8%) and female (26.6%) athletes [incidence rate ratio = 1.1 (95% confidence interval, 0.7-1.7)]. Medical encounters for musculoskeletal complaints were generated in 34% of all sledge hockey athletes, 22% of alpine ski racers, 19% of Nordic skiers, and 18% of wheelchair curling athletes. The Injury Surveillance System identified sport injuries in 24% of all athletes participating in the 2010 Winter Paralympic Games. The injury risk was significantly higher than during the 2002 (9.4%) and 2006 (8.4%) Winter Paralympic Games. This may reflect improved data collection systems but also highlights the high risk of acute injury in alpine skiing and ice sledge hockey at Paralympic Games. These data will assist future Organizing Committees with the delivery of medical care to athletes with a disability and guide future injury prevention research.

  5. Paralympic medical services for the 2010 paralympic winter games.

    Science.gov (United States)

    Taunton, Jack; Wilkinson, Michael; Celebrini, Rick; Stewart, Robert; Stasyniuk, Treny; Van de Vliet, Peter; Willick, Stuart; Ferrer, Josep Martinez

    2012-01-01

    To present the planning and medical encounters for the 2010 Paralympic Winter Games. Prospective medical encounter study. 2010 Paralympic Winter Games. Athletes, coaches, officials, workforce, volunteers, and media. Sport type: alpine, Nordic, and sledge hockey and curling. Participant type: athlete, workforce, and spectators. Terrain and speed. Medical encounters entered in database at competitive (alpine skiing, biathlon, cross-country skiing, sledge hockey, and curling) and noncompetitive (Whistler and Vancouver Polyclinics, presentation centers, opening and closing ceremonies, media center, Paralympic Family Hotel) venues. Forty-two nations participated with 1350 Paralympic athletes, coaches, and officials. There were 2590 accredited medical encounters (657 athletes, 25.4%; 682 International Federation/National Paralympic Committee officials, 26.3%; 57 IPC, 2.2%; 8 media, 0.3%; 1075 workforce, 41.5%; 111 others, 4.3%) and 127 spectator encounters for a total of 2717 encounters. During the preopening period medical services saw 201 accredited personnel. The busiest venues during the Paralympic Games were the Whistler (1633 encounters) and Vancouver (748 encounters) Polyclinics. Alpine, sledge hockey, and curling were the busiest competitive venues. The majority of medical encounters were musculoskeletal (44.6%, n = 1156). Medical services recorded 1657 therapy treatments, 977 pharmaceutical prescriptions dispensed, 204 dental treatments, 353 imaging examinations (more than 50% from alpine skiing), and 390 laboratory tests. There were 24 ambulance transfers with 7 inpatient hospitalizations for a total of 24 inpatient days and 4 outpatient visits. The mandate to have minimal impact on the health services of Vancouver and the Olympic Corridor while offering excellent medical services to the Games was accomplished. This data will be valuable to future organizing committees.

  6. Traveling to Canada for the Vancouver 2010 Winter Olympic and Paralympic Games.

    Science.gov (United States)

    Heggie, Travis W

    2009-07-01

    The 21st Winter Olympic Games will be held in Vancouver, British Columbia, Canada from February 12 to 28, 2010. Following the Winter Olympic Games, the Winter Paralympic Games will be held from March 12 to 21, 2010. There will be 86 winter sporting events hosted in Vancouver with 5500 athletes staying in two Olympic Villages. Another 2800 members of the media, 25,000 volunteers, and 1 million spectators are expected in attendance. This paper reviews health and safety issues for all travelers to Canada for the 2010 Vancouver Winter Olympic Games with a specific focus on pre-travel planning, road and transportation safety in British Columbia, natural and environmental hazards, Olympic medical facilities, safety and security, and infectious disease.

  7. [Catering for client groups during the XXII Olympic winter games and XI Paralympic winter games of 2014 in Sochi].

    Science.gov (United States)

    Popova, A Yu; Gus'kov, A S; Ivanov, G E; Chikina, L V; Klindukhov, V P; Nikolaevich, P N; Grechanaya, T V; Balaeva, M I; Vechernyaya, L S; Vechernyaya, E A; Bozhko, I I; Parkhomenko, V V; Kulichenko, O A; Tushina, O V; Manin, E A; Taran, T V

    2016-01-01

    The problems of catering control various client groups during the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi is one of the priorities of the sanitary and epidemiological welfare of the population during mass events. The data on the order of nutrition of guests and participants of the games, control of food items, sanitary and microbiological monitoring of drinking water, food raw materials and products are presented. It is noted that the ongoing supervisory activities contributed to the sanitary and epidemiological well-being during the Games. The purpose of this study was to lighting modern achievements in the field of nutrition and food microbiology in the period of the Olympic Games and the determination of their value to the further improvement and use at when conducting mass gatherings.

  8. [Operation and interaction peculiarities of diagnostic laboratories involved in providing protection from infectious diseases during the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    Science.gov (United States)

    Onishenko, G G; Popova, A Iu; Bragina, I V; Kuz'kin, B P; Ezhlova, E B; Demina, Iu V; Gus'kov, A S; Ivanov, G E; Chikina, L V; Klindukhova, V P; Grechanaia, T V; Tesheva, S Ch; Kulichenko, A N; Efremenko, D B; Manin, E A; Kuznetsova, I V; Parkhomenko, V V; Kulichenko, O A; Rafeenko, G K; Shcherbina, L I; Zavora, D L; Briukhanov, A F; Eldinova, V E; Iunicheva, Iu V; Derliatko, S K; Komarov, N S

    2015-01-01

    The experience of the organization and functioning of the laboratory network during the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi is considered. Efforts to establish an effective system of laboratory support, the order of work and interaction of diagnostic laboratories involved in diseases control of population during the Olympic Games are analyzed.

  9. Legal Regulation of Trade Activity during Sochi Preparation of XXII Winter Olympic and XI Paralympic Games

    Directory of Open Access Journals (Sweden)

    Elena V. Ivneva

    2013-01-01

    Full Text Available The article deals with the topical issues of legal regulation of social trade relations in the Russian Federation during Sochi preparation and hosting of XXII Winter Olympic and XI Paralympic Games.

  10. High incidence of injury at the Sochi 2014 Winter Paralympic Games: a prospective cohort study of 6564 athlete days.

    Science.gov (United States)

    Derman, W; Schwellnus, M P; Jordaan, E; Runciman, P; Van de Vliet, P; Blauwet, C; Webborn, N; Willick, S; Stomphorst, J

    2016-09-01

    To describe the epidemiology of injuries at the Sochi 2014 Winter Paralympic Games. A total of 547 athletes from 45 countries were monitored daily for 12 days during the Sochi 2014 Winter Paralympic Games (6564 athlete days). Daily injury data were obtained from teams with their own medical support (32 teams, 510 athletes) and teams without their own medical support (13 teams, 37 athletes) through electronic data capturing systems. There were 174 total injuries reported, with an injury incidence rate (IR) of 26.5 per 1000 athlete days (95% CI 22.7% to 30.8%). There was a significantly higher IR recorded in alpine skiing/snowboarding (IR of 41.1 (95% CI 33.7% to 49.6%) p=0.0001) compared to cross-country skiing/biathlon, ice sledge hockey or wheelchair curling. Injuries in the shoulder region were the highest single-joint IR (IR of 6.4 (95% CI 4.6% to 8.6%)), although total upper and lower body IR were similar (IR 8.5 vs 8.4 (95% CI 6.4% to 11.1%)). Furthermore, the IR of acute injuries was significantly higher than other types of injury onset (IR of 17.8 (95% CI 14.7% to 21.4%)). In a Winter Paralympic Games setting, athletes report higher injury incidence than do Olympic athletes or athletes in a Summer Paralympic Games setting. The highest incidence of injury was reported in the alpine skiing/snowboarding sporting category. There was a similar incidence of injury in the upper and lower limbs. The joint with the greatest rate of injury reported was the shoulder joint. Our data can inform injury prevention programmes and policy considerations regarding athlete safety in future Winter Paralympic Games. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  11. Motivation and satisfaction among polyclinic volunteers at the 2002 Winter Olympic and Paralympic Games

    Science.gov (United States)

    Reeser, J; Berg, R; Rhea, D; Willick, S

    2005-01-01

    Background: The Olympic and Paralympic Games rely heavily on volunteers to provide many essential services, including medical care of athletes. Objective: This preliminary investigation sought to characterise the motivational influences and factors responsible for the satisfaction of Olympic and Paralympic healthcare volunteers. Methods: The 2002 Winter Games polyclinic healthcare volunteers were asked to complete a questionnaire designed to elicit information about their motives for volunteering and the factors that contributed to their satisfaction with their volunteer experience. Results: There was no significant difference in the motivation or satisfaction summary scores based on event worked. There was a strong positive correlation between motivation and satisfaction. Physician respondents had a lower mean motivation score than did non-physician volunteers. Conclusions: There were no significant motivational differences between Olympic and Paralympic volunteers, but there were several differences noted between physician and non-physician volunteers. The 2002 polyclinic volunteers appear to have been motivated by a complex process best described as "enlightened self interest," and all were generally well satisfied with their experience. These results may assist organisers of future Games in selecting appropriately motivated volunteer personnel and creating rewarding work environments for them. PMID:15793078

  12. An Evaluation of Mesoscale Model Based Model Output Statistics (MOS) During the 2002 Olympic and Paralympic Winter Games

    National Research Council Canada - National Science Library

    Hart, Kenneth

    2003-01-01

    The skill of a mesoscale model based Model Output Statistics (MOS) system that provided hourly forecasts for 18 sites over northern Utah during the 2002 Winter Olympic and Paralympic Games is evaluated...

  13. [Improving prevention activities of infectious diseases during preparation and holding of the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    Science.gov (United States)

    Onishchenko, G G; Bragina, I V; Ezhlova, E B; Demina, Iu V; Grechanaia, T V; Nikolaevich, P N; Balaeva, M I; Tesheva, S Ch; Biriukov, V A; Kulichenko, A N; Vasilenko, N F; Maletskaia, O V; Manin, E A; Orobeĭ, V G

    2015-01-01

    The article presents data on the implementation of a set of preventive activities to ensure sanitation and epidemiological welfare during the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi. The importance of monitoring and evaluation of epidemiological risk, as the basis of formation of preventive measures is noticed. The questions of specific, and nonspecific prevention of infectious diseases, especially the work done during the pre-Olympic period are considered. The importance of specifically developed regulatory basis, and health education are emphasized. The conclusion about the effectiveness of the measures taken, which led to a significant reduction of infectious diseases in the region is made.

  14. Paralympic sports medicine--current evidence in winter sport: considerations in the development of equipment standards for paralympic athletes.

    Science.gov (United States)

    Burkett, Brendan

    2012-01-01

    To highlight and discuss the considerations for the future development of equipment standards for Winter Paralympic sports. Literature searches were performed (in English) during May 2011 using the key words "technology, winter sport, Olympic, and Paralympic" in the computerized databases PubMed, PsycINFO, Science Direct, and Google Scholar. In addition, personal scientific observations were made at several Winter Paralympic Games. The retrieved articles were screened and assessed for relevance to the biological, biomechanical, and sport medicine aspects of equipment. There are 3 key areas in which technology has influenced sports performance in Paralympic winter sports, namely, specialized prostheses, crutch skis or outriggers (in lieu of poles), and sport-specific wheelchairs (such as the sit-ski). From a sport medicine perspective, a crucial factor not considered in the standard laboratory test of mechanical efficiency is the influence of the human-equipment connection, such as the stump-to-prosthesis interface or the required human-to-wheelchair control. This connectivity is critical to the effective operation of the assistive device. When assessing the efficiency of this equipment, the not-so-obvious, holistic, compensatory factors need to be considered. Assistive equipment is fundamental for a person with a disability to participate and compete in winter sport activities. Although there have been improvements in the mechanical function of some assistive devices, the key issue is matching the residual function of the person with the assistive equipment. Equitable access to this technology will also ensure that the fundamental spirit of fair play that underpins the Paralympic Games is maintained.

  15. Weather Support for the 2002 Winter Olympic and Paralympic Games.

    Science.gov (United States)

    Horel, J.; Potter, T.; Dunn, L.; Steenburgh, W. J.; Eubank, M.; Splitt, M.; Onton, D. J.

    2002-02-01

    The 2002 Winter Olympic and Paralympic Games will be hosted by Salt Lake City, Utah, during February-March 2002. Adverse weather during this period may delay sporting events, while snow and ice-covered streets and highways may impede access by the athletes and spectators to the venues. While winter snowstorms and other large-scale weather systems typically have widespread impacts throughout northern Utah, hazardous winter weather is often related to local terrain features (the Wasatch Mountains and Great Salt Lake are the most prominent ones). Examples of such hazardous weather include lake-effect snowstorms, ice fog, gap winds, downslope windstorms, and low visibility over mountain passes.A weather support system has been developed to provide weather information to the athletes, games officials, spectators, and the interested public around the world. This system is managed by the Salt Lake Olympic Committee and relies upon meteorologists from the public, private, and academic sectors of the atmospheric science community. Weather forecasting duties will be led by National Weather Service forecasters and a team of private, weather forecasters organized by KSL, the Salt Lake City NBC television affiliate. Other government agencies, commercial firms, and the University of Utah are providing specialized forecasts and support services for the Olympics. The weather support system developed for the 2002 Winter Olympics is expected to provide long-term benefits to the public through improved understanding,monitoring, and prediction of winter weather in the Intermountain West.

  16. [Modern methods application of genotyping of infectious diseases pathogens in the context of operational work of specialized anti-epidemic team during the XXII Olympic Winter Games and XI Paralympic Winter Games].

    Science.gov (United States)

    Kuzkin, B P; Kulichenko, A N; Volynkina, A S; Efremenko, D V; Kuznetsova, I V; Kotenev, E S; Lyamkin, G I; Kartsev, N N; Klindukhov, V P

    2015-01-01

    This paper considers the experience of genotyping and sequencing technologies in laboratories of specialized anti-epidemic team (SAET) during the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi. The work carried out during the pre-Olympic period on performance of readiness by SAET for these studies is analyzed. The results of genotyping strains of pathogens during the Olympic Games are presented. A conclusion about the effectiveness of the use of molecular genetic techniques in terms of SAET is made.

  17. Mental preparation for the 2014 Winter Paralympic Games.

    Science.gov (United States)

    Martin, Jeffrey

    2012-01-01

    The purpose of this review is to describe how Paralympians can prepare for the 2014 Paralympic Games through mental skill use. A search of adapted physical activity, sport psychology, and disability-specific journals was conducted along with electronic databases (eg, ArticleFirst) using the terms sport psychology, Olympics, Paralympics, psychological and mental preparation and skills, imagery, visualization, self-talk, anxiety, confidence, and performance enhancement. Reference lists from relevant articles were then used to continue the search. No constraining dates were used. A review of the results from both qualitative and quantitative research on Paralympians, Olympians, and elite-level athletes suggests that mental preparation and mental skill development can help Paralympians enhance their performances. Sport psychologists can help Paralympians develop mental skills to manage the unique stressors of the Paralympics to increase the odds of having superior performances.

  18. [Principle directions for the creation and organization of the system of sanitary-epidemiological safety during the preparations for the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    Science.gov (United States)

    Onishchenko, G G; Bragina, I V; Ezhlova, E B; Demina, V P; Gorskiĭ, A A; Gus'kov, A S; Aksenova, O I; Ivanov, G E; Klindukhov, V P; Nikolaevich, P N; Grechanaia, T B; Kulichenko, A N; Maletskaia, O V; Manin, E A; Parkhomenko, V V; Kulichenko, O A

    2015-01-01

    The paper generalizes the experience of formation of protection system against biological threats and ensuring sanitary and epidemiological welfare during preparation for the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi. The basic steps for creating this system, since 2007, participation and role of Rospotrebnadzor in this process are shown. The paper deals with such questions as the governmental and administrative structures with federal agencies interaction, development of a regulatory framework governing the safety system of the Olympic Games, development of algorithms of information exchange and management decisions, biological safety in developing infrastructure in Sochi.

  19. [ORGANIZATION OF THE QUALITY CONTROL OF PLACEMENT AND ACCOMMODATION OF PARTICIPANTS ATTENDANTS AND GUESTS OF THE XXII OLYMPIC WINTER GAMES AND XI PARALYMPIC WINTER GAMES OF 2014 IN THE RESORT CITY OF SOCHI].

    Science.gov (United States)

    Gorskiĭ, A A; Gus'kov, A S; Pochtareva, E S; Klindukhov, V P; Nikolaevich, P N; Grechanaia, T V; Vechemyaia, E A; Biriukov, V A; Bozhko, I I; Kulichenko, A N; Taran, T V; Zaĭtsev, A A; Tushina, O V

    2015-01-01

    There is presented the analysis of activities of the Federal Service for Supervision of Consumer Rights protection and Human Welfare to ensure adequate conditions of accommodation of the participants, attendants and guests of the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in the Resort city of Sochi according to regulated requirements. There were detected ways of the strengthening the supervision for the quality of the accommodation during mass sports activities for the assurance of the rights for consumers.

  20. Classification guide: Paralympic Games London 2012

    OpenAIRE

    2013-01-01

    The London 2012 Paralympic Games Classification Guide is designed to provide National Paralympic Committees (NPCs) and International Paralympic Sport Federations (IPSFs) with information about the classification policies and procedures that will apply to the London 2012 Paralympic Games.

  1. The incidence and patterns of illness at the Sochi 2014 Winter Paralympic Games: a prospective cohort study of 6564 athlete days.

    Science.gov (United States)

    Derman, W; Schwellnus, M P; Jordaan, E; Runciman, P; Van de Vliet, P; Blauwet, C; Webborn, N; Willick, S; Stomphorst, J

    2016-09-01

    To describe the epidemiology of illness at the Sochi 2014 Winter Paralympic Games. A total of 547 athletes from 45 countries were monitored daily for 12 days over the Sochi 2014 Winter Paralympic Games (6564 athlete days). Illness data were obtained daily from teams without their own medical support (13 teams, 37 athletes) and teams with their own medical support (32 teams, 510 athletes) through electronic data capturing systems. The total number of illnesses reported was 123, with an illness incidence rate (IR) of 18.7 per 1000 athlete days (95% CI 15.1% to 23.2%). The highest IR was reported for wheelchair curling (IR of 20.0 (95% CI 10.1% to 39.6%)). Illnesses in the respiratory system (IR of 5.6 (95% CI 3.8% to 8.0%)), eye and adnexa (IR of 2.7 (95% CI 1.7% to 4.4%)) and digestive system (IR of 2.4 (95% CI 1.4% to 4.2%)) were the most common. Older athletes (35-63 years) had a significantly higher IR than younger athletes (14-25 years, p=0.049). The results of this study indicate that Paralympic athletes report higher illness incidence rates compared to Olympic athletes at similar competitions. The highest rates of illness were reported for the respiratory and digestive systems, eye and adnexa, respectively. Thus, the results of this study form a basis for the identification of physiological systems at higher risk of illness, which can in turn inform illness prevention and management programmes with eventual policy change to promote athlete safety in future editions of the Winter Paralympic Games. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  2. Access for all: the rise of the Paralympic Games.

    Science.gov (United States)

    Gold, John R; Gold, Margaret M

    2007-05-01

    The Paralympic, or Parallel, Games for athletes with disabilities have played a major role over the past half century in changing attitudes towards disability and accelerating the agenda for inclusion. This article charts their development from small beginnings as a competition for disabled ex-servicemen and women in England founded shortly after the Second World War to the present day ambulatory international festival of Summer and Winter Games organized in conjunction with the Olympic Games. The Paralympic Games trace their origins to the work of Dr (later Sir) Ludwig Guttmann at the National Spinal Injuries Unit at Stoke Mandeville Hospital in Buckinghamshire who used sport as an integral part of the treatment of paraplegic patients. A sports competition was held at the hospital to coincide with the Opening Ceremony of the London Games in July 1948. This became an annual event attracting the first international participation in 1952, after which it became the International Stoke Mandeville Games. From 1960 onwards attempts were made to hold every fourth Games in the Olympic host city. Despite initial success in staging the 1960 Games in Rome and the 1964 Games in Tokyo, subsequent host cities refused to host the competitions and alternative locations were found where a package of official support, finance and suitable venues could be assembled. In 1976, the scope of the Games was widened to accept other disabilities. From 1988 onwards, a process of convergence took place that saw the Paralympics brought into the central arena of the Olympics, both literally and figuratively. In the process they have embraced new sports, have encompassed a wider range of disabilities, and helped give credence to the belief that access to sport is available to all. The Paralympics also underline the change from sport as therapeutic competition to that of elite events that carry intrinsic prestige, with growing rivalry over medal tables. For the future, however, questions remain as

  3. [FEATURES OF THE ORGANIZATION OF SANITARY-EPIDEMIOLOGICAL SURVEILLANCE DURING THE PERIOD OF PREPARATION AND HOSTING OF THE XXII OLYMPIC WINTER GAMES AND XI PARALYMPIC WINTER GAMES IN THE RESORT CITY OF SOCHI IN 2014].

    Science.gov (United States)

    Onishchenko, G G; Popova, A Iu; Kuzkin, B P; Guskova, A S; Ivanov, G E; Pakskina, N D; Klindukhov, V P; Nikolaevich, P N; Grechanaia, T V; Balaeva, M I; Biriukov, V A; Bozhko, I I; Tesheva, S Ch; Daragan, Iu G; Parkhomenko, V V; Rafeenko, G K; Kulichenko, A N; Manin, E A; Maletskaia, O V; Vasilenko, N F; Efremenko, D V; Orobeĭ, V G; Eldinova, V E; Pilikova, O M; Malaĭ, V I; Iunicheva, Iu V

    2015-01-01

    In the paper there are presented the basic principles of the organization of activities for the assurance ofthe sanitary- epidemiological welfare in the period ofpreparation and hosting of the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in the Resort City of Sochi. There are considered features of the organization ofepidemiological surveillance in the pre-Olympic period, the period of the games and the state of the morbidity rate in the region after the Olympics. There are presented data on certain directions of the work of organs and institutions of the Federal Service for Supervision of Consumer Rights Protection and Human Welfare on the disease control of the event.

  4. Very-short range forecasting system for 2018 Pyeonchang Winter Olympic and Paralympic games

    Science.gov (United States)

    Nam, Ji-Eun; Park, Kyungjeen; Kim, Minyou; Kim, Changhwan; Joo, Sangwon

    2016-04-01

    The 23rd Olympic Winter and the 13th Paralympic Winter Games will be held in Pyeongchang, Republic of Korea respectively from 9 to 25 February 2018 and from 9 to 18 February 2018. The Korea Meteorological Administration (KMA) and the National Institute for Meteorological Science (NIMS) have the responsibility to provide weather information for the management of the Games and the safety of the public. NIMS will carry out a Forecast Demonstration Project (FDP) and a Research and Development Project (RDP) which will be called ICE-POP 2018. These projects will focus on intensive observation campaigns to understand severe winter weathers over the Pyeongchang region, and the research results from the RDP will be used to improve the accuracy of nowcasting and very short-range forecast systems during the Games. To support these projects, NIMS developed Very-short range Data Assimilation and Prediction System (VDAPS), which is run in real time with 1 hour cycling interval and up to 12 hour forecasts. The domain is covering Korean Peninsular and surrounding seas with 1.5km horizontal resolution. AWS, windprofiler, buoy, sonde, aircraft, scatwinds, and radar radial winds are assimilated by 3DVAR on 3km resolution inner domain. The rain rate is converted into latent heat and initialized via nudging. The visibility data are also assimilated with the addition of aerosol control variable. The experiments results show the improvement in rainfall over south sea of Korean peninsula. In order to reduce excessive rainfalls during first 2 hours due to the reduced cycling interval, the data assimilation algorithm is optimized.

  5. [Doping in disabled sports. Doping control activities at the Paralympic Games 1984-2008 and in Germany 1992-2008].

    Science.gov (United States)

    Thevis, Mario; Hemmersbach, Peter; Geyer, Hans; Schänzer, Wilhelm

    2009-12-15

    Activities concerning the fight against doping with regard to the Paralympic Games have been initiated in 1984, when first doping controls were conducted. The foundation of the International Paralympic Committee exactly 20 years ago (1989) considerably supported systematic sports drug-testing programs specifically designed to meet the particular challenges related to disabled sports, which yielded a variety of adverse analytical findings (e.g., with anabolic steroids, diuretics, corticosteroids, and stimulants) especially at Paralympic Summer Games. In Germany, doping controls for handicapped athletes were established in 1992 and have been conducted since by the National Paralympic Committee Germany and the National Anti-Doping Agency. Also here, various analogies in terms of antidoping rule violations were found in comparison to doping controls of nondisabled athletes. In the present article, available numbers of samples analyzed at Paralympic Summer and Winter Games as well as within the doping control program for disabled sports in Germany are summarized, and particularities concerning sample collection and the doping method termed boosting are presented.

  6. Paralympic Games Inspire and Excite the World

    Science.gov (United States)

    Gonzalez, Xavier

    2005-01-01

    In this article, the author cites the good outcomes from exposing young people to Paralympic Games. In addition, the author explains how the Paralympic Games brings to the host city many opportunities for young people to experience first-hand the common humanity that lies within every human being. Children are given the opportunity to witness and…

  7. Torino 2006. XX Olympic and IX Paralympic Winter Games: the ENT experience.

    Science.gov (United States)

    Succo, G; Crosetti, E; Mattiazzo, A; Riontino, E; Massazza, G

    2008-06-01

    A total of 27 competition days, more than 3000 athletes, over 10,000 components of the Olympic family, 3,500 workers, 2,500 volunteers, an overall business of more than 2 billion Euros. These, in a nutshell, are just a few of the data concerning the XX Olympic and the IX Paralympic Winter Games, Torino, Italy, 2006. Such a huge event, obviously required a meticulously organized medical service to cope with the healthcare of the athletes, official workers and the Olympic family, distributed over a geographic area of approximately 80 km in diameter. An ENT service was organized within the medical service, which was divided between 3 Polyclinics, in which 12 ENT Specialists were on duty. The present report gives an account of the final data concerning the service involved, together with a description of the approach used in the actual organization, with a view to providing useful information for colleagues who will be called upon, for a similar service, in future Olympic Winter Games. The ENT healthcare offered was confirmed to be proportional to the requirements, both from a qualitative and quantitative point of view. All the ENT specialists involved, reported having gained an immense store of human experience from having lived the Olympic atmosphere as a volunteer exerting one's own profession. The facilities available in the Polyclinics, which were at a considerable distance from the Hospital, were found to be more than adequate with respect to the pathological conditions and service requested, particularly in 17% of the cases which would otherwise have been sent to a Hospital Outpatient Unit at least 80 km away.

  8. Performance Changes of Elite Paralympic Judo Athletes During a Paralympic Games Cycle: A Case Study with the Brazilian National Team.

    Science.gov (United States)

    Loturco, Irineu; Pereira, Lucas A; Winckler, Ciro; Bragança, Jaime R; da Fonseca, Roger A; Kobal, Ronaldo; Cal Abad, Cesar C; Kitamura, Katia; Nakamura, Fabio Y; Franchini, Emerson

    2017-12-01

    The aim of this study was to describe the variations in power performance of elite Paralympic judo athletes across three consecutive training cycles of preparation for the ParaPan American Games, the World Championship and the Paralympic Games. Eleven Paralympic judokas from the Brazilian National team participated in this study. They were repeatedly assessed using squat and countermovement jumps, mean propulsive power (MPP) in the jump-squat (JS), the bench press and prone bench pull at several moments of the preparation. Training supervision based on the optimum power zone (range of loads where power production is maximized) was provided in the final cycle, prior to the Paralympic Games. Magnitude-based inference was used to compare the repeated measurements of power performance. Lower and upper limb muscle power gradually increased throughout the cycles; however, the best results in all exercises were observed prior to the Paralympic Games, during which the team won four silver medals. As an illustration, prior to participation in the Paralympic Games the MPP in the JS was likely to very likely higher than prior to the World Championship (effect size [ES] = 0.77) and ParaPan American Games (ES = 0.53), and in January and March 2016 (ES = 0.98 and 0.92, respectively; months preceding the Paralympic Games). Power performance assessments can provide information about the evolution of Paralympic judokas, and training at the optimum power zone seems to constitute an effective method to improve lower and upper limb power in these athletes.

  9. Spectator Consumer Behaviors at the 2012 London Paralympic Games

    Directory of Open Access Journals (Sweden)

    Ridvan Ekmekci

    2013-01-01

    Full Text Available Although the Paralympics are the world’s second largest sporting event after the Olympics and continue to grow in popularity, there is little available research regarding spectators of sport competitions for disabled athletes. The purpose of this study was to profile spectators’ consumer behaviors in order to understand what factors explain spectators’ spending, length of stay, and attendance at the London Paralympic Games. Data was collected in a six-day period from a sample of 504 people present in London at three Paralympic sport facilities during the 2012 Paralympic Games. The results of the regression analyses revealed that nationality, attended contests, group size, having a connection with a Paralympic athlete, length of stay, gender and London Olympics’ spectators were significant determinants of Paralympics spectators’ spending in London. The data also indicated that spending, being from England (or not, gender, and being a friend/relative of a Paralympic athlete significantly affected spectators’ length of stay in London. Additionally, spectators’ attendance at the London Paralympic contests was predicted by spending, the size of the travel group, Beijing Paralympics’ spectators and age.

  10. Performance Changes of Elite Paralympic Judo Athletes During a Paralympic Games Cycle: A Case Study with the Brazilian National Team

    Directory of Open Access Journals (Sweden)

    Loturco Irineu

    2017-12-01

    Full Text Available The aim of this study was to describe the variations in power performance of elite Paralympic judo athletes across three consecutive training cycles of preparation for the ParaPan American Games, the World Championship and the Paralympic Games. Eleven Paralympic judokas from the Brazilian National team participated in this study. They were repeatedly assessed using squat and countermovement jumps, mean propulsive power (MPP in the jump-squat (JS, the bench press and prone bench pull at several moments of the preparation. Training supervision based on the optimum power zone (range of loads where power production is maximized was provided in the final cycle, prior to the Paralympic Games. Magnitude-based inference was used to compare the repeated measurements of power performance. Lower and upper limb muscle power gradually increased throughout the cycles; however, the best results in all exercises were observed prior to the Paralympic Games, during which the team won four silver medals. As an illustration, prior to participation in the Paralympic Games the MPP in the JS was likely to very likely higher than prior to the World Championship (effect size [ES] = 0.77 and ParaPan American Games (ES = 0.53, and in January and March 2016 (ES = 0.98 and 0.92, respectively; months preceding the Paralympic Games. Power performance assessments can provide information about the evolution of Paralympic judokas, and training at the optimum power zone seems to constitute an effective method to improve lower and upper limb power in these athletes.

  11. Illness Among Paralympic Athletes: Epidemiology, Risk Markers, and Preventative Strategies.

    Science.gov (United States)

    Janse Van Rensburg, Dina Christina; Schwellnus, Martin; Derman, Wayne; Webborn, Nick

    2018-05-01

    Paralympic athletes have unique preexisting medical conditions that predispose them to increased risk of illness, but data are limited to studies conducted during the last 3 Paralympic Games. This article reviews the epidemiology of illness (risk, patterns, and predictors) in Paralympic athletes and provides practical guidelines for illness prevention. The incidence rate of illness (per 1000 athlete-days) in Paralympic athletes is high in Summer (10.0-13.2) and Winter (18.7) Paralympic Games. The authors propose general and specific guidelines on preventative strategies regarding illness in these athletes. Copyright © 2018 Elsevier Inc. All rights reserved.

  12. Empower, Inspire, Achieve: (Dis)Empowerment and the Paralympic Games

    Science.gov (United States)

    Purdue, David E. J.; Howe, P. David

    2012-01-01

    This paper undertakes a critical examination of the International Paralympic Committee's desire to use the Paralympic Games as a vehicle to empower individuals with a disability. We achieve this by applying Pierre Bourdieu's sociological concepts of habitus and capital to semi-structured interviews conducted with Paralympic stakeholders.…

  13. Anti-doping analyses at the Sochi Olympic and Paralympic Games 2014.

    Science.gov (United States)

    Sobolevsky, Tim; Krotov, Grigory; Dikunets, Marina; Nikitina, Maria; Mochalova, Elena; Rodchenkov, Grigory

    2014-01-01

    The laboratory anti-doping services during XXII Winter Olympic and XI Paralympic games in Sochi in 2014 were provided by a satellite laboratory facility located within the strictly secured Olympic Park. This laboratory, established and operated by the personnel of Antidoping Center, Moscow, has been authorized by the World Anti-Doping Agency (WADA) to conduct doping control analyses. The 4-floor building accommodated the most advanced analytical instrumentation and became a place of attraction for more than 50 Russian specialists and 25 foreign experts, including independent observers. In total, 2134 urine and 479 blood samples were delivered to the laboratory and analyzed during the Olympic Games (OG), and 403 urine and 108 blood samples - during the Paralympic Games (PG). The number of erythropoietin tests requested in urine was 946 and 166 at the OG and PG, respectively. Though included in the test distribution plan, a growth hormone analysis was cancelled by the Organizing Committee just before the Games. Several adverse analytical findings have been reported including pseudoephedrine (1 case), methylhexaneamine (4 cases), trimetazidine (1 case), dehydrochloromethyltestosterone (1 case), clostebol (1 case), and a designer stimulant N-ethyl-1-phenylbutan-2-amine (1 case). Copyright © 2014 John Wiley & Sons, Ltd.

  14. A Historical Perspective of the Paralympic Games

    Science.gov (United States)

    DePauw, Karen P.

    2012-01-01

    Athletes with disabilities are more visible in the 21st century than they used to be, including in the world of sport. Today, one hears about the Paralympic Games, can find media coverage of them, can read about athletes who compete in the Paralympics and about advancements in sport prosthetic devices in science and sport magazines, and can even…

  15. An Experimental High-Resolution Forecast System During the Vancouver 2010 Winter Olympic and Paralympic Games

    Science.gov (United States)

    Mailhot, J.; Milbrandt, J. A.; Giguère, A.; McTaggart-Cowan, R.; Erfani, A.; Denis, B.; Glazer, A.; Vallée, M.

    2014-01-01

    Environment Canada ran an experimental numerical weather prediction (NWP) system during the Vancouver 2010 Winter Olympic and Paralympic Games, consisting of nested high-resolution (down to 1-km horizontal grid-spacing) configurations of the GEM-LAM model, with improved geophysical fields, cloud microphysics and radiative transfer schemes, and several new diagnostic products such as density of falling snow, visibility, and peak wind gust strength. The performance of this experimental NWP system has been evaluated in these winter conditions over complex terrain using the enhanced mesoscale observing network in place during the Olympics. As compared to the forecasts from the operational regional 15-km GEM model, objective verification generally indicated significant added value of the higher-resolution models for near-surface meteorological variables (wind speed, air temperature, and dewpoint temperature) with the 1-km model providing the best forecast accuracy. Appreciable errors were noted in all models for the forecasts of wind direction and humidity near the surface. Subjective assessment of several cases also indicated that the experimental Olympic system was skillful at forecasting meteorological phenomena at high-resolution, both spatially and temporally, and provided enhanced guidance to the Olympic forecasters in terms of better timing of precipitation phase change, squall line passage, wind flow channeling, and visibility reduction due to fog and snow.

  16. 2010 winter games tracks energy in real time

    Energy Technology Data Exchange (ETDEWEB)

    Anon.

    2010-01-15

    An online energy tracker was developed by BC Hydro to publicly monitor the real-time energy consumption at the Vancouver 2010 Olympic winter game sites within Vancouver, Richmond, Whistler and Whistler Blackcomb. The venues and associated sites participating in the live energy tracking project were the Richmond Olympic Oval, Canada Hockey Place, Vancouver Olympic/Paralympic Centre, South East False Creek Community Centre, Whistler Blackcomb Roundhouse Lodge and snowmaking facilities, and the Olympic and Paralympic Villages. The system was developed to allow venue managers to optimize their use of electricity on an hourly and daily basis. An energy tracking display board developed by Pulse Energy enabled them to compare their performance to similar facilities in real time, and to determine the greenhouse gas savings achieved as result of building and operating practices. Some venues had the potential to save as much as 15 to 20 per cent in energy costs with corresponding reductions in carbon emissions. Efficiency and conservation was built into the design of many new venues. The retrofits made to several existing buildings will continue to contribute to British Columbia's conservation goals long after the 2010 winter games are over.

  17. Creating a gold medal Olympic and Paralympics health care team: a satisfaction survey of the mobile medical unit/polyclinic team training for the Vancouver 2010 winter games.

    Science.gov (United States)

    Brown, D Ross; Heidary, Behrouz; Bell, Nathaniel; Appleton, Leanne; Simons, Richard K; Evans, David C; Hameed, S Morad; Taunton, Jack; Khwaja, Kosar; O'Connor, Michael; Garraway, Naisan; Hennecke, Peter; Kuipers, Donna; Taulu, Tracey; Quinn, Lori

    2013-11-13

    The mobile medical unit/polyclinic (MMU/PC) was an essential part of the medical services to support ill or injured Olympic or Paralympics family during the 2010 Olympic and Paralympics winter games. The objective of this study was to survey the satisfaction of the clinical staff that completed the training programs prior to deployment to the MMU. Medical personnel who participated in at least one of the four training programs, including (1) week-end sessions; (2) web-based modules; (3) just-in-time training; and (4) daily simulation exercises were invited to participate in a web-based survey and comment on their level of satisfaction with training program. A total of 64 (out of 94 who were invited) physicians, nurses and respiratory therapists completed the survey. All participants reported favorably that the MMU/PC training positively impacted their knowledge, skills and team functions while deployed at the MMU/PC during the 2010 Olympic Games. However, components of the training program were valued differently depending on clinical job title, years of experience, and prior experience in large scale events. Respondents with little or no experience working in large scale events (45%) rated daily simulations as the most valuable component of the training program for strengthening competencies and knowledge in clinical skills for working in large scale events. The multi-phase MMU/PC training was found to be beneficial for preparing the medical team for the 2010 Winter Games. In particular this survey demonstrates the effectiveness of simulation training programs on teamwork competencies in ad hoc groups.

  18. Paralympic Legacy: Exploring the Impact of the Games on the Perceptions of Young People With Disabilities.

    Science.gov (United States)

    Coates, Janine; Vickerman, Philip B

    2016-10-01

    The London 2012 Olympic and Paralympic Games aimed to deliver a legacy to citizens of the United Kingdom, which included inspiring a generation of young people to participate in sport. This study aimed to understand the legacy of the Paralympic Games for children with disabilities. Eight adolescents (11-16 yr) with physical disabilities were interviewed about their perceptions of the Paralympic Games. Thematic analysis found 3 key themes that further our understanding of the Paralympic legacy. These were Paralympians as role models, changing perceptions of disability, and the motivating nature of the Paralympics. Findings demonstrate that the Games were inspirational for children with disabilities, improving their self-perceptions. This is discussed in relation to previous literature, and core recommendations are made.

  19. Imaging services at the Paralympic Games London 2012: analysis of demand and distribution of workload.

    Science.gov (United States)

    Bethapudi, Sarath; Campbell, Robert S D; Budgett, Richard; Willick, Stuart E; Van de Vliet, Peter

    2015-01-01

    Very little data have been published on medical imaging services at disability games. 7.9 million euros (£6.6 million, US$11 million) were invested in setting up radiology facilities within purpose built polyclinics at the London 2012 Olympic and Paralympic games. This paper details imaging services at the 2012 Paralympic Games. Data analysis on imaging at 2012 Olympics has been published in a separate paper. To analyse the workload on the polyclinics' radiology services, provided for the Paralympic athletes during the London 2012 Paralympic Games. Data were prospectively collected during the period of the Paralympic games from the Picture Archive Communications System (PACS) and the Radiological Information System (RIS). Data were correlated with the medical encounter database (ATOS). 655 imaging episodes were recorded, which comprised 38.8% (n=254) MRI, 33% (n=216) plain radiographs, 24% (n=157) ultrasound scans and 4.2% (n=28) CT scans. Investigations on the Paralympic athletes accounted for 65.2% of workload, with the remainder divided between Paralympic family and workforce. MRI was the most used imaging resource and CT was the least used imaging modality at the Paralympic village polyclinic. Analysis of demographic data provides a useful index for planning radiology infrastructure and manpower at future international competitions for athletes with a disability. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  20. The Road to Rio: Medical and Scientific Perspectives on the 2016 Paralympic Games.

    Science.gov (United States)

    Blauwet, Cheri; Lexell, Jan; Derman, Wayne; Idrisova, Guzel; Kissick, James; Stomphorst, Jaap; Wosornu, Yetsa Tuakli; Van de Vliet, Peter; Webborn, Nick

    2016-08-01

    In August and September of this year, the world will turn its attention to Rio de Janeiro, Brazil, for the 2016 Summer Olympic and Paralympic Games. Of interest to physiatrists, the Paralympic Games will take place from September 7 to 18, with an estimated total of 4 billion viewers. In the United States, for the first time in history, the Summer Games will be broadcast over a total of 66 hours on NBCUniversal. The Paralympic Games represent the pinnacle of elite sport for athletes with disabilities while also changing perceptions around the importance of grassroots sport and physical activity opportunities for the disability community more broadly. Copyright © 2016 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  1. Upcoming Paralympic summer games in Rio: what did the German medical team learn from the London Games?

    Science.gov (United States)

    Kubosch, Eva J; Kosel, Jürgen; Steffen, Kathrin; Konstantinidis, Lukas; Kubosch, David; Südkamp, Norbert P; Hirschmüller, Anja

    2017-11-01

    Musculoskeletal complaints are frequently diagnosed in Paralympic athletes. Despite the increased professionalism in Paralympic Sports, the documentation of injuries and other health complaints during high-level competition is sparse. With respect to the upcoming Paralympic Summer Games in Rio de Janeiro, the aim of this study was the analysis of all musculoskeletal complaints within the German Paralympic Athletes during the London 2012 Paralympic Games. All musculoskeletal complaints (MSC) of the 150 German athletes seeking medical attention, hereby defined as "injury", were recorded during the in-competition period of the London Paralympics Games (22 days), regardless of their severity and consequences. Standardized documentation included the onset of symptoms, the medical diagnoses, the therapeutic measures taken as well as consecutive restrictions in training and competition. Incidence rates and localizations were analyzed by sports discipline. A total of 201 musculoskeletal complaints were recorded for 140 athletes (93.3%), corresponding to 1.4 musculoskeletal complaints per "injured" athlete. The incidence of musculoskeletal complaints in German athletes was 62.9±15.4/1000 athlete-days. High incidence rates (IR) were observed in wheelchair basketball (IR 72/1000 athlete-days, 1.6 injuries per athlete) and equestrian events (IR 72.7, 1.6). Musculoskeletal complaints were mainly located in the upper extremities (37.6%) and the spine (37.6%). The most frequent diagnoses were myalgia (N.=105, 52%). We noted a high rate of musculoskeletal complaints among German Paralympic athletes across sports and body parts, highlighting the need for prevention programs that focus on the upper extremities and spine.

  2. Travelling to china for the beijing 2008 olympic and paralympic games.

    Science.gov (United States)

    Shaw, Marc T M; Leggat, Peter A; Borwein, Sarah

    2007-11-01

    The 29th modern Olympic Summer Games, conducted once every 4 years since 1896, will be held in Beijing, China, from 8 to 24 August 2008. There will be approximately 28 major and 302 minor events in 37 venues in the prominent cities of Beijing, Hong Kong and Shanghai, and also in Qingdao (a coastal town in Shandong Province), Qinhuangdao (northeast of Beijing), Shanghai, Shenyang (an industrial city in Liaoning Province) and in Tianjin (on the coast near Beijing). Following the Olympic Games, the Paralympic Games will be conducted from 6 to 17 September 2008 in Beijing and 20 Paralympic Sports will be represented. This paper focuses on health and safety issues for travellers to China in general, although it makes specific references to advice for visiting Olympic and Paralympic athletes and team staff, who will be travelling to the games. It must be remembered that travel health advice can change, and that travellers should be advised to seek up-to-date travel health advice for China closer to their departure.

  3. Ludwig Guttmann (1899-1980), Stoke Mandeville Hospital and the Paralympic Games.

    Science.gov (United States)

    Silver, John R

    2012-08-01

    On 27 July 2012 London is hosting the Olympic and the Paralympic Games. The Olympic Games will be attended by 17,000 athletes to be followed by the Paralympic Games with 4200 athletes from 150 countries, participating in 20 different sports. This multicultural event has grown in the last 60 years from a small competition between British and Dutch athletes on the lawns of Stoke Mandeville Hospital in Buckinghamshire. The Paralympic Movement was born out of the vision of Sir Ludwig Guttmann. Before World War II, most paraplegic patients died. Guttmann came to Stoke Mandeville Hospital in 1944 and instituted the modern treatment of spinal injuries which kept paraplegic patients alive. While exercise is an essential part of rehabilitation, developing strength and agility, and a paraplegic patient can only participate in competitive sport when he or she is fully rehabilitated so the sports movement grew out of the successful treatment of paraplegic patients.

  4. The epidemiology of injuries at the London 2012 Paralympic Games.

    Science.gov (United States)

    Willick, Stuart E; Webborn, Nick; Emery, Carolyn; Blauwet, Cheri A; Pit-Grosheide, Pia; Stomphorst, Jaap; Van de Vliet, Peter; Patino Marques, Norma Angelica; Martinez-Ferrer, J Oriol; Jordaan, Esmè; Derman, Wayne; Schwellnus, Martin

    2013-05-01

    The characteristics and incidence of injuries at the Summer Paralympic Games have not previously been reported. A better understanding of injuries improves the medical care of athletes and informs future injury prevention strategies. The objective of this prospective cohort study was to characterise the incidence and nature of injuries during the London 2012 Summer Paralympic Games. Injury information was obtained from two databases. One database was populated from medical encounter forms completed by providers at the time of assessment in one of the medical stations operated by the Organising Committee. The second database was populated daily with information provided by team medical personnel who completed a comprehensive, web-based injury survey. The overall injury incidence rate was 12.7 injuries/1000 athlete-days. Injury rates were similar in male and female athletes. The precompetition injury rates in women were higher than those in the competition period. Higher injury rates were found in older athletes and certain sports such as football 5-a-side (22.4 injuries/1000 athlete-days). Overall, 51.5% of injuries were new onset acute traumatic injuries. The most commonly injured region (percentage of all injuries) was the shoulder (17.7%), followed by the wrist/hand (11.4%), elbow (8.8%) and knee (7.9%). This is the largest and most comprehensive epidemiological report examining injuries in Paralympic athletes. Injury rates differ according to age and sport. Upper limb injuries are common. The knowledge gained from this study will inform future injury surveillance studies and the development of prevention strategies in Paralympic sport. The Epidemiology of Injuries at the London 2012 Paralympic Games.

  5. An investigation of home advantage in the Summer Paralympic Games.

    Science.gov (United States)

    Wilson, Darryl; Ramchandani, Girish

    2017-01-01

    There is a paucity of home advantage research set in the context of para-sport events. It is this gap in the knowledge that this paper addresses by investigating the prevalence and size of home advantage in the Summer Paralympic Games. Using a standardised measure of success, we compared the performances of nations when competing at home with their own performances away from home in the competition between 1960 and 2016. Both country-level and individual sport-level analyses were conducted for this time frame. A Wilcoxon signed rank test was used to determine whether there was a genuine difference in nations' performance under host and non-host conditions. Spearman's rank-order correlation was run to assess the relationship between nation quality and home advantage. Strong evidence of a home advantage effect in the Summer Paralympic Games was found at country level ( p   0.10). While our results confirm that home advantage is prevalent in the Summer Paralympic Games at an overall country level and within specific sports, they do not explain fully why such an effect does exist. Future studies should investigate the causes of home advantage in the competition and also draw comparisons with the Summer Olympic Games to explore any differences between para-sport events and able-bodied events.

  6. Medication use by athletes during the Athens 2004 Paralympic Games.

    Science.gov (United States)

    Tsitsimpikou, C; Jamurtas, A; Fitch, K; Papalexis, P; Tsarouhas, K

    2009-12-01

    To examine the use of food supplements and pharmaceutical preparations by elite Paralympic athletes. Survey study. Athens 2004 Paralympic Games. Data obtained from two sources: (i) athletes' declaration of intake of drugs/supplements recorded on the Doping Control Official Record during sample collection for doping control; (ii) athletes' application forms for granting of a therapeutic use exemption. Classification of declared food supplements according to the active ingredient and medications according to therapeutic actions and active compounds. 64.2% of the athletes tested for doping control declared use of medications or food supplements, and 81.3% of these athletes declared intake of fewer than four preparations. Non-invasive routes of administration dominated. Food supplements (42.1%) were popular, and drugs used to treat several pathological conditions noted. Non-steroidal anti-inflammatory agents and analgesics were commonly used (9.8% and 5.6%, respectively). The prevalence of inhaled beta2-agonist use (4.8%) was higher than expected and exceeded that at the Athens Olympic Games. This review, the first to examine elite Paralympic athletes, shows a more rational approach to the use of medication and food supplements, but a similar consumption pattern to that of athletes at the Athens Olympic Games. Because of the dearth of such studies, consumption trends among Paralympic athletes remain unclear. The need to counsel athletes with disabilities on their nutritional needs is confirmed, and close monitoring by healthcare professionals is recommended.

  7. Disease distribution and medical resources during the Beijing 2008 Olympic and Paralympic Games.

    Science.gov (United States)

    Liang, Xue-Ya; Lan, Ling; Chen, Wei-Na; Zhang, Ai-Ping; Lü, Chao-Ying; Lü, Yan-Wei; Dai, Jian-Ping

    2011-04-01

    Appropriate planning and staffing for medical services at large-scale athletic events is essential to provide for a safe and successful competition. There are few well-documented accounts describing the demand for such services. The present study provided the data from the Beijing 2008 Olympics and Paralympics, with a view to provide the guidance for planning future events. A total of 22 029 and 8046 patients, who received medical care from a physician at an Olympic or Paralympic medical station, were included. The patient proportion among different personnel, various disease proportions at different kinds of venues, and the disease spectrum at specified venues at the Olympics and Paralympics were analyzed. At both games, the patient proportion varied by accreditation status. The staff accounted for the largest number of visits at the Olympics (44.83%) and Paralympics (36.95%), with respiratory diseases the most common. Various disease spectrums were discovered at the different kinds of venues. Surgical diseases were the most frequently listed reason for visits, both at competition and non-competition venues, especially during the Paralympics. The sport-related injuries accounted for a majority of the surgical cases during both games. At training venues, ear nose and throat diseases accounted for the greatest number of visits during both games. During both games, people contracted different diseases at different venues. Adequate surgeons should be designated to offer assistance mostly in trauma situations. Appropriate numbers of physicians in respiratory diseases and otorhinolaryngology is of great importance.

  8. Paralympic Games: History and Legacy of a Global Movement.

    Science.gov (United States)

    Legg, David

    2018-05-01

    The Paralympic Games have an interesting history that began after World War II. The Games and movement have been impacted by and have had an impact on society and the larger able-bodied sport system. The future of the Games and movement is also further impacted by larger cultural shifts, and the Games themselves have potentially left lasting legacies for the host cities and persons with impairment worldwide. Copyright © 2018 Elsevier Inc. All rights reserved.

  9. Adaptive Blending of Model and Observations for Automated Short-Range Forecasting: Examples from the Vancouver 2010 Olympic and Paralympic Winter Games

    Science.gov (United States)

    Bailey, Monika E.; Isaac, George A.; Gultepe, Ismail; Heckman, Ivan; Reid, Janti

    2014-01-01

    An automated short-range forecasting system, adaptive blending of observations and model (ABOM), was tested in real time during the 2010 Vancouver Olympic and Paralympic Winter Games in British Columbia. Data at 1-min time resolution were available from a newly established, dense network of surface observation stations. Climatological data were not available at these new stations. This, combined with output from new high-resolution numerical models, provided a unique and exciting setting to test nowcasting systems in mountainous terrain during winter weather conditions. The ABOM method blends extrapolations in time of recent local observations with numerical weather predictions (NWP) model predictions to generate short-range point forecasts of surface variables out to 6 h. The relative weights of the model forecast and the observation extrapolation are based on performance over recent history. The average performance of ABOM nowcasts during February and March 2010 was evaluated using standard scores and thresholds important for Olympic events. Significant improvements over the model forecasts alone were obtained for continuous variables such as temperature, relative humidity and wind speed. The small improvements to forecasts of variables such as visibility and ceiling, subject to discontinuous changes, are attributed to the persistence component of ABOM.

  10. ACTIVITIES OF SAINT-PETERSBURG RESEARCH INSTITUTE OF RADIATION HYGIENE AFTER PROFESSOR P.V. RAMZAEV FOR PROVISION OF RADIATION SAFETY OF XXII WINTER OLYMPIC AND XI WINTER PARALYMPICS GAMES OF 2014 IN SOCHI CITY

    Directory of Open Access Journals (Sweden)

    I. K. Romanovich

    2014-01-01

    Full Text Available The article contains an analysis of the experience of Rospotrebnadzor radiological units’ activities for  radiation  safety  provision  of  the  participators  and  guests  of  XXII  Winter  Olympic  Games  in  Sochi  and  also of Sochi city inhabitants as during the period of preparations for the Games so during the period of the Olympic and Paralympics Games. Peculiarities of organization of activities of Rospotrebnadzor specialists are considered for  the  preparation  period  and  main  period,  the  occurred  problems  of  technical  and  methodical  provision  of radiation control which was carried out for the purpose of counteraction to possible actions of radiation terrorism are considered as well. The role is noted of the specialists of Radiation Hygiene Institute in the methodical and organizational provision of the whole complex of carried-out activities.

  11. Descriptive epidemiology of Paralympic sports injuries.

    Science.gov (United States)

    Webborn, Nick; Emery, Carolyn

    2014-08-01

    Paralympic sports have seen an exponential increase in participation since 16 patients took part in the first Stoke Mandeville Games on the opening day of the 1948 London Olympic Games. More than 4,000 athletes took part in the London 2012 Paralympic Games. Few sporting events have seen such rapid evolution. This rapid pace of change also has meant challenges for understanding the injury risks of participation, not only because of the variety of sports, impairment types, the evolution of adapted equipment but also because of the inclusion of additional impairment types and development of new sports over time. Early studies were limited in scope but patterns of injuries are slowly emerging within Winter and Summer Paralympic sports. The IPC's London 2012 study is the largest to date with a prospective cohort study involving 49,910 athlete-days. The results identified large differences across sports and highlighted the need for longitudinal sport specific studies rather than solely games-time studies. This will require collaboration with international sports federations to examine injury patterns and risk factors for injury in this population to appropriately inform injury prevention strategies. Further studies will also need to address the impact of sporting participation, injury, and future health. Copyright © 2014 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  12. Atlanta Centennial Olympic Games and Paralympic Games event study, 1996. Final report, July 1996--August 1996

    Energy Technology Data Exchange (ETDEWEB)

    Amodei, R.; Bard, E.; Brong, B.; Cahoon, F.; Jasper, K.

    1998-11-01

    The Atlanta metropolitan region was the location of one of the most ambitious Intelligent Transportation Systems (ITS) deployments in the United States. This deployment included several individual projects--a Central Transportation Management Center (TMC), six Traffic Control Centers (TCCs), one Transit Information Center (TIC), The Travel Information Showcase (TIS), and the extension of the Metropolitan Atlanta Rapid Transit Authority (MARTA) Rail network and the new high-occupancy vehicle (HOV) lanes on I-85 and I-75. The 1996 Atlanta Centennial Olympic Games and Paralympic Games created a focus for these projects. All of these systems were to be brought on-line in time for the Olympic Games. This report presents the findings of the 1996 Olympic and Paralympic Games Events Study--a compilation of findings of system performance, the benefits realized, and the lessons learned during their operations over the event period. The study assessed the performance of the various Travel Demand Management (TDM) plans employed for Olympic Games traffic management.

  13. Verification of an ENSO-Based Long-Range Prediction of Anomalous Weather Conditions During the Vancouver 2010 Olympics and Paralympics

    Science.gov (United States)

    Mo, Ruping; Joe, Paul I.; Doyle, Chris; Whitfield, Paul H.

    2014-01-01

    A brief review of the anomalous weather conditions during the Vancouver 2010 Winter Olympic and Paralympic Games and the efforts to predict these anomalies based on some preceding El Niño-Southern Oscillation (ENSO) signals are presented. It is shown that the Olympic Games were held under extraordinarily warm conditions in February 2010, with monthly mean temperature anomalies of +2.2 °C in Vancouver and +2.8 °C in Whistler, ranking respectively as the highest and the second highest in the past 30 years (1981-2010). The warm conditions continued, but became less anomalous, in March 2010 for the Paralympic Games. While the precipitation amounts in the area remained near normal through this winter, the lack of snow due to warm conditions created numerous media headlines and practical problems for the alpine competitions. A statistical model was developed on the premise that February and March temperatures in the Vancouver area could be predicted using an ENSO signal with considerable lead time. This model successfully predicted the warmer-than-normal, lower-snowfall conditions for the Vancouver 2010 Winter Olympics and Paralympics.

  14. The Epidemiology of Injuries in Football at the London 2012 Paralympic Games.

    Science.gov (United States)

    Webborn, Nick; Cushman, Daniel; Blauwet, Cheri A; Emery, Carolyn; Derman, Wayne; Schwellnus, Martin; Stomphorst, Jaap; Van de Vliet, Peter; Willick, Stuart E

    2016-06-01

    The epidemiology of injury in Paralympic football has received little attention. A study of all sports at the London 2012 Paralympic Games identified football 5-a-side as the sport with the highest injury rate, meriting further detailed analysis, which may facilitate the development of strategies to prevent injuries. To examine the injury rates and risk factors associated with injury in Paralympic football. Secondary analysis of a prospective cohort study of injuries to football 5-a-side and football 7-a-side athletes. London 2012 Paralympic Games. Participants included 70 football 5-a-side athletes and 96 football 7-a-side athletes. Athletes from all but one country chose to participate in this study. The Paralympic Injury and Illness Surveillance System was used to track injuries during the Games, with data entered by medical staff. Injury incidence rate (IR) and injury incidence proportion (IP). The overall IR for football 5-a-side was 22.4 injuries/1000 athlete-days (95% confidence interval [CI], 14.1-33.8) with an IP of 31.4 injuries per 100 athletes (95% CI, 20.9-43.6). In 5-a-side competition, 62.5% of injuries were associated with foul play. The overall IR for football 7-a-side was 10.4 injuries/1000 athlete-days (95% CI, 5.4-15.5), with an IP of 14.6 injuries per 100 athletes (95% CI, 7.5-21.6). The most commonly injured body region in both sports was the lower extremity. To our knowledge, this study is the first to examine IR and risk factors associated with injury in Paralympic football. Future studies are needed to determine mechanisms of injury and independent risk factors for injury, thus informing prevention strategies. Copyright © 2016 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  15. Arboviral and other illnesses in travellers returning from Brazil, June 2013 to May 2016: implications for the 2016 Olympic and Paralympic Games.

    Science.gov (United States)

    Gautret, Philippe; Mockenhaupt, Frank; Grobusch, Martin P; Rothe, Camilla; von Sonnenburg, Frank; van Genderen, Perry J; Chappuis, Francois; Asgeirsson, Hilmir; Caumes, Eric; Bottieau, Emmanuel; Malvy, Denis; Lopez-Vélez, Rogelio; Jensenius, Mogens; Larsen, Carsten Schade; Castelli, Francesco; Rapp, Christophe; Field, Vanessa; Molina, Israel; Gkrania-Klotsas, Effrossyni; Florescu, Simin; Lalloo, David; Schlagenhauf, Patricia

    2016-07-07

    We evaluated EuroTravNet (a GeoSentinel subnetwork) data from June 2013 to May 2016 on 508 ill travellers returning from Brazil, to inform a risk analysis for Europeans visiting the 2016 Olympic and Paralympic Games in Brazil. Few dengue fever cases (n = 3) and no cases of chikungunya were documented during the 2013-15 Brazilian winter months, August and September, the period when the Games will be held. The main diagnoses were dermatological (37%), gastrointestinal (30%), febrile systemic illness (29%) and respiratory (11%). This article is copyright of The Authors, 2016.

  16. Dental data of the Athens 2004 Olympic and Paralympic Games.

    Science.gov (United States)

    Vougiouklakis, G; Tzoutzas, J; Farmakis, E-T; Farmakis, E-E; Antoniadou, M; Mitsea, A

    2008-11-01

    The Athens University, School of Dentistry, accepted the challenge to organize the Dental Health Services in the Athens 2004 Olympic and Paralympic Games in order to provide the best quality of oral health services to the athletes, coaches, escort members and Olympic Village personnel. Data from the whole activity protocol of the Athens 2004 Games Dental Health Services - the reception, admission and treatment protocols, the facilities and the infrastructure, the number of cases treated per specialty and the experience gained - were recorded. During the Olympic Games, there were more than 1400 dental cases in more than 650 patients, elite athletes, escort members, coaches and staff of the Olympic Village. Among them 313 fillings, 100 root canal therapies, 57 mouthguards and 9 dental trauma cases were treated. During the Paralympic Games, there were more than 240 dental cases in more than 220 patients. Among them 73 fillings, 12 root canal therapies, 21 extractions and 3 dental trauma cases were treated. In such events, highly trained dentists are needed and if possible, specialized in operative dentistry or endodontics. The role of team dentist seems to be of great importance.

  17. Impact of the 2012 London Olympic and Paralympic Games on physical activity of rheumatology patients.

    Science.gov (United States)

    Müther, Michael; Williamson, Marie; Williamson, Lyn

    2014-10-01

    Lack of physical activity in the general population is one of the biggest health challenges we face. For rheumatology patients, and other patients with chronic disease, exercise is an essential part of disease management. However, very few patients exercise effectively.One of the aspirations of the London 2012 Olympic/Paralympic Games was to catalyze people into long-term physical activity. We surveyed our rheumatology patients at 3 high-profile times in the year after the Olympics. Two hundred fifty-three patients were enrolled within the study; the largest diagnosis subgroup being rheumatoid arthritis (36%). Ninety-five percent of our patients regard exercise as beneficial; 36% still think it does harm. Most common barriers to exercise were pain (53%), tiredness (44%), and lack of time (36%). Forty-five percent exercise daily, mostly just walking. Twnety-seven patients (16%) were motivated by the 2012 Olympic and Paralympic Games toward physical activity. They were mostly motivated by athletics' individual stories (67%), taking part in a big sports festival (11%) and demonstration of top sporting levels (4%). Eighteen patients in total (7%) increased their amount of exercise in response to the London 2012 Olympic and Paralympic Games. There was no difference between patient diagnostic groups. Only a small minority of patients increased their amount of exercise in response to the 2012 Olympic and Paralympic Games. The message about the importance of physical exercise to health needs to be clear, unambiguous, and consistent, because a significant number of patients still think that physical activity does harm. Big sporting events such as the London 2012 Olympic and Paralympic Games can be used as an opportunity to remind patients that physical activity does good and is not harmful. Athletes' individual stories could be used in future as part of a strategy to encourage exercise for all patients.

  18. [Stress fractures in disabled athletes' preparation for the paralympic games in Athens, 2004: an assessment].

    Science.gov (United States)

    Laboute, E; Druvert, J C; Pailler, D; Piera, J-B

    2008-03-01

    To identify stress fracture frequency and the associated risk factors in disabled female athletes preparing the Paralympic Games in Athens in 2004. The study is focused on four athletes (including one with a vision impairment) among the 31 women selected to participate in the Paralympic Games. The medical records of selected athletes not having been able to participate in the Games due to a stress fracture were analyzed. One case of stress fracture to the first metatarsal was reported of one below-knee amputee and an additional case to the second metatarsal of one hemiplegic athlete. Two of three athletes with physical disability were unable to participate in the Games because of stress fracture occurring during the preparatory phase. Among four athletes selected to take part in the Paralympic Games. If morphological predispositions are inherent to the sportswomen, the main favouring factor to be retained is their running asymmetry. Training programmes must therefore take this characteristic into account and must not offer heavy-load repetitive exercise (such as endurance or jogging) at the expense of technique. Over-intense training exposes the disabled athlete to this type of pathology and is likely to affect his chances of competing.

  19. Host government directorate: London 2012 Olympic and Paralympic emblem guidelines

    OpenAIRE

    2015-01-01

    These guidelines issued by the London Organising Committee of the Olympic Games and Paralympic Games Ltd (“LOCOG”) provide standards, requirements and guidelines for use of the London 2012 Olympic Games Emblem (the “Emblem”), the London 2012 Paralympic Games Emblem (the “Paralympic Emblem”) and the Dual London 2012 Olympic and Paralympic Emblems (“Dual Emblems”) by authorised Host Government Directorate only.

  20. Risk of Injuries in Paralympic Track and Field Differs by Impairment and Event Discipline: A Prospective Cohort Study at the London 2012 Paralympic Games.

    Science.gov (United States)

    Blauwet, Cheri A; Cushman, Daniel; Emery, Carolyn; Willick, Stuart E; Webborn, Nick; Derman, Wayne; Schwellnus, Martin; Stomphorst, Jaap; Van de Vliet, Peter

    2016-06-01

    The incidence rates (IRs) and factors associated with injuries in the sport of Paralympic athletics (track and field) have not been comprehensively and prospectively studied. To determine injury IRs, characteristics of injuries, and associated factors in the sport of athletics at the London 2012 Paralympic Games. Cohort study; Level of evidence, 2. A total of 977 athletes competing in the sport of athletics were followed over a total 10-day competition period of the Paralympic Games. Daily injury data were obtained via 2 databases: (1) a custom-built, web-based injury and illness surveillance system (WEB-IISS), maintained by team medical personnel; and (2) the organizing committee database, maintained by medical providers in the medical stations operated by the London Organising Committee of the Olympic and Paralympic Games. Athlete impairment and event discipline were obtained via the International Paralympic Committee athlete database. IRs (injuries per 1000 athlete-days) by impairment, event discipline, sex, and age were examined. The overall IR was 22.1 injuries per 1000 athlete-days (95% CI, 19.5-24.7). In track disciplines, ambulant athletes with cerebral palsy experienced a lower incidence of injuries (IR, 10.2; 95% CI, 4.2-16.2) when compared with ambulant athletes from other impairment categories. Athletes in seated throwing experienced a higher incidence of injuries (IR, 23.7; 95% CI, 17.5-30.0) when compared with athletes in wheelchair racing (IR, 10.6; 95% CI, 5.5-15.6). In both track and field disciplines, the majority of injuries did not result in time loss from competition or training. Ambulant athletes experienced the greatest proportion of injuries to the thigh (16.4% of all injuries; IR, 4.0), observed predominantly in track athletes. Wheelchair or seated athletes experienced the greatest proportion of injuries to the shoulder/clavicle (19.3% of all injuries; IR, 3.4), observed predominantly in field athletes. This is the first prospective cohort

  1. Sonography in the 29th Olympic and Paralympic Games: a retrospective analysis.

    Science.gov (United States)

    He, Wen; Xiang, Dong-ying; Dai, Jian-ping

    2011-01-01

    The purpose of this study was to evaluate the application of sonography at the polyclinic of the Olympic/Paralympic village during the Olympic/Paralympic Games. We retrospectively reviewed 759 consecutive patients who underwent sonography at the ultrasound division of the polyclinic in the Olympic/Paralympic village from July 20, 2008, to September 20, 2008. Prevalence of emergency sonography after sports injury and non-sports-related urgent conditions during the games was analyzed. The benefit of sonographic services in large sporting events was discussed. There were 759 patients (484 athletes, 101 coaches, 88 team officials, and 86 volunteers; 462 men and 297 women) in the ultrasound division at the polyclinic. The indications for sonography included abdominal pain (315 cases, 41.50%), muskuloskeletal disorders (228 cases, 30.04%), gynecology related (104 cases, 13.70%), cardiac conditions (49 cases, 6.46%), small parts (29 cases, 3.82%), and vascular problems (34 cases, 4.48%). The rates of positive findings on sonography were 46.03% in the abdomen, 70.17% in musculoskeleton, 41.34% in gynecology, 10.20% in the heart, 75.86% in small parts, and 38.24% in vessels, respectively. Sonography plays an important role in the medical services at the polyclinic in the Olympic/Paralympic village. The benefits of sonography in such large sporting events are accuracy, fast result, portability, and noninvasiveness. Copyright © 2011 Elsevier Inc. All rights reserved.

  2. Traveling to Australia for the Sydney 2000 Olympic and Paralympic Games.

    Science.gov (United States)

    Shaw, M; Leggat, P A

    2000-01-01

    The modern Olympic Games, conducted only once every 4 years since 1900, will be held in Sydney, Australia, from September 15 to October 1, 2000. There will be approximately 35 competition venues, 5 villages, 100 training venues, a media center, and sponsor hospitality areas.1 There will be about 300 events for 28 sports, involving 10,300 athletes from 200 countries, 5,100 team officials, 50,000 volunteers, 15,000 media, a world wide audience of around 3.5 billion viewers and listeners, and up to several hundred-thousand spectators at any one time.1 The Paralympic Games will also be held in Sydney, after the Olympic Games, from October 18 to 29, 2000, with more than 4,000 athletes competing.1 This paper focuses on health and safety issues for travelers to Australia in general, although it makes specific references to advice for visiting Olympic and Paralympic athletes and team staff, who will be traveling to the games. It must be remembered that travel health advice can change, and that travelers should be advised to seek up-to-date travel health advice for Australia closer to their departure.

  3. Doping control analysis at the Rio 2016 Olympic and Paralympic Games.

    Science.gov (United States)

    Pereira, Henrique Marcelo Gualberto; Sardela, Vinicius Figueiredo; Padilha, Monica Costa; Mirotti, Luciana; Casilli, Alessandro; de Oliveira, Fabio Azamor; de Albuquerque Cavalcanti, Gustavo; Rodrigues, Lucas Martins Lisandro; de Araujo, Amanda Lessa Dutra; Levy, Rachel Santos; Teixeira, Pedro Antonio Castelo; de Oliveira, Felipe Alves Gomes; Duarte, Ana Carolina Giordani; Carneiro, Ana Carolina Dudenhoeffer; Evaristo, Joseph Albert Medeiros; Dos Santos, Gustavo Ramalho Cardoso; da Costa, Giovanni Carlo Verissimo; de Lima Castro, Fernando; Nogueira, Fabio Cesar Sousa; Scalco, Fernanda Bertão; Pizzatti, Luciana; de Aquino Neto, Francisco Radler

    2017-11-01

    This paper summarises the results obtained from the doping control analyses performed during the Summer XXXI Olympic Games (August 3-21, 2016) and the XV Paralympic Games (September 7-18, 2016). The analyses of all doping control samples were performed at the Brazilian Doping Control Laboratory (LBCD), a World Anti-Doping Agency (WADA)-accredited laboratory located in Rio de Janeiro, Brazil. A new facility at Rio de Janeiro Federal University (UFRJ) was built and fully operated by over 700 professionals, including Brazilian and international scientists, administrative staff, and volunteers. For the Olympic Games, 4913 samples were analysed. In 29 specimens, the presence of a prohibited substance was confirmed, resulting in adverse analytical findings (AAFs). For the Paralympic Games, 1687 samples were analysed, 12 of which were reported as AAFs. For both events, 82.8% of the samples were urine, and 17.2% were blood samples. In total, more than 31 000 analytical procedures were conducted. New WADA technical documents were fully implemented; consequently, state-of-the-art analytical toxicology instrumentation and strategies were applied during the Games, including different types of mass spectrometry (MS) analysers, peptide, and protein detection strategies, endogenous steroid profile measurements, and blood analysis. This enormous investment yielded one of the largest Olympic legacies in Brazil and South America. Copyright © 2017 John Wiley & Sons, Ltd. Copyright © 2017 John Wiley & Sons, Ltd.

  4. Developing a new syndromic surveillance system for the London 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Harcourt, S E; Fletcher, J; Loveridge, P; Bains, A; Morbey, R; Yeates, A; McCloskey, B; Smyth, B; Ibbotson, S; Smith, G E; Elliot, A J

    2012-12-01

    Syndromic surveillance is vital for monitoring public health during mass gatherings. The London 2012 Olympic and Paralympic Games represents a major challenge to health protection services and community surveillance. In response to this challenge the Health Protection Agency has developed a new syndromic surveillance system that monitors daily general practitioner out-of-hours and unscheduled care attendances. This new national system will fill a gap identified in the existing general practice-based syndromic surveillance systems by providing surveillance capability of general practice activity during evenings/nights, over weekends and public holidays. The system will complement and supplement the existing tele-health phone line, general practitioner and emergency department syndromic surveillance systems. This new national system will contribute to improving public health reassurance, especially to meet the challenges of the London 2012 Olympic and Paralympic Games.

  5. Using Cross-Curricular Ideas to Infuse Paralympic Sport

    Science.gov (United States)

    Tepfer, Amanda T. S.; Lieberman, Lauren J.

    2012-01-01

    The Paralympic Games are the second largest sport event in the world. They occur two weeks after the Olympic Games in the same geographic location and sport venues. Despite the Paralympic Games' longevity, many Americans do not even know they exist. One way to meaningfully share information about this event with people of all ages is to infuse a…

  6. An Overview of the Running Performance of Athletes with Lower-Limb Amputation at the Paralympic Games 2004–2012

    Directory of Open Access Journals (Sweden)

    Hossein Hassani

    2015-06-01

    Full Text Available This paper analyses the performances of lower-limb amputees in the 100, 200 and 400 m running events from the 2004, 2008 and 2012 Paralympic Games. In this paper, four hypotheses are pursued. In the first, it investigates whether the running performance of lower-limb amputees over three consecutive Paralympic Games has changed. In the second, it asks whether a bi-lateral amputee has a competitive advantage over a uni-lateral amputee. In the third, the effect of blade classification has been considered and we attempt to see whether amputees in various classifications have different level of performance. Finally, it is considered whether the final round of competition obtains different levels of performance in comparison to the qualification heats. Based on the outcomes of these investigations, it is proposed that future amputee-based running events should be undertaken with separate and not combined events for the T42, T43 and T44 classifications at the Paralympic Games.

  7. The Impact of Weather Forecasts of Various Lead Times on Snowmaking Decisions Made for the 2010 Vancouver Olympic Winter Games

    Science.gov (United States)

    Doyle, Chris

    2014-01-01

    The Vancouver 2010 Winter Olympics were held from 12 to 28 February 2010, and the Paralympic events followed 2 weeks later. During the Games, the weather posed a grave threat to the viability of one venue and created significant complications for the event schedule at others. Forecasts of weather with lead times ranging from minutes to days helped organizers minimize disruptions to sporting events and helped ensure all medal events were successfully completed. Of comparable importance, however, were the scenarios and forecasts of probable weather for the winter in advance of the Games. Forecasts of mild conditions at the time of the Games helped the Games' organizers mitigate what would have been very serious potential consequences for at least one venue. Snowmaking was one strategy employed well in advance of the Games to prepare for the expected conditions. This short study will focus on how operational decisions were made by the Games' organizers on the basis of both climatological and snowmaking forecasts during the pre-Games winter. An attempt will be made to quantify, economically, the value of some of the snowmaking forecasts made for the Games' operators. The results obtained indicate that although the economic value of the snowmaking forecast was difficult to determine, the Games' organizers valued the forecast information greatly. This suggests that further development of probabilistic forecasts for applications like pre-Games snowmaking would be worthwhile.

  8. Sleep quality evaluation, chronotype, sleepiness and anxiety of Paralympic Brazilian athletes: Beijing 2008 Paralympic Games.

    Science.gov (United States)

    Silva, Andressa; Queiroz, Sandra Souza; Winckler, Ciro; Vital, Roberto; Sousa, Ronnie Andrade; Fagundes, Vander; Tufik, Sergio; de Mello, Marco Túlio

    2012-02-01

    The objective of this study was to evaluate the sleep quality, sleepiness, chronotype and the anxiety level of Brazilian Paralympics athletes before the 2008 Beijing Paralympic Games. Cross-sectional study. Setting Exercise and Psychobiology Studies Center (CEPE) and Universidade Federal de São Paulo, an urban city in Brazil. A total of 27 Paralympics athletes of both genders (16 men and 11 women) with an average age of 28±6 years who practised athletics (track and field events) were evaluated. Sleep quality was evaluated using the Pittsburgh Scale and the Epworth Sleepiness Scale to evaluate sleepiness. Chronotype was determined by the Horne and Östberg questionnaire and anxiety through the State-Trait Anxiety Inventory. The evaluations were performed in Brazil 10 days before the competition. The study's results demonstrate that 83.3% of the athletes that presented excessive daytime sleepiness also had poor sleep quality. The authors noted that 71.4% were classified into the morning type and 72% of the athletes who presented a medium anxiety level also presented poor sleep quality. Athletes with poor sleep quality showed significantly lower sleep efficiency (p=0.0119) and greater sleep latency (p=0.0068) than athletes with good sleep quality. Athletes who presented excessive daytime sleepiness presented lower sleep efficiency compared to non-sleepy athletes (p=0.0241). The authors conclude that the majority of athletes presented poor sleep quality before the competition. This information should be taken into consideration whenever possible when scheduling rest, training and competition times.

  9. Sleep quality and psychobiological aspects of Brazilian Paralympic athletes in the London 2012 pre-Paralympics period

    Directory of Open Access Journals (Sweden)

    Dayane Ferreira Rodrigues

    2015-06-01

    Full Text Available The objective of the study was to evaluate the psychobiological aspects of the Paralympic athletes athletics mode, before the London Paralympic Games 2012. We evaluated 40 athletes without 31 men and 9 women who were selected by the Brazilian Paralympic Committee to be part of the Brazilian delegation. For the evaluation of psychobiological aspects used questionnaires: Trait Anxiety Inventory-State, POMS, the Beck Depression questionnaire Pittsburgh Epworth Scale to assess, respectively, anxiety, mood, depression, sleep and sleepiness. For trait anxiety and state anxiety, athletes exhibited a mean level of anxiety in relation to the profile of mood states and higher intensity values than any other dimensions. The lower total sleep time was in athletes with bad sleep, sleep deficiency was lower in athletes with poor sleep and total sleep time was lower for those who had efficiency < 85%. All psychobiological variables evaluated in pre-competition period were normal for the athletes of the Brazilian Paralympic athletics team that took part in the London 2012 Paralympic Games.

  10. Quick-Reaction Report on DoD Support for the 1996 Paralympics and Centennial Olympic Games

    National Research Council Canada - National Science Library

    Lane, F

    1996-01-01

    This audit report is the first in a series of reports that will be issued in response to a request from the Director, Office of Special Events regarding DoD support of the 1996 Olympic and Paralympic Games...

  11. Infectious disease surveillance for the London 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Severi, E; Heinsbroek, E; Watson, C; Catchpole, M

    2012-08-02

    The London 2012 Olympic and Paralympic Games will be one of the largest mass gathering events in British history. In order to minimise potential infectious disease threats related to the event, the Health Protection Agency (HPA) has set up a suite of robust and multisource surveillance systems. These include enhancements of already established systems (notification of infectious diseases, local and regional reporting,laboratory surveillance, mortality surveillance, international surveillance, and syndromic surveillance in primary care), as well as new systems created for the Games (syndromic surveillance in emergency departments and out-of-hours/unscheduled care,undiagnosed serious infectious illness surveillance).Enhanced existing and newly established surveillance systems will continue after the Games or will be ready for future reactivation should the need arise. In addition to the direct improvements to surveillance, the strengthening of relationships with national and international stakeholders will constitute a major post-Games legacy for the HPA.

  12. Paralympism, Paralympic values and disability sport: a conceptual and ethical critique.

    Science.gov (United States)

    McNamee, M J

    2017-01-01

    This paper explores the conceptual content of Paralympism. It exists by exploring the nascent normative framework that the International Paralympic Committee (IPC) has begun to construct around its constituent sports. The IPC sets out four values: Courage, Determination, Inspiration and Equality. Drawing on philosophical ethical methods it offers a critical evaluation of the four values that comprise the IPC position. While courage is undoubtedly a moral virtue, there is more than one conception that might inform Paralympism with either/both active and passive content. It is argued that Determination is an instrumental character trait that is not necessarily ethically praiseworthy. While potentially inspiring, the efforts and abilities of Paralympic athletes need not depend on the reception of spectators whom they have no control over. Finally, being an important ethical idea, it is neither clear what kind of equality is aimed for nor how it would be operationalized within sports with respect to access to expensive technology that is often the precondition of Paralympic sporting success. It is concluded that the Paralympic movement has not yet invested sufficient intellectual effort to articulate its ethical basis, and while these four values may have something to do with Paralympism, they are insufficient to articulate the concept. Implications for Rehabilitation Athletes with disabilities are governed by a range of normative frameworks that affect their preparation for and participation in the Paralympic games and associated events. Medical models often espouse a conception of biostatistical normality that derogates persons with disabilities, yet in elite sports abnormalities in structure and function can be highly valued. There is a lack of clarity about the ethical goals for those assisting Paralympic athletes. Governing bodies in disability sports, such as the International Paralympic Committee need to more critically and coherently spell out their ethical

  13. Bank of China Becomes Banking Partner of Beijing 2008 Olympic Games

    Institute of Scientific and Technical Information of China (English)

    2004-01-01

    @@ Beijing Olympic Committee announced recently that Bank of China become a partner of 2008 Olympic Games. Bank of China will provide abundant fund, banking financial products and related services for Beijing 2008 Olympic Games, and Paralympic Games, Beijing Olympic Organizing Committee and China Olympic Committee and China Sports team to participate in 2006 Winter Olympic Games and 2008 Olympic Games.

  14. Bank of China Becomes Banking Partner of Beijing 2008 Olympic Games

    Institute of Scientific and Technical Information of China (English)

    2004-01-01

      Beijing Olympic Committee announced recently that Bank of China become a partner of 2008 Olympic Games. Bank of China will provide abundant fund, banking financial products and related services for Beijing 2008 Olympic Games, and Paralympic Games, Beijing Olympic Organizing Committee and China Olympic Committee and China Sports team to participate in 2006 Winter Olympic Games and 2008 Olympic Games.……

  15. Olympic Education and Beyond: Olympism and Value Legacies from the Olympic and Paralympic Games

    Science.gov (United States)

    Chatziefstathiou, Dikaia

    2012-01-01

    This article starts with a discussion on the links between Olympism and education as presented in the early years of the modern Olympic Movement and the ideological vision of its founder, Baron Pierre de Coubertin. Questions about whether that vision can remain as an ideological platform for the Olympic and Paralympic Games are debated in the…

  16. The Kladruby Games, the Paralympics, and the pre-history of disability sport

    Directory of Open Access Journals (Sweden)

    Roman Reismüller

    2017-06-01

    This article presents an account of the development of the Kladruby Games in Czechoslovakia from 1948, which in 2017 celebrate their 100th edition, in order to bring to light some of the hidden history of disability sport. We might be led to speculate on how the Kladruby Games might have developed from these very promising beginnings, had Srdečný received earlier support from the authorities, and the impetus to consider Olympic connections. Such speculations we consider to be fruitless, given the very different conceptions of disability sport at work here. Srdečný’s continuing commitment was to seeing the Kladruby Games as an impetus to the rehabilitative and recreational benefits of sport, rather than the contradictions experienced by the Paralympics in balancing elite performance values with its other aims.

  17. The Olympic and Paralympic Games 2012: literature review of the logistical planning and operational challenges for public health.

    Science.gov (United States)

    Enock, K E; Jacobs, J

    2008-11-01

    To undertake a review of the literature relating to public health planning and interventions at previous summer Olympic and Paralympic Games and other relevant major summer sporting events or mass gatherings, with a focus on official publications and peer-reviewed articles. Literature review. A literature review was undertaken using all biomedical databases and a freetext search using Google to widen the search beyond peer-reviewed publications. Search terms used were: Olympics; Paralympics; mass gatherings; mass gathering medicine; sporting events; weather; planning; and organisation. Citations within articles were searched to identify additional references that would inform this review. This literature review concentrates on the public health aspects of population care at mass gatherings, particularly the Olympic and Paralympic Games which are set over several weeks, focusing on surveillance, prevention and health service quality. The literature identified 10 areas of public health planning: public health command centre and communication; surveillance, assessment and control; environmental health and safety; infectious disease outbreaks; implications of weather conditions; health promotion; travel information; economic assessments; public transport and reduction of asthma events; and preparing athletes for potential allergies. The following themes emerged as crucial factors for the success of any public health interventions at Olympic and Paralympic Games: detailed planning of deliverables; pre-identification of critical success factors; management of risk; detailed contingency planning; and full testing of all plans prior to the event. The 2012 Olympic Games will provide an exciting challenge for public health providers and systems. Preparation requires early detailed planning of policies, procedures and on-site health promotion events, in addition to helping to set up the surveillance and monitoring systems that will capture public health activity alongside

  18. Technology in Paralympic sport: performance enhancement or essential for performance?

    Science.gov (United States)

    Burkett, Brendan

    2010-02-01

    People with disabilities often depend on assistive devices to enable activities of daily living as well as to compete in sport. Technological developments in sport can be controversial. To review, identify and describe current technological developments in assistive devices used in the summer Paralympic Games; and to prepare for the London 2012 Games, the future challenges and the role of technology are debated. A systematic review of the peer-reviewed literature and personal observations of technological developments at the Athens (2004) and Beijing (2008) Paralympic Games was conducted. Standard assistive devices can inhibit the Paralympians' abilities to perform the strenuous activities of their sports. Although many Paralympic sports only require technology similar to their Olympic counterparts, several unique technological modifications have been made in prosthetic and wheelchair devices. Technology is essential for the Paralympic athlete, and the potential technological advantage for a Paralympian, when competing against an Olympian, is unclear. Technology must match the individual requirements of the athlete with the sport in order for Paralympians to safely maximise their performance. Within the 'performance enhancement or essential for performance?' debate, any potential increase in mechanical performance from an assistive device must be considered holistically with the compensatory consequences the disability creates. To avoid potential technology controversies at the 2012 London Olympic and Paralympic Games, the role of technology in sport must be clarified.

  19. Preparedness of general practitioners in Australia for the Sydney 2000 Olympic and Paralympic Games.

    Science.gov (United States)

    Leggat, Peter A; Seelan, S Thava

    2002-01-01

    The modern Olympic Games have been conducted only once every 4 years since 1900. They were held in Sydney, Australia, from September 15 to October 1, 2000, with approximately 35 competition venues, 5 villages, 100 training venues, a media center, and sponsor hospitality areas. Roughly 300 events for 28 sports involved 10,300 athletes from 200 countries, 5,100 team officials, 50,000 volunteers, 15,000 media, a worldwide audience of around 3.5 billion viewers and listeners, and up to several hundred thousand spectators at any one time. The Paralympic Games were also held in Sydney after the Olympic Games, from October 18 to October 29, 2000, with more than 4,000 athletes competing. A report detailing possible health advice and requirements for travelers attending the games has been published previously. Good systems of public and private health care operate in Australia, but health care is not free. Australian taxpayers contribute to a national public health system, Medicare, and even this does not necessarily cover all the costs of treatment. Section 3.5 of the Medicare Benefit Scheme refers to "Reciprocal Health Care Agreements," which exist for immediately necessary medical care ("emergency care"). Agreements with Australia cover New Zealand, United Kingdom, Netherlands, Sweden, Finland, Italy, Malta, and Ireland. Benefits for Italy and Malta may only be available for the first 6 months of a stay. The Australian government covered much of the costs of medical treatment for most team members competing or involved in the Olympic and Paralympic Games, when the Games Village was open. This did not however extend to other visitors, and public hospitals in Australia are not generally geared and staffed to provide timely general practice services.

  20. Paralympic sport: an emerging area for research and consultancy in sports biomechanics.

    Science.gov (United States)

    Keogh, Justin W L

    2011-09-01

    The Paralympic Games are the pinnacle of sport for many athletes with a disability. The overall purpose of this paper is to highlight the role that the field of sports biomechanics specifically (and sports science in general) may play in improving performance in various summer Paralympic sports through research and consultancy. To achieve this broad aim, this review provides some history and background on the Summer Paralympic Games, discusses the eligibility and classification rules, describes the potential for the constraints-led approach of dynamical systems theory to inform practice and research in this area, and reviews selected studies examining the biomechanics of the primary forms of Paralympic locomotion. Some recommendations on how sports biomechanics can help facilitate improvements in Paralympic athletic performance through applied research and consultancy are provided, along with commentary on what may be some of the most important issues addressing Paralympic sport.

  1. Sport, sex and age increase risk of illness at the Rio 2016 Summer Paralympic Games: a prospective cohort study of 51 198 athlete days.

    Science.gov (United States)

    Derman, Wayne; Schwellnus, Martin P; Jordaan, Esme; Runciman, Phoebe; Blauwet, Cheri; Webborn, Nick; Lexell, Jan; Van de Vliet, Peter; Tuakli-Wosornu, Yetsa; Kissick, James; Stomphorst, Jaap

    2018-01-01

    To describe the epidemiology of illness at the Rio 2016 Summer Paralympic Games. A total of 3657 athletes from 78 countries, representing 83.5% of all athletes at the Games, were monitored on the web-based injury and illness surveillance system (WEB-IISS) over 51 198 athlete days during the Rio 2016 Summer Paralympic Games. Illness data were obtained daily from teams with their own medical support through the WEB-IISS electronic data capturing systems. The total number of illnesses was 511, with an illness incidence rate (IR) of 10.0 per 1000 athlete days (12.4%). The highest IRs were reported for wheelchair fencing (14.9), para swimming (12.6) and wheelchair basketball (12.5) (pParalympic Games; (2) the sports with the highest risk were wheelchair fencing, para swimming and wheelchair basketball; (3) female and older athletes (35-75 years) were at increased risk of illness; and (4) the respiratory system, skin and subcutaneous system and digestive system were most affected by illness. These results allow for comparison at future Games. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2018. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  2. Comparison and assessment of the participation of Polish swimmers at the Olympic and Paralympic Games in London

    Directory of Open Access Journals (Sweden)

    Wojciech Seidel

    2014-08-01

    Full Text Available Purpose : to assess and analyze the results of the Polish national team swimmers (Olympic and Paralympic at the XIV Summer Games 2012 in London (UK . Material : Score Polish swimmers start in London was carried out on the basis of medals won, participation in the finals. London also comparing the results with respect to the personal life record. The studies used the method of improving the outcome of the relative percentages - RPG% (relative performance gain %. It is based on the equation of RPG% = start time - end time / start time x 100. Material was to analyze and develop the results obtained by the Polish swimmers at the XIV Olympic and Paralympic Games in 2012 in London. Results : the basic criterion for evaluating the training and participation of Polish swimmers at the games in London was the number of medals won. By this criterion, the Poles showed a rather weak result. Healthy athletes do not receive medals. Thus, they confirmed their poor showing four years ago. Athletes with disabilities unable to get on the podium three times. In relation to the previous games (they won 10 medals the result was rather weak. Conclusions : in terms of participation in the Olympic finals and improve individual life records, the results were slightly better swimmers with disabilities.

  3. Reflections on the career of Brazilian Paralympic athletes.

    Science.gov (United States)

    Haiachi, Marcelo de Castro; Cardoso, Vinícius Denardin; Reppold, Alberto Reinaldo; Gaya, Adroaldo Cezar Araújo

    2016-10-01

    The proximity of the Paralympic Games Rio 2016 opens the discussion about the possibility of building a career in Paralympic sport. This study aims to present the characteristics and challenges present in the sporting career of the Brazilian Paralympic athlete. The study was structured under three main guiding topics: the different moments of Paralympic Sport, the career characteristics of paralympians and the consequences of sports results for their careers. Currently, Paralympic sports has its focus on high performance, as the constant necessity for good results is an ever present reality. The characteristics and challenges of sporting careers reveal the current situation for Brazilian Paralympic sports in all of its stages (pre-transition, transition and post-transition). Upon reflecting on the career of the Brazilian paralympic athlete a debate opens up concerning future perspectives and particularly on an understanding of the existing challenges for consolidation. Structural problems such as venues for training, lack of awareness on the part of the private sector and the non-renewal of human resources, seem to be the main obstacles for the consolidation of paralympic careers in Brazil.

  4. Striving for fairness in Paralympic sport - Support from applied sport ...

    African Journals Online (AJOL)

    Four years later, competitors from the Netherlands joined the games and an international movement was born. Olympic-style games for disabled athletes, currently called the Paralympic Games, were organised ... AJOL African Journals Online.

  5. Testing for boosting at the Paralympic games: policies, results and future directions.

    Science.gov (United States)

    Blauwet, Cheri A; Benjamin-Laing, Harry; Stomphorst, Jaap; Van de Vliet, Peter; Pit-Grosheide, Pia; Willick, Stuart E

    2013-09-01

    'Boosting' is defined as the intentional induction of autonomic dysreflexia (AD) by athletes with a spinal cord injury (SCI) at or above the level of T6 for the purpose of improving sports performance. Boosting has been shown to confer up to a 9.7% improvement in race time. Additionally, to compete in a hazardous dysreflexic state, whether intentional or unintentional, would present an extreme health risk to the athlete. For these reasons, the International Paralympic Committee strictly bans the practice of boosting, and has developed a protocol to test for its presence. Testing was performed at three major international Paralympic events. Education regarding the dangers of AD was provided to athletes and team staff. Testing was conducted on athletes from the relevant sport classes: Athletics (wheelchair racing classes T51/T52/T53) and Handcycling (H1). Key parameters included the athlete's demographics (gender, country of origin), classification and blood pressure measurements. An extremely elevated blood pressure was considered to be a proxy maker for AD, and a systolic blood pressure of ≥180 mm Hg was considered a positive test. A total of 78 tests for the presence of AD were performed during the three games combined. No athlete tested positive. The number of athletes tested, by classification, was: 6 in Athletics T51, 47 in Athletics T52, 9 in Athletics T53 and 16 in Handcycling H1. Of those tested, the average systolic and diastolic blood pressures were 135 mm Hg (range 98-178) and 82 mm Hg (range 44-112), respectively. All athletes were compliant with testing. No athletes were withdrawn from competition due to the presence of AD. Testing for the presence of AD in paralympic athletes with SCI prior to competition has been carried out for the first time at three major international paralympic competitions. There have been no positive tests thus far. Knowledge gained during these early testing experiences will be used to guide ongoing refinement of the testing

  6. Paralympic Sprint Performance Between 1992 and 2012.

    Science.gov (United States)

    Grobler, Lara; Ferreira, Suzanne; Terblanche, Elmarie

    2015-11-01

    The Paralympic Games have undergone many changes since their inception in 1960, one being the advances made in running-specific prostheses (RSPs) for track athletes with lower-limb amputations. To investigate the sprinting-performance changes in athletes with lower-limb amputations since 1992 to assess whether the influence of developments in RSP technology is evident. The results of the Olympic and Paralympic Games ranging between 1992 and 2012 for the 100-m and 200-m were collected, and performance trends, percentage change in performance, and competition density (CD) were calculated. The results indicate that the greatest performance increases were seen in athletes with lower-limb amputations (T42 = 26%, T44 = 14%). These performance improvements were greater than for Olympic athletes (Paralympic athletes from other selected classes (Paralympic sprint performances, RSP technology has played a noteworthy role in the progression of performances of athletes with amputations. It is also hypothesized that the difference in the performance improvements between the T42 and T44 classes is due to the level of disability and therefore the extent to which technology is required to enable locomotion. It is evident that RSP technology has played a significant role in the progression of performances in athletes with lower-limb amputations.

  7. The Australian Paralympic Oral History Project: Remembering, Reflecting, Recording and Promoting Disability in Sport

    Science.gov (United States)

    Jobling, Ian F.; Naar, Tony; Hanley, Marian

    2012-01-01

    The joint oral history project of the National Library of Australia and the Australian Paralympic Committee focuses on interviews with Australians who have contributed greatly to the Paralympic Movement in Australia since the inaugural Paralympic Games of 1960, while also recognising their place in the larger social and cultural context. This…

  8. High precompetition injury rate dominates the injury profile at the Rio 2016 Summer Paralympic Games: a prospective cohort study of 51 198 athlete days.

    Science.gov (United States)

    Derman, Wayne; Runciman, Phoebe; Schwellnus, Martin; Jordaan, Esme; Blauwet, Cheri; Webborn, Nick; Lexell, Jan; van de Vliet, Peter; Tuakli-Wosornu, Yetsa; Kissick, James; Stomphorst, Jaap

    2018-01-01

    To describe the incidence of injury in the precompetition and competition periods of the Rio 2016 Summer Paralympic Games. A total of 3657 athletes from 78 countries, representing 83.4% of all athletes at the Games, were monitored on the web-based injury and illness surveillance system over 51 198 athlete days during the Rio 2016 Summer Paralympic Games. Injury data were obtained daily from teams with their own medical support. A total of 510 injuries were reported during the 14-day Games period, with an injury incidence rate (IR) of 10.0 injuries per 1000 athlete days (12.1% of all athletes surveyed). The highest IRs were reported for football 5-a-side (22.5), judo (15.5) and football 7-a-side (15.3) compared with other sports (pGames (IR of 5.5). The shoulder was the most common anatomical area affected by injury (IR of 1.8). The data from this study indicate that (1) IRs were lower than those reported for the London 2012 Summer Paralympic Games, (2) the sports of football 5-a-side, judo and football 7-a-side were independent risk factors for injury, (3) precompetition injuries had a higher IR than competition period injuries, (4) injuries to the shoulder were the most common. These results would allow for comparative data to be collected at future editions of the Games and can be used to inform injury prevention programmes. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2018. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  9. Factors associated with illness in athletes participating in the London 2012 Paralympic Games: a prospective cohort study involving 49,910 athlete-days.

    Science.gov (United States)

    Schwellnus, Martin; Derman, Wayne; Jordaan, Esme; Blauwet, Cheri A; Emery, Carolyn; Pit-Grosheide, Pia; Patino Marques, Norma-Angelica; Martinez-Ferrer, Oriol; Stomphorst, Jaap; Van de Vliet, Peter; Webborn, Nick; Willick, Stuart E

    2013-05-01

    The incidence and factors associated with illness in Paralympic athletes have not been documented. To determine the factors associated with illness in athletes participating in the London 2012 Paralympic Games. A cohort of 3565 athletes from 160 of the 164 participating countries in the London 2012 Paralympic Games were followed over a 14-day period (precompetition period=3 days, competition period=11 days; 49 910 athlete-days). Daily illness data were obtained from (1) teams with their own medical support who completed a daily illness log (78 teams, 3329 athletes) on a novel web-based system and (2) teams without their own medical support through the local organising committee database (82 teams, 236 athletes). Illness information from all athletes included age, gender, type of sport and the main system affected. Incidence rate (IR) of illness (illness per 1000 athlete-days) and factors associated with IR (time period, gender, age and sport). The IR of illness was 13.2 (95% CI 12.2 to 14.2). The highest IR of illness was in the respiratory system, followed by the skin, digestive, nervous and genitourinary systems. The IR in the precompetition period was similar to that in the competition period, but the IR was significantly higher in athletics compared with other sports. Age and gender were not independent predictors of illness. Illness is common in Paralympic athletes and the main factor associated with higher IR of illness was the type of sport (athletics).

  10. A new surveillance system for undiagnosed serious infectious illness for the London 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Heinsbroek, E; Said, B; Kirkbride, H

    2012-08-02

    A new surveillance system was developed to detect possible new or emerging infections presenting as undiagnosed serious infectious illness (USII) for use during the London 2012 Olympic and Paralympic Games. Designated clinicians in sentinel adult and paediatric intensive care units (ICU/ PICUs) reported USII using an online reporting tool or provided a weekly nil notification. Reported cases were investigated for epidemiological links. A pilot study was undertaken for six months between January and July 2011 to evaluate the feasibility and acceptability of the system. In this six-month period, 5 adults and 13 children were reported by six participating units (3 ICUs, 3 PICUs). Of these 18 patients, 12 were reported within four days after admission to an ICU/PICU. Nine patients were subsequently diagnosed and were thus excluded from the surveillance. Therefore, only nine cases of USII were reported. No clustering was identified.On the basis of the pilot study, we conclude that the system is able to detect cases of USII and is feasible and acceptable to users. USII surveillance has been extended to a total of 19 sentinel units in London and the south-east of England during the London 2012 Olympic and Paralympic Games.

  11. Development and refinement of new statistical methods for enhanced syndromic surveillance during the 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Morbey, Roger A; Elliot, Alex J; Charlett, Andre; Andrews, Nick; Verlander, Neville Q; Ibbotson, Sue; Smith, Gillian E

    2015-06-01

    Prior to the 2012 London Olympic and Paralympic Games, new statistical methods had to be developed for the enhanced syndromic surveillance during the Games. Different methods were developed depending on whether or not historical data were available. Practical solutions were needed to cope with the required daily reporting and data quality issues. During the Games, nearly 4800 signals were tested on average each day, generating statistical alarms that were assessed to provide information on areas of potential public health concern and reassurance that no major adverse incident had occurred. spjhi;21/2/159/FIG41460458213517577 F1 fig4-1460458213517577. © The Author(s) 2013.

  12. Coaches' Perceptions of Team Cohesion in Paralympic Sports.

    Science.gov (United States)

    Falcão, William R; Bloom, Gordon A; Loughead, Todd M

    2015-07-01

    The purpose of this study was to investigate Paralympic coaches' perceptions of team cohesion. Seven head coaches of summer and winter Canadian Paralympic sport teams participated in the study. Four participants coached individual sports and 3 coached team sports. Data were collected using semistructured interviews and analyzed using thematic analysis. The results addressed the coaches' perceptions of cohesion in the Paralympic sport setting and strategies used to foster cohesion with their teams. Participants described using techniques and strategies for enhancing cohesion that were similar to those in nondisability sport, such as task-related activities, goal setting, and regularly communicating with their athletes. They also listed how cohesion was distinct to the Paralympic setting, such as the importance of interpersonal activities to build social cohesion. The implications of these results for coaching athletes with a disability are also presented.

  13. Spotlight on Athletes With a Disability: Malaysian Newspaper Coverage of the 2012 London Paralympic Games.

    Science.gov (United States)

    Cheong, Jadeera Phaik Geok; Khoo, Selina; Razman, Rizal

    2016-01-01

    This study analyzed newspaper coverage of the 2012 London Paralympic Games by 8 Malaysian newspapers. Articles and photographs from 4 English-language and 4 Malay-language newspapers were examined from August 28 (1 day before the Games) to September 10, 2012 (1 day after the Games closing). Tables, graphs, letters, fact boxes, and lists of events were excluded from analysis. A total of 132 articles and 131 photographs were analyzed. Content analysis of the newspaper articles revealed that most (62.8%) of the articles contained positive reference to the athletes with a disability. There were equal numbers (39.1%) of action and static shots of athletes. More articles and photographs of Malaysian (58%) than non-Malaysian (42%) athletes with a disability were identified. Only 14.9% of the articles and photographs were related to female athletes with a disability.

  14. The learning and mentoring experiences of Paralympic coaches.

    Science.gov (United States)

    Fairhurst, Katherine E; Bloom, Gordon A; Harvey, William J

    2017-04-01

    Participation in the Paralympic Games has grown substantially, yet the same growth and development has not occurred with empirical literature for coaching in disability sport. The purpose of the current study was to explore Paralympic coaches' perceptions of their learning and educational experiences, including their formal and informal mentoring opportunities. Six highly successful and experienced Paralympic coaches were individually interviewed in this qualitative study. The interview data were analyzed following Braun and Clarke's guidelines for thematic analysis. Results demonstrated that Paralympic coaches faced several challenges to acquire disability specific coaching knowledge and skills. These challenges led the participants to utilize an array of informal learning situations, such as actively seeking mentoring relationships when they first entered the field. After becoming expert coaches, they gave back to their sport by making mentoring opportunities available for aspiring coaches. The results of the current study address the value and importance of mentoring as a structured source of education and career development for aspiring Paralympic coaches. Crown Copyright © 2016. Published by Elsevier Inc. All rights reserved.

  15. Medical Care Before and During the Winter Paralympic Games in Turin 2006, Vancouver 2010 and Sochi 2014.

    Science.gov (United States)

    Gawroński, Wojciech; Sobiecka, Joanna

    2015-11-22

    Medical care in disabled sports is crucial both as prophylaxis and as ongoing medical intervention. The aim of this paper was to present changes in the quality of medical care over the consecutive Paralympic Games (PG). The study encompassed 31 paralympians: Turin (11), Vancouver (12), and Sochi (8) competing in cross-country skiing, alpine skiing, biathlon and snowboarding. The first, questionnaire-based, part of the study was conducted in Poland before the PG. The athletes assessed the quality of care provided by physicians, physiologists, dieticians, and physiotherapists, as well as their cooperation with the massage therapist and the psychologist. The other part of the study concerned the athletes' health before leaving for the PG, as well as their diseases and injuries during the PG. The quality of medical care was poor before the 2006 PG, but satisfactory before the subsequent PG. Only few athletes made use of psychological support, assessing it as poor before the 2006 PG and satisfactory before the 2010 and 2014 PG. The athletes' health condition was good during all PG. The health status of cross-country skiers was confirmed by a medical fitness certificate before all PG, while that of alpine skiers only before the 2014 PG. There were no serious diseases; training injuries precluded two athletes from participation. The quality of medical care before the PG was poor, however, became satisfactory during the actual PG. The resulting ad hoc pattern deviates from the accepted standards in medical care in disabled sports.

  16. Daily heart rate variability of Paralympic gold medallist swimmers: A 17-week investigation

    OpenAIRE

    Edmonds, Rohan; Leicht, Anthony; McKean, Mark; Burkett, Brendan

    2015-01-01

    Objectives: Heart rate variability (HRV) can be a simple, non-invasive method of gauging cardiac autonomic nervous system fluctuations across periodised training workloads and taper in elite athlete populations. The purpose of these three case studies was to examine daily cardiac autonomic variations in Paralympic athletes leading in to the Paralympic games. Methods: Three Paralympic gold medallist swimmers were monitored daily for their resting HRV over a 17-week monitoring period leading...

  17. Medical Care Before and During the Winter Paralympic Games in Turin 2006, Vancouver 2010 and Sochi 2014

    Directory of Open Access Journals (Sweden)

    Gawroński Wojciech

    2015-12-01

    Full Text Available Medical care in disabled sports is crucial both as prophylaxis and as ongoing medical intervention. The aim of this paper was to present changes in the quality of medical care over the consecutive Paralympic Games (PG. The study encompassed 31 paralympians: Turin (11, Vancouver (12, and Sochi (8 competing in cross-country skiing, alpine skiing, biathlon and snowboarding. The first, questionnaire-based, part of the study was conducted in Poland before the PG. The athletes assessed the quality of care provided by physicians, physiologists, dieticians, and physiotherapists, as well as their cooperation with the massage therapist and the psychologist. The other part of the study concerned the athletes’ health before leaving for the PG, as well as their diseases and injuries during the PG. The quality of medical care was poor before the 2006 PG, but satisfactory before the subsequent PG. Only few athletes made use of psychological support, assessing it as poor before the 2006 PG and satisfactory before the 2010 and 2014 PG. The athletes’ health condition was good during all PG. The health status of cross-country skiers was confirmed by a medical fitness certificate before all PG, while that of alpine skiers only before the 2014 PG. There were no serious diseases; training injuries precluded two athletes from participation. The quality of medical care before the PG was poor, however, became satisfactory during the actual PG. The resulting ad hoc pattern deviates from the accepted standards in medical care in disabled sports.

  18. Individualized dry-land intervention program for an élite Paralympic swimmer: a case report.

    Science.gov (United States)

    Cavaggioni, Luca; Trecroci, Athos; Tosin, Massimiliano; Iaia, F Marcello; Alberti, Giampietro

    2018-03-01

    The aim of this retrospective case study is the longitudinal description of the physical and functional parameters of a top-level Paralympic swimmer class S9-SB8-SM9 during four swimming seasons of training, from the Paralympic games in London 2012 to the Paralympic games in Rio 2016. A 22-year-old male swimmer underwent a specific preventive dry-land training based on diaphragmatic breathing, postural alignment, and slow-velocity resistance training aimed to improve his muscle strength. He was tested by using the Functional Movement ScreenTM, photographic postural assessment and vertical jump. The swimmer improved his functional, postural and strength parameters indicating a better functional movement and muscular power. These results shows that a four-year specific dry-land intervention could be capable of enhancing the functional and physical requirements of a top-level Paralympic swimmer. This approach might be a suitable novel alternative for physical therapists and athletic trainers to integrate their training protocols for athletes with similar impairments.

  19. The epidemiology of injuries in powerlifting at the London 2012 Paralympic Games: An analysis of 1411 athlete-days.

    Science.gov (United States)

    Willick, S E; Cushman, D M; Blauwet, C A; Emery, C; Webborn, N; Derman, W; Schwellnus, M; Stomphorst, J; Van de Vliet, P

    2016-10-01

    Sport injury epidemiology has received increased recognition as a field of sport medicine research that can improve the health and safety of athletes. Injuries among Paralympic powerlifters have not previously been systematically studied. The purpose of this prospective cohort study was to characterize injuries among Paralympic powerlifters. Athletes competing in the sport of powerlifting were followed over the 7-day competition period of the 2012 London Paralympic Games. The main outcome measurements were injury incidence rate (IR; number of injuries per 1000 athlete-days) and injury incidence proportion (IP; injuries per 100 athletes). A total of 38 injuries among 163 powerlifters were documented. The overall IR was 33.3 injuries/1000 athlete-days (95% CI 24.0-42.6) and the overall IP was 23.3 injuries per 100 athletes (95% CI 16.8-29.8). The majority of injuries were chronic overuse injuries (61%). The most commonly injured anatomical region was the shoulder/clavicle (32% of all injuries), followed by the chest (13%) and elbow (13%). The information obtained in this study opens the door for future study into the mechanisms and details of injuries into powerlifters with physical impairments. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  20. Arboviral and other illnesses in travellers returning from Brazil, June 2013 to May 2016: implications for the 2016 Olympic and Paralympic Games

    NARCIS (Netherlands)

    Gautret, Philippe; Mockenhaupt, Frank; Grobusch, Martin P.; Rothe, Camilla; von Sonnenburg, Frank; van Genderen, Perry J.; Chappuis, Francois; Asgeirsson, Hilmir; Caumes, Eric; Bottieau, Emmanuel; Malvy, Denis; Lopez-Vélez, Rogelio; Jensenius, Mogens; Larsen, Carsten Schade; Castelli, Francesco; Rapp, Christophe; Field, Vanessa; Molina, Israel; Gkrania-Klotsas, Effrossyni; Florescu, Simin; Lalloo, David; Schlagenhauf, Patricia

    2016-01-01

    We evaluated EuroTravNet (a GeoSentinel subnetwork) data from June 2013 to May 2016 on 508 ill travellers returning from Brazil, to inform a risk analysis for Europeans visiting the 2016 Olympic and Paralympic Games in Brazil. Few dengue fever cases (n = 3) and no cases of chikungunya were

  1. Zika is not a reason for missing the Olympic Games in Rio de Janeiro: response to the open letter of Dr Attaran and colleagues to Dr Margaret Chan, Director - General, WHO, on the Zika threat to the Olympic and Paralympic Games.

    Science.gov (United States)

    Codeço, Claudia; Villela, Daniel; Gomes, Marcelo F; Bastos, Leonardo; Cruz, Oswaldo; Struchiner, Claudio; Carvalho, Luis Max; Coelho, Flavio

    2016-06-01

    Attaran and colleagues in an open letter to WHO expressed their concern about the upcoming Olympic and Paralympic Games in Rio de Janeiro and the threat posed by the Zika epidemic (Attaran 2016). We agree that Zika virus is of great public health concern and much remains to be known about this disease. Care should be taken to reduce the risk of infection, especially to pregnant women. However, we argue that this is not sufficient reason for changing the original plans for the Games, in particular because of the time of the year when they will take place. The present article outlines several scientific results related to Zika and mosquito-borne infectious diseases dynamics that we believe ratify the current position of WHO in not endorsing the postponing or relocation of the 2016 Olympic and Paralympic Games (WHO 2016).

  2. Zika is not a reason for missing the Olympic Games in Rio de Janeiro: response to the open letter of Dr Attaran and colleagues to Dr Margaret Chan, Director - General, WHO, on the Zika threat to the Olympic and Paralympic Games

    Directory of Open Access Journals (Sweden)

    Claudia Codeço

    2016-06-01

    Full Text Available Attaran and colleagues in an open letter to WHO expressed their concern about the upcoming Olympic and Paralympic Games in Rio de Janeiro and the threat posed by the Zika epidemic (Attaran 2016. We agree that Zika virus is of great public health concern and much remains to be known about this disease. Care should be taken to reduce the risk of infection, especially to pregnant women. However, we argue that this is not sufficient reason for changing the original plans for the Games, in particular because of the time of the year when they will take place. The present article outlines several scientific results related to Zika and mosquito-borne infectious diseases dynamics that we believe ratify the current position of WHO in not endorsing the postponing or relocation of the 2016 Olympic and Paralympic Games (WHO 2016.

  3. Motives for participation in Paralympic sailing – opinions of Polish and foreign athletes with physical disabilities

    Directory of Open Access Journals (Sweden)

    Prokopowicz Grzegorz

    2016-09-01

    Full Text Available Introduction: Paralympic sailing was introduced at the Atlanta 1996 Paralympic Games. Since then it has been developing rapidly and an increasing number of individuals in Poland and abroad regularly take part in sports competitions. Currently, disabled athletes can compete in three classes: Sonar, 2.4mR and Skud 18. The review of the Polish and foreign literature does not give a clear indication of the motives for participation in Paralympic sailing.

  4. Projected Zika Virus Importation and Subsequent Ongoing Transmission after Travel to the 2016 Olympic and Paralympic Games - Country-Specific Assessment, July 2016.

    Science.gov (United States)

    Grills, Ardath; Morrison, Stephanie; Nelson, Bradley; Miniota, Jennifer; Watts, Alexander; Cetron, Martin S

    2016-07-22

    Zika virus belongs to the genus Flavivirus of the family Flaviviridae; it is transmitted to humans primarily through the bite of an infected Aedes species mosquito (e.g., Ae. aegypti and Ae. albopictus) (1). Zika virus has been identified as a cause of congenital microcephaly and other serious brain defects (2). As of June 30, 2016, CDC had issued travel notices for 49 countries and U.S. territories across much of the Western hemisphere (3), including Brazil, where the 2016 Olympic and Paralympic Games (Games of the XXXI Olympiad, also known as Rio 2016; Games) will be hosted in Rio de Janeiro in August and September 2016. During the Games, mosquito-borne Zika virus transmission is expected to be low because August and September are winter months in Brazil, when cooler and drier weather typically reduces mosquito populations (4). CDC conducted a risk assessment to predict those countries susceptible to ongoing Zika virus transmission resulting from introduction by a single traveler to the Games. Whereas all countries are at risk for travel-associated importation of Zika virus, CDC estimated that 19 countries currently not reporting Zika outbreaks have the environmental conditions and population susceptibility to sustain mosquito-borne transmission of Zika virus if a case were imported from infection at the Games. For 15 of these 19 countries, travel to Rio de Janeiro during the Games is not estimated to increase substantially the level of risk above that incurred by the usual aviation travel baseline for these countries. The remaining four countries, Chad, Djibouti, Eritrea, and Yemen, are unique in that they do not have a substantial number of travelers to any country with local Zika virus transmission, except for anticipated travel to the Games. These four countries will be represented by a projected, combined total of 19 athletes (plus a projected delegation of about 60 persons), a tiny fraction of the 350,000-500,000 visitors expected at the Games.* Overall

  5. Infectious diseases prioritisation for event-based surveillance at the European Union level for the 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Economopoulou, A; Kinross, P; Domanovic, D; Coulombier, D

    2014-04-17

    In 2012, London hosted the Olympic and Paralympic Games (the Games), with events occurring throughout the United Kingdom (UK) between 27 July and 9 September 2012. Public health surveillance was performed by the Health Protection Agency (HPA). Collaboration between the HPA and the European Centre for Disease Prevention and Control (ECDC) was established for the detection and assessment of significant infectious disease events (SIDEs) occurring outside the UK during the time of the Games. Additionally, ECDC undertook an internal prioritisation exercise to facilitate ECDC’s decisions on which SIDEs should have preferentially enhanced monitoring through epidemic intelligence activities for detection and reporting in daily surveillance in the European Union (EU). A team of ECDC experts evaluated potential public health risks to the Games, selecting and prioritising SIDEs for event-based surveillance with regard to their potential for importation to the Games, occurrence during the Games or export to the EU/European Economic Area from the Games. The team opted for a multilevel approach including comprehensive disease selection, development and use of a qualitative matrix scoring system and a Delphi method for disease prioritisation. The experts selected 71 infectious diseases to enter the prioritisation exercise of which 27 were considered as priority for epidemic intelligence activities by ECDC for the EU for the Games.

  6. Public attitudes toward people with intellectual disabilities after viewing Olympic or Paralympic performance.

    Science.gov (United States)

    Ferrara, Kate; Burns, Jan; Mills, Hayley

    2015-01-01

    Despite some changes to the way that people with intellectual disabilities (ID) are viewed in society, negative attitudes prevail. One of the aspirations of the 2012 Paralympic games was to influence the public's attitudes toward people with disabilities. The aim of this study was to investigate whether stimuli depicting people with ID performing at Paralympic level of competition change attitudes toward ID. A mixed randomized comparison design was employed comparing 2 groups: those who viewed Paralympic-level ID sport footage and information and those who viewed Olympic footage and information. One hundred fourteen students, mean age 25 yr, were administered measures of implicit (subconscious) attitudes toward disability and explicit (belief-based) attitudes toward ID. Implicit attitudes significantly changed in a positive direction for both groups. The findings provide evidence that both Paralympic (ID) and Olympic media coverage may have at least a short-term effect on attitudes toward people with disabilities.

  7. London 2012 Paralympic swimming: passive drag and the classification system.

    Science.gov (United States)

    Oh, Yim-Taek; Burkett, Brendan; Osborough, Conor; Formosa, Danielle; Payton, Carl

    2013-09-01

    The key difference between the Olympic and Paralympic Games is the use of classification systems within Paralympic sports to provide a fair competition for athletes with a range of physical disabilities. In 2009, the International Paralympic Committee mandated the development of new, evidence-based classification systems. This study aims to assess objectively the swimming classification system by determining the relationship between passive drag and level of swimming-specific impairment, as defined by the current swimming class. Data were collected on participants at the London 2012 Paralympic Games. The passive drag force of 113 swimmers (classes 3-14) was measured using an electro-mechanical towing device and load cell. Swimmers were towed on the surface of a swimming pool at 1.5 m/s while holding their most streamlined position. Passive drag ranged from 24.9 to 82.8 N; the normalised drag (drag/mass) ranged from 0.45 to 1.86 N/kg. Significant negative associations were found between drag and the swimming class (τ = -0.41, p < 0.01) and normalised drag and the swimming class (τ = -0.60, p < 0.01). The mean difference in drag between adjacent classes was inconsistent, ranging from 0 N (6 vs 7) to 11.9 N (5 vs 6). Reciprocal Ponderal Index (a measure of slenderness) correlated moderately with normalised drag (r(P) = -0.40, p < 0.01). Although swimmers with the lowest swimming class experienced the highest passive drag and vice versa, the inconsistent difference in mean passive drag between adjacent classes indicates that the current classification system does not always differentiate clearly between swimming groups.

  8. Salivary Biomarkers and Training Load during Training and Competition in Paralympic Swimmers.

    Science.gov (United States)

    Sinnott-O'Connor, Ciara; Comyns, Tom; Nevill, Alan M; Warrington, Giles

    2017-11-28

    Stress responses in athletes can be attributed to training and also competition, where increased physiological and psychological stress may negatively impact on performance and recovery. The aim of this study was to examine the relationship between training load and salivary biomarkers IgA, alpha-amylase (AA) and cortisol across a 16-week preparation phase and 10-day competition phase in Paralympic swimmers. Four Paralympic swimmers provided bi-weekly saliva samples during three training phases - 1) normal training, 2) intensified training and 3) taper as well as daily saliva samples in the 10 day Paralympic competition (2016 Paralympic Games). Training load (TL) was measured using session-RPE. Multi-level analysis identified a significant increase in sIgA (94.98 (27.69) μg.ml -1 ), sAA (45.78 (19.07) μg.ml -1 ) and salivary cortisol (7.92 (2.17) ng.ml) during intensified training concurrent with a 38.3% increase in TL. During taper phase, a 49.5% decrease in TL from the intensified training phase resulted in decrease in sIgA, sAA and salivary cortisol; however, all three remained higher than baseline levels. A further significant increase was observed during competition in sIgA (168.69(24.19) μg.ml -1 ), sAA (35.86(16.67) μg.ml -1 ) and salivary cortisol (10.49(1.89) ng.ml) despite a continued decrease (77.8%) in TL from taper phase. Results demonstrate performance in major competition such as Paralympic Games despite a noticeable reduction in TL induces a stress response in athletes. Due to elevated stress response observed, modifications to individual post-race recovery protocols may be required to enable athletes to maximise performance across all ten days of competition.

  9. Evaluation of the Health Protection Event-Based Surveillance for the London 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Severi, E; Kitching, A; Crook, P

    2014-06-19

    The Health Protection Agency (HPA) (currently Public Health England) implemented the Health Protection Event-Based Surveillance (EBS) to provide additional national epidemic intelligence for the 2012 London Olympic and Paralympic Games (the Games). We describe EBS and evaluate the system attributes. EBS aimed at identifying, assessing and reporting to the HPA Olympic Coordination Centre (OCC) possible national infectious disease threats that may significantly impact the Games. EBS reported events in England from 2 July to 12 September 2012. EBS sourced events from reports from local health protection units and from screening an electronic application 'HPZone Dashboard' (DB). During this period, 147 new events were reported to EBS, mostly food-borne and vaccine-preventable diseases: 79 from regional units, 144 from DB (76 from both). EBS reported 61 events to the OCC: 21 of these were reported onwards. EBS sensitivity was 95.2%; positive predictive value was 32.8%; reports were timely (median one day; 10th percentile: 0 days - same day; 90th percentile: 3.6 days); completeness was 99.7%; stability was 100%; EBS simplicity was assessed as good; the daily time per regional or national unit dedicated to EBS was approximately 4 hours (weekdays) and 3 hours (weekends). OCC directors judged EBS as efficient, fast and responsive. EBS provided reliable, reassuring, timely, simple and stable national epidemic intelligence for the Games.

  10. Illness and injury in athletes during the competition period at the London 2012 Paralympic Games: development and implementation of a web-based surveillance system (WEB-IISS) for team medical staff.

    Science.gov (United States)

    Derman, Wayne; Schwellnus, Martin; Jordaan, Esme; Blauwet, Cheri A; Emery, Carolyn; Pit-Grosheide, Pia; Marques, Norma-Angelica Patino; Martinez-Ferrer, Oriol; Stomphorst, Jaap; Van de Vliet, Peter; Webborn, Nick; Willick, Stuart E

    2013-05-01

    In this study we describe (1) the implementation of a novel web-based injury and illness surveillance system (WEB-IISS) for use by a team of physicians at multisport events and (2) the incidence and characteristics of injuries and illness in athletes during the London 2012 Paralympic Games. Overall, 3565 athletes from 160 of the 164 participating countries were followed daily over a 14-day period, consisting of a precompetition period (3 days), and a competition period (11 days) (49 910 athlete-days). Daily injury and illness data were obtained from teams with their own medical support (78 teams, 3329 athletes) via the WEB-IISS, and without their own medical support through the London Organising Committee of the Olympic Games and Paralympic Games database (82 teams and 236 athletes). There were no differences between incidence rates (IR) of injury and illness, or between the precompetition and competition periods. The IR of injury during the competition period was 12.1/1000 athlete-days, with an incidence proportion (IP) of 11.6% (95% CI 11.0% to 13.3%). Upper limb injuries (35%), particularly of the shoulder (17%) were most common. The IR of illness during the competition period was 12.8/1000 athlete-days (95% CI 12.18 to 1421), with an IP of 10.2%. The IP was highest in the respiratory system (27.4%), skin (18.3%) and the gastrointestinal (14.5%) systems. During the competition period, the IR and IP of illness and injury at the Games were similar and comparable to the observed rates in other elite competitions. In Paralympic athletes, the IP of upper limb injuries is higher than that of lower limb injuries and non-respiratory illnesses are more common.

  11. Anthropometric profile of elite Chilean Paralympic athletes

    Directory of Open Access Journals (Sweden)

    Samuel Durán-Agüero

    2016-12-01

    Full Text Available Introduction: Sport is one of the most popular social events worldwide. It becomes interesting to characterize its practitioners, even more in some poorly studied groups such as Paralympic athletes. The main objective of this study is to determine the anthropometric profile of Chilean Elite Paralympic Athletes (CEPA through body composition and somatotype. Material and Methods: A cross-sectional study was conducted with 41 subjects (93% of the classified to the Para-Panamerican Games Toronto 2015, who practiced table tennis (n=6, football 5 (n=11, swimming (n=8, rugby (n=7, powerlifting (n=6 and wheelchair tennis (n=3. The body composition and somatotype were assessed through the protocol described by the International Society for the Advancement of Kinanthropometry (ISAK. Results: The CEPA reach an average for that classifies somatotype mostly as meso-endomorphic (5.3 - 7.8 - 0.5, a BMI of 27.4 kg/m2, and body composition for fat mass reaches 29.8% in women and 25.7% in men, while muscle mass gain 42.6% (women and 44.5% (men. Conclusions: The CEPA have a somatotype profile that classifies mostly as meso-endomorphic, body composition has a predominance muscle mass and high fat mass, although is similar to other Paralympics athletes.

  12. Sustainable legacies for the 2012 Olympic Games.

    Science.gov (United States)

    Shipway, Richard

    2007-05-01

    The London 2012 Olympic and Paralympic Games have the unique potential to deliver sustainable sporting, social, cultural, economic and environmental legacies, not just for London as the host city, but for the whole of Britain. This article focuses primarily on the first three of these potential Olympics legacies. The first area explored is the social legacy as it impacts on host communities; second, the potential educational and cultural legacy of the 2012 Games are examined; and finally, there follows an overview of the health benefits that could result from a sustained increase in mass participation in sport, physical activity and exercise. This appraisal is undertaken through a review of existing Olympic literature and examples are drawn from previous summer and winter Games. This preliminary exploration is followed by the identification of some key challenges to be overcome if the opportunities available to a wide and diverse range of stakeholders are to be fully optimized. The article suggests that the 2012 Games can act as a catalyst for sports development throughout Britain, while also assisting with government cross-cutting agendas such as tackling crime, antisocial behaviour, developing healthy and active communities, improving educational attainment, and combating barriers to participation. In doing so, this article argues that priority should be placed at supporting grassroots sport through greater access to sport in the community, and not solely elite level sports development. The article concludes by suggesting that the 2012 Games provide opportunities to deliver real and tangible changes and most importantly, to afford a higher priority to sport, along with the obvious associated health benefits for Britain as a whole. The underlying challenge as we move towards 2012 is to achieve a positive step change in the attitudes towards sport and physical activity in British society. Achieving this would possibly be the greatest legacy of the 2012 Olympic and

  13. A Physiological Case Study of a Paralympic Wheelchair Tennis Player: Reflective Practise

    Science.gov (United States)

    Diaper, Nicholas J.; Goosey-Tolfrey, Victoria L.

    2009-01-01

    This study was designed to examine the physiological changes caused by long-term training in a world class female tennis player in preparation for a major championship. Additionally, we aim to describe the training interventions and determine a suitable cooling strategy that was to be used at the 2004 Paralympic Games. The athlete underwent regular physiological assessment during 2003-2004. Physiological measures involved body composition, submaximal and peak oxygen uptake and key variables associated with maximal sprinting. In addition, a suitable match-play cooling intervention and hydration strategy was also explored. Body composition improved over the course of the study. Aerobic capacity fell by 21%, yet the submaximal physiological variables such as lactate profile and pushing economy improved. The trade off of aerobic capacity was perhaps noticeably counter-balanced with the maintenance of the peak sprinting speed and improvement found in the fatigue profile across ten repeated sprints. The extensive training programme was responsible for these changes and these adaptations resulted in a more confident athlete, in peak physical condition leading into the Paralympic Games. It is difficult to appreciate the extent to which this work had an impact on tennis performance given the skill requirements of wheelchair tennis and this warrants future attention. Key points Physiological adaptations were apparent over the two-year training period. The training emphasis resulted in a reduction in aerobic capacity, yet an improvement in repetitive sprint performance was seen leading into the Major competition. An effective cooling technique was identified that could be used during wheelchair tennis performance. The athlete and coaches were complimentary to the physiological support provided, which resulted in a more confident athlete at the Paralympic Games. PMID:24149542

  14. London 2012 Olympic and Paralympic Games: public health surveillance and epidemiology.

    Science.gov (United States)

    McCloskey, Brian; Endericks, Tina; Catchpole, Mike; Zambon, Maria; McLauchlin, Jim; Shetty, Nandini; Manuel, Rohini; Turbitt, Deborah; Smith, Gillian; Crook, Paul; Severi, Ettore; Jones, Jane; Ibbotson, Sue; Marshall, Roberta; Smallwood, Catherine A H; Isla, Nicolas; Memish, Ziad A; Al-Rabeeah, Abdullah A; Barbeschi, Maurizio; Heymann, David L; Zumla, Alimuddin

    2014-06-14

    Mass gatherings are regarded as potential risks for transmission of infectious diseases, and might compromise the health system of countries in which they are hosted. The evidence for increased transmission of infectious diseases at international sporting mass gatherings that attract many visitors from all over the world is not clear, and the evidence base for public health surveillance, epidemiology, and response at events such as the Olympics is small. However, infectious diseases are a recognised risk, and public health planning is, and should remain, a crucial part of the overall planning of sporting events. In this Series paper, we set out the planning and the surveillance systems that were used to monitor public health risks during the London 2012 Olympic and Paralympic Games in the summer of 2012, and draw attention to the public health issues-infectious diseases and chemical, radiation, and environmental hazards-that arose. Although the absolute risk of health-protection problems, including infectious diseases, at sporting mass gatherings is small, the need for reassurance of the absence of problems is higher than has previously been considered; this could challenge conventional public health surveillance systems. Recognition of the limitations of health-surveillance systems needs to be part of the planning for future sporting events. Copyright © 2014 Elsevier Ltd. All rights reserved.

  15. Health risks and travel preparation among foreign visitors and expatriates during the 2008 Beijing Olympic and Paralympic Games.

    Science.gov (United States)

    Jentes, Emily S; Davis, Xiaohong M; Macdonald, Susan; Snyman, P Johann; Nelson, Hugh; Quarry, Doug; Lai, Irene; van Vliet, Erik W N; Balaban, Victor; Marano, Cinzia; Mues, Katherine; Kozarsky, Phyllis; Marano, Nina

    2010-03-01

    During the 2008 Olympic and Paralympic Games, we conducted surveillance of illnesses among travelers at six Beijing clinics. Surveys asked about demographic, pre-travel, and vaccination information, and physician-provided diagnoses. Of 807 respondents, 38% and 57% were classified as foreign visitors (FV) and expatriates, respectively. Less than one-half of FV sought pre-travel advice; sources included health-care providers and friends/family. FV vaccination rate was also low; however, most vaccines given were recommended by the Centers for Disease Control and Prevention. The most common FV diagnoses were respiratory, injury/musculoskeletal, and gastrointestinal illnesses; for expatriates, injury/musculoskeletal, respiratory, and dermatologic were the most common illnesses. Respiratory illnesses in expatriates were significantly less in 2008 than during 2004-2007 (chi(2) = 10.2; P = 0.0014), suggesting that control programs may have reduced pollutants/respiratory irritants during the 2008 Games. We found no previous studies of health outcomes among expatriates living in cities with mass travel events. These findings highlight the need to continuously disseminate information to health-care providers advising travelers.

  16. Developing a physical activity legacy from the London 2012 Olympic and Paralympic Games: a policy-led systematic review.

    Science.gov (United States)

    Weed, Mike; Coren, Esther; Fiore, Jo; Wellard, Ian; Mansfield, Louise; Chatziefstathiou, Dikaia; Dowse, Suzanne

    2012-03-01

    There is no evidence that previous Olympic Games have raised physical activity levels in adult populations. However, it may be premature to assume that this lack of previous evidence for an inherent effect is an indication that there is no potential to proactively harness the Games to generate a physical activity or sport legacy. Given that the political goal of achieving a physical activity legacy had already been set, the policy-led aim of this systematic review was to examine the processes by which the London 2012 Olympic and Paralympic Games might deliver a physical activity (as opposed to sport) legacy. Searches were conducted on five databases: SPORTS DISCUS, CINAHL, PsychLNFO, MEDLINE and Web of Knowledge. There are two key findings: first, that communities that are not positively engaged with hosting the 2012 Games in London are likely to be beyond the reach of any initiatives seeking to harness the Games to develop legacies in any area; second, major events such as London 2012 can, if promoted in the right way, generate a 'festival effect' that may have the potential to be harnessed to promote physical activity among the least active. The 'festival effect' derives from the promotion of the 2012 Games as a national festival that is bigger than and beyond sport, but that is also rooted in the lives of local and cultural communities, thus creating a strong desire to participate in some way in an event that is both nationally significant and locally or culturally relevant. Physical activity policy makers and professionals should seek to satisfy this desire to participate through providing physical activity (rather than sport) opportunities presented as fun community events or programmes. The key to generating a physical activity legacy among the least active adults through this process is to de-emphasise the sporting element of the 2012 Games and promote the festival element.

  17. Survey report on awareness and participation behavior in disabled sports and disability understanding after Tokyo's bid for the 2020 Olympics and Paralympics.

    Science.gov (United States)

    Shiota, Kotomi

    2018-01-01

    [Purpose] This study analyzes awareness and participation behavior in disabled sports and disability understanding after Tokyo's bid for the 2020 Olympics and Paralympics. [Subjects and Methods] The study conducted a cross survey on 220 registrants of an Internet research firm. It analyzed: the awareness of citizens and their behavioral changes, in the aftermath of the allocation of Olympic and Paralympic Games; subject attributes and education level; recognition of disabled sports; and the awareness and behavior of participants, with regard to disabled sports. The analysis was conducted using SPSS Ver. 21 (IBM). [Results] The subjects were not interested in watching (72.2%), participating (76.8%), or volunteering (71.8%) in disabled sports. In addition, 76.8% of the subjects exhibited no behavioral changes-such as by watching, participating, or volunteering in disabled sports-after the Olympics and Paralympics bid decision. [Conclusion] This study's subjects had no confidence in their disability knowledge and no opportunities to interact with disabled persons. Furthermore, the bids for mega-events such as the Olympic and Paralympic Games did not lead to behavioral changes concerning disabled sports. Therefore, disability understanding should promote and deepen participation behavior in disabled sports.

  18. Experimental High-Resolution Land Surface Prediction System for the Vancouver 2010 Winter Olympic Games

    Science.gov (United States)

    Belair, S.; Bernier, N.; Tong, L.; Mailhot, J.

    2008-05-01

    The 2010 Winter Olympic and Paralympic Games will take place in Vancouver, Canada, from 12 to 28 February 2010 and from 12 to 21 March 2010, respectively. In order to provide the best possible guidance achievable with current state-of-the-art science and technology, Environment Canada is currently setting up an experimental numerical prediction system for these special events. This system consists of a 1-km limited-area atmospheric model that will be integrated for 16h, twice a day, with improved microphysics compared with the system currently operational at the Canadian Meteorological Centre. In addition, several new and original tools will be used to adapt and refine predictions near and at the surface. Very high-resolution two-dimensional surface systems, with 100-m and 20-m grid size, will cover the Vancouver Olympic area. Using adaptation methods to improve the forcing from the lower-resolution atmospheric models, these 2D surface models better represent surface processes, and thus lead to better predictions of snow conditions and near-surface air temperature. Based on a similar strategy, a single-point model will be implemented to better predict surface characteristics at each station of an observing network especially installed for the 2010 events. The main advantage of this single-point system is that surface observations are used as forcing for the land surface models, and can even be assimilated (although this is not expected in the first version of this new tool) to improve initial conditions of surface variables such as snow depth and surface temperatures. Another adaptation tool, based on 2D stationnary solutions of a simple dynamical system, will be used to produce near-surface winds on the 100-m grid, coherent with the high- resolution orography. The configuration of the experimental numerical prediction system will be presented at the conference, together with preliminary results for winter 2007-2008.

  19. Impact of the London 2012 Olympic and Paralympic Games on demand for microbiology gastrointestinal diagnostic services at the Public Health Laboratory London.

    Science.gov (United States)

    Williams, K; Sinclair, C; McEwan, R; Fleet, K; Balasegaram, S; Manuel, R

    2014-07-01

    Planning for the London 2012 Olympic and Paralympic Games at the Public Health Laboratory London was based on the requirement to meet potential increased demand with scalable capacity. The aim of this study was to determine the impact on demand for microbiology gastrointestinal diagnostic services during the Games period. Retrospective cross-sectional time-series data analysis was used to assess the number of gastrointestinal specimens received in the laboratory and the number of positive results. There was no increase in the number of gastrointestinal specimens received during the Games period, thus the Games had no impact on demand for microbiology gastrointestinal diagnostic services at the laboratory. There was a decrease in the number of public health specimens received for culture [incidence rate ratio = 0.34, 95% confidence interval (CI) = 0.13-0.86, P = 0.02] and a decrease in the number of culture positive community specimens (odds ratio = 0.59, 95 % CI = 0.40-0.85, P = 0.005), suggesting a decrease in gastrointestinal illness during the Games period. As previous planning assumptions were not based on actual specimen activity, the results of this study may modify the extent of additional planning for microbiological services required for mass gatherings. © 2014 The Authors.

  20. Paralympics--Barcelona 1992.

    Science.gov (United States)

    Reynolds, J; Stirk, A; Thomas, A; Geary, F

    1994-01-01

    The British Team at the 9th Paralympic Games in September 1992 in Barcelona comprised 151 men and 54 women athletes in a total of 15 sports. They were supported by a staff of 86 including a 12-strong medical team. The athletes were selected from the National Championships of the five disability organizations: British Wheelchair Sports Federation; British Blind Sport; Cerebral Palsy Sport; British Amputee Sports Association; and the British Les Autres Sports Association. This article outlines the organization and experience of the medical support team. The injury/illness profile was similar to those in able bodied sport. The team went on to achieve 40 gold, 47 silver and 41 bronze medals, maintaining third place on the medal table as achieved in Seoul in 1988. Images Figure 1 Figure 2 Figure 3 Figure 4 Figure 5 Figure 6 PMID:8044485

  1. Change of Landscape Structure before and after Winter Olympic Games in Nagano City

    Science.gov (United States)

    Fujii, Yoshio; Takeda, Toshiharu

    Recently it is desirable to realize the conservation of biodiversity and to create the city with symbiosis with nature even in local city. In this study, we chose Nagano City which was the site of the Winter Olympic Games as the subject of study, investigated the change of land cover by using Landsat TM data of the year 1985 and 1999 which were before and after the Winter Olympic Games, and grasped the change of landscape structure quantitatively by using landscape indices. As a result, we obtained the following conclusions. The expansion of urban area proceeded rapidly before and after the Winter Olympic Games. The area of artificial land cover in the city planning area has increased by 57%. In the meantime the areas of upland field and paddy field have decreased by 45% and 50% respectively. Therefore, agricultural land changed into urban area remarkably. It was found that the shape of paches of paddy field and upland field especially became small and the inequality of the paches decreased before and after the Winter Olympic Games. It became clear that the fragmentation has occurred in agricultural land such as paddy field, upland field and orchard.

  2. [Using modern information technology in the practice of the sanitary-epidemiological surveiliance during the XXII Olympic Winter Games and XI Paralympic Winter Games in Sochi].

    Science.gov (United States)

    Popova, A Yu; Kuzkin, B P; Demina, Yu V; Dubyansky, V M; Kulichenko, A N; Maletskaya, O V; Shayakhmetov, O Kh; Semenko, O V; Nazarenko, Yu V; Agapitov, D S; Mezentsev, V M; Kharchenko, T V; Efremenko, D V; Oroby, V G; Klindukhov, V P; Grechanaya, T V; Nikolaevich, P N; Tesheva, S Ch; Rafeenko, G K

    2015-01-01

    To improve the sanitary and epidemiological surveillance at the Olympic Games has developed a system of GIS for monitoring objects and situations in the region of Sochi. The system is based on software package ArcGIS, version 10.2 server, with Web-java.lang. Object, Web-server Apach, and software developed in language java. During th execution of the tasks are solved: the stratification of the region of the Olympic Games for the private and aggregate epidemiological risk OCI various eti- ologies, ranking epidemiologically important facilities for the sanitary and hygienic conditions, monitoring of infectious diseases (in real time according to the preliminary diagnosis). GIS monitoring has shown its effectiveness: Information received from various sources, but focused on one portal. Information was available in real time all the specialists involved in ensuring epidemiological well-being and use at work during the Olympic Games in Sochi.

  3. Using public health scenarios to predict the utility of a national syndromic surveillance programme during the 2012 London Olympic and Paralympic Games.

    Science.gov (United States)

    Morbey, R A; Elliot, A J; Charlett, A; Ibbotson, S; Verlander, N Q; Leach, S; Hall, I; Barrass, I; Catchpole, M; McCloskey, B; Said, B; Walsh, A; Pebody, R; Smith, G E

    2014-05-01

    During 2012 real-time syndromic surveillance formed a key part of the daily public health surveillance for the London Olympic and Paralympic Games. It was vital that these systems were evaluated prior to the Games; in particular what types and scales of incidents could and could not be detected. Different public health scenarios were created covering a range of potential incidents that the Health Protection Agency would require syndromic surveillance to rapidly detect and monitor. For the scenarios considered it is now possible to determine what is likely to be detectable and how incidents are likely to present using the different syndromic systems. Small localized incidents involving food poisoning are most likely to be detected the next day via emergency department surveillance, while a new strain of influenza is more likely to be detected via GP or telephone helpline surveillance, several weeks after the first seed case is introduced.

  4. Air Quality Measurements from Satellites during the 2008 Beijing Olympics and Paralympics

    Science.gov (United States)

    Witte, J. C.; Schoeberl, M.; Douglass, A.; Gleason, J.; Krotkov, N.; Gille, J.; Pickering, K.; Livesey, N.

    2009-05-01

    In preparation for the Olympic and Paralympic games in August and September 2008 in Beijing, China, the Chinese government imposed strict controls on industrial emissions and motor vehicle traffic in and around the city and vicinity before and during the events to improve the air quality for the competitors and visitors. To test the efficacy of these measures, we used satellite data from NASA's Aura/Ozone Monitoring Instrument (OMI) and Terra/Measurements Of Pollution In The Troposphere (MOPITT) over Beijing and surrounding areas during the Olympic and Paralympic period. The satellite instruments recorded significant reductions in nitrogen dioxide of up to 50%, up to 10% in tropospheric column ozone, 20-40% in boundary layer sulfur dioxide, and 10-20% reductions in carbon monoxide concentrations below 700 hPa.

  5. The Paralympic Movement: using sports to promote health, disability rights, and social integration for athletes with disabilities.

    Science.gov (United States)

    Blauwet, Cheri; Willick, Stuart E

    2012-11-01

    Competitive sports for people with disabilities has grown rapidly over the past several decades, and opportunities for participation are increasingly available throughout the spectrum from developmental to elite. The Paralympic Games, seen as the pinnacle sporting event that represents the broader Paralympic Movement, has provided a platform to showcase the abilities of people with disabilities while also serving as a catalyst for disability rights through ensuring integration, equality of opportunity, and accessibility of the built environment. Concurrently, media coverage of the Paralympic Games has led to an increased awareness of opportunities for sport participation for individuals with disabilities and, with it, the adjustment of norms regarding expectations for exercise as a component of preventive health. In addition, there is evidence of the power of sports to stimulate confidence, self-efficacy, and a self-perceived high quality of life for individuals with disabilities above and beyond the basic benefits to cardiometabolic fitness. When taken together, the promotion of health, disability rights, and social integration through sports has the power to transform the lives of those who participate and to further stimulate the expansion of opportunities available to the next generation of athletes with disabilities. Copyright © 2012 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  6. Standards of Conditions During Preparations for the Summer Paralympic Games Between 2004 and 2012 Assessed by Polish Athletes

    Directory of Open Access Journals (Sweden)

    Sobiecka Joanna

    2015-12-01

    Full Text Available The quality of training conditions affects sporting success, injuries and health. The aim of the work was to present the conditions during the preparations of Polish athletes for the Summer Paralympic Games 2004-2012. The study encompassed 271 paralympians: Athens (91, Beijing (89 and London (91, competing in 13 disciplines. The research was based on a two-part questionnaire by Kłodecka-Różalska adjusted for disabled sports, and was conducted one month before each PG. Part 1 contained 20 closed-ended questions regarding conditions during preparations, while Part 2 concerned socio-demographic and sports-related data. Three levels of conditions: good, satisfactory and poor, were identified. The analysis showed that while the relationships between the athletes were good in all the preparatory periods, the co-operation with the paralympic coaches worsened. The standards of accommodation, food and sports facilities lowered. Personal orthopaedic supply was satisfactory in London; personal sporting equipment was good at all PG. The quality of medical care was the highest in London. The co-operation with physicians, physiotherapists and massage therapists was satisfactory. Consultations with the dietician were sporadic and assessed as poor. Psychological consultations were rare but satisfactory in Beijing and London. Contacts with the mass media were poor at all PG. Although combining private life, work, and education with sport was satisfactory, it was increasingly difficult to manage, particularly before London. The conditions during preparations for the PG 2004-2012 varied. Improvement was noticed only in the quality of medical care and personal orthopaedic supply.

  7. Standards of Conditions During Preparations for the Summer Paralympic Games Between 2004 and 2012 Assessed by Polish Athletes.

    Science.gov (United States)

    Sobiecka, Joanna; Gawroński, Wojciech; Kądziołka, Marta; Kruszelnicki, Paweł; Kłodecka-Różalska, Jadwiga; Plinta, Ryszard

    2015-11-22

    The quality of training conditions affects sporting success, injuries and health. The aim of the work was to present the conditions during the preparations of Polish athletes for the Summer Paralympic Games 2004-2012. The study encompassed 271 paralympians: Athens (91), Beijing (89) and London (91), competing in 13 disciplines. The research was based on a two-part questionnaire by Kłodecka-Różalska adjusted for disabled sports, and was conducted one month before each PG. Part 1 contained 20 closed-ended questions regarding conditions during preparations, while Part 2 concerned socio-demographic and sports-related data. Three levels of conditions: good, satisfactory and poor, were identified. The analysis showed that while the relationships between the athletes were good in all the preparatory periods, the co-operation with the paralympic coaches worsened. The standards of accommodation, food and sports facilities lowered. Personal orthopaedic supply was satisfactory in London; personal sporting equipment was good at all PG. The quality of medical care was the highest in London. The co-operation with physicians, physiotherapists and massage therapists was satisfactory. Consultations with the dietician were sporadic and assessed as poor. Psychological consultations were rare but satisfactory in Beijing and London. Contacts with the mass media were poor at all PG. Although combining private life, work, and education with sport was satisfactory, it was increasingly difficult to manage, particularly before London. The conditions during preparations for the PG 2004-2012 varied. Improvement was noticed only in the quality of medical care and personal orthopaedic supply.

  8. Going for gold!

    CERN Document Server

    2006-01-01

    Jean-Yves Le Meur of CERN's IT Department will be competing in the Sitting Alpine Ski events at the upcoming Paralympic Winter Games. After one of his arms was left paralysed by shoulder surgery last year, simply taking part represents an extraordinary achievement. Jean-Yves Le Meur competing in the European competition, which won him his ticket for the Paralympic Games in Turin... ...and on top of the podium after winning a Special Slalom European Cup. You've seen 'The Incredibles'at the movies? Now meet Mr. Incredible in real life! From 10 to 19 March in Turin, Jean-Yves Le Meur (IT-UDS) will take part in his second Paralympic Winter Games, after Salt Lake City in 2002. He will be one of the 10 disabled sports champions selected to represent France in the Alpine ski events, competing in the sitting categories of the Giant Slalom and Special Slalom. But this time around, Jean-Yves needed even more determination than for any of his previous competitions, as a s...

  9. The global reality of the Paralympic Movement: Challenges and opportunities in disability sports

    Directory of Open Access Journals (Sweden)

    Eliane Mauerberg-deCastro

    Full Text Available Abstract The purpose of this study was to briefly illustrate some of the challenges and realities of national and international Paralympic sports. The elite disabled athlete paradigm is still not widely known in the world of regular sports competitions. The winning elite disabled athletes are restricted to a few countries, including the U.S., Canada, Germany, China, and Australia, with limited distribution of disability sport opportunities in other countries. This tendency for the success of a minority of countries reflects global problems of social vulnerability in accessibility (e.g., in dismantling the stigma of disability, political vulnerability (e.g., representative organizations of sports for the disabled do not fully pratice the philosophy of "sport for all", and economic vulnerability (e.g., lack of opportunities for training, assistive sports technology, and sponsorships. Furthermore, elite Paralympic athletes have become veterans. For example, the participation of Brazilian elite athletes in the 1984 Paralympics marked the beginning of a new generation of athletes (approximately 16% who returned to the Games in 1988. In both 2008 and 2012, nearly 28% of total participants were Brazilian veterans. Although this picture reveals longevity of athletes in the sport, there are many limitations in sports accessibility, often due to geographical centralization of opportunities in large urban centers. Yet, today, the world of Paralympic sport has been transformed into a sports spectacle, thanks to the exceptional performance of some athletes, to the technology of mass communication, and to the support of audiences during the Games. These sport "superstars" offer the world new images and new constructs of "ability." While this forum has helped to bring attention to these "heroes," other Brazilian athletes (and from other countries as well are still waiting for their opportunities. Indeed, worldwide, young blind individuals, those in wheelchairs

  10. Monitoring the biomechanics of a wheelchair sprinter racing the 100 m final at the 2016 Paralympic Games

    Science.gov (United States)

    Barbosa, Tiago M.; Coelho, Eduarda

    2017-07-01

    The aim was to run a case study of the biomechanics of a wheelchair sprinter racing the 100 m final at the 2016 Paralympic Games. Stroke kinematics was measured by video analysis in each 20 m split. Race kinetics was estimated by employing an analytical model that encompasses the computation of the rolling friction, drag, energy output and energy input. A maximal average speed of 6.97 m s-1 was reached in the last split. It was estimated that the contributions of the rolling friction and drag force would account for 54% and 46% of the total resistance at maximal speed, respectively. Energy input and output increased over the event. However, we failed to note a steady state or any impairment of the energy input and output in the last few metres of the race. Data suggest that the 100 m is too short an event for the sprinter to be able to achieve his maximal power in such a distance.

  11. A PHYSIOLOGICAL CASE STUDY OF A PARALYMPIC WHEELCHAIR TENNIS PLAYER: REFLECTIVE PRACTISE

    Directory of Open Access Journals (Sweden)

    Nicholas J. Diaper

    2009-06-01

    Full Text Available This study was designed to examine the physiological changes caused by long-term training in a world class female tennis player in preparation for a major championship. Additionally, we aim to describe the training interventions and determine a suitable cooling strategy that was to be used at the 2004 Paralympic Games. The athlete underwent regular physiological assessment during 2003-2004. Physiological measures involved body composition, submaximal and peak oxygen uptake and key variables associated with maximal sprinting. In addition, a suitable match-play cooling intervention and hydration strategy was also explored. Body composition improved over the course of the study. Aerobic capacity fell by 21%, yet the submaximal physiological variables such as lactate profile and pushing economy improved. The trade off of aerobic capacity was perhaps noticeably counter-balanced with the maintenance of the peak sprinting speed and improvement found in the fatigue profile across ten repeated sprints. The extensive training programme was responsible for these changes and these adaptations resulted in a more confident athlete, in peak physical condition leading into the Paralympic Games. It is difficult to appreciate the extent to which this work had an impact on tennis performance given the skill requirements of wheelchair tennis and this warrants future attention

  12. The Sports-Related Injuries and Illnesses in Paralympic Sport Study (SRIIPSS): a study protocol for a prospective longitudinal study.

    Science.gov (United States)

    Fagher, Kristina; Jacobsson, Jenny; Timpka, Toomas; Dahlström, Örjan; Lexell, Jan

    2016-01-01

    Paralympic sport provides sporting opportunities for athletes with a disability, with the Paralympic Games as the main event. Participation in sport is, however, associated with a significant risk for sustaining injuries and illnesses. Our knowledge of sports-related injuries and illnesses in Paralympic sport is very limited and there are no large-scale epidemiological cohort studies. The purpose here is to present a protocol for a prospective longitudinal study: The Sports-Related Injuries and Illnesses in Paralympic Sport Study (SRIIPSS). An argument-based method for investigation of design problems was used to structure the study protocol. The primary requirement of the protocol is to allow prospective studies over time and include exposure to both training and competition. To reflect the complexity of Paralympic sport with athletes' pre-existing impairments, use of assistive equipment, pain and other and medical issues, it is required that the data collection system is specifically adapted to Paralympic sport. To allow the collection of data, at the same time as there is limited access to coaches and medical personnel, it is advantageous that data can be collected online directly from the athletes. Based on this a self-report athlete monitoring system will be developed, where the athletes can enter data weekly via their mobile phones or lap-tops. Data will be collected from around 100 Swedish Paralympic athletes for approximately 1 year, which will allow us to i) prospectively estimate the annual incidence of sports-related injuries and illnesses and ii) explore risk factors and mechanisms for sustaining sports-related injuries and illnesses based on athlete exposure and training loads. For effective implementation of injury and illness prevention measures, comprehensive epidemiological knowledge is required. This study will be the first prospective longitudinal self-report study of sports-related injuries and illnesses in Paralympic sport over a longer period

  13. Is Hosting the Games Enough to Win? A predictive economic model of medal wins at 2014 Winter Olympics

    OpenAIRE

    Wladimir Andreff

    2012-01-01

    An econometric model which has first been estimated on medal wins at Summer Olympics and has predicted 88% of medal distribution at Beijing Games 2008, is revisited for Winter Olympics. After changing some variables to take into account the winter sports specificity, the model is estimated again on all Winter Games since 1964.Then it is used to predict (forecast) the medal distribution per country at the 2014 Sochi Winter Olympics.

  14. Enhanced Surveillance for the Sports Festival in Tokyo 2013: Preparation for the Tokyo 2020 Olympic and Paralympic Games.

    Science.gov (United States)

    Shimatani, Naotaka; Sugishita, Yoshiyuki; Sugawara, Tamie; Nakamura, Yuuki; Ohkusa, Yasushi; Yamagishi, Takuya; Matsui, Tamano; Kawano, Masashi; Watase, Hirotoshi; Morikawa, Yukiko; Oishi, Kazunori

    2015-01-01

    Enhanced surveillance was conducted during the Sports Festival in Tokyo 2013 (September 28-October 14, 2013) for early detection of outbreaks of infectious diseases and other health emergencies. Through this enhanced surveillance, 15 cases were found that required additional gathering of information outside the routine process of creating/evaluating the Daily Report. However, none of these was assessed as critical. Through the enhanced surveillance, we structured a framework that allows for earlier response when detecting aberrations. It includes the role of the Tokyo Metropolitan Government in communications and contacts with relevant parties such as public health centers, as well as in monitoring of surveillance data. However, some issues need to be further considered toward the Tokyo 2020 Olympic and Paralympic Games, such as establishing the criteria for additional response steps, increasing the number of participating bodies in syndromic surveillance, and strengthening of cooperation with related departments, including those for crisis management assuming potential biological/chemical terrorism.

  15. Establishing an emergency department syndromic surveillance system to support the London 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Elliot, Alex J; Hughes, Helen E; Hughes, Thomas C; Locker, Thomas E; Shannon, Tony; Heyworth, John; Wapling, Andy; Catchpole, Mike; Ibbotson, Sue; McCloskey, Brian; Smith, Gillian E

    2012-12-01

    The London 2012 Olympic and Paralympic Games is a mass gathering event that will present a major public health challenge. The Health Protection Agency, in collaboration with the College of Emergency Medicine, has established the Emergency Department Sentinel Syndromic Surveillance System (EDSSS) to support the public health surveillance requirements of the Games. This feasibility study assesses the usefulness of EDSSS in monitoring indicators of disease in the community. Daily counts of anonymised attendance data from six emergency departments across England were analysed by patient demographics (age, gender, partial postcode), triage coding and diagnosis codes. Generic and specific syndromic indicators were developed using aggregations of diagnosis codes recorded during each attendance. Over 339,000 attendances were recorded (26 July 2010 to 25 July 2011). The highest attendances recorded on weekdays between 10:00 and 11:00 and on weekends between 12:00 and 13:00. The mean daily attendance per emergency department was 257 (range 38-435). Syndromic indicators were developed including: respiratory, gastrointestinal, cardiac, acute respiratory infection, gastroenteritis and myocardial ischaemia. Respiratory and acute respiratory infection indicators peaked during December 2010, concomitant with national influenza activity, as monitored through other influenza surveillance systems. The EDSSS has been established to provide an enhanced surveillance system for the London 2012 Olympics. Further validation of the data will be required; however, the results from this initial descriptive study demonstrate the potential for identifying unusual and/or severe outbreaks of infectious disease, or other incidents with public health impact, within the community.

  16. Indicators of functional neuro-muscular and sensory systems of athletes - paralympic

    Directory of Open Access Journals (Sweden)

    Mahlovanyy V.A.

    2012-03-01

    Full Text Available To the competition in athletes - paralympic games indicators HR did not differ from untrained people, and a sense of time was reduced, suggesting increased excitability of the CNS functional state. After the competition down the left hand strength, muscle sensitivity and playback time interval, indicating a lack of power endurance of muscles and reduce peripheral muscle properties. To improve the functional characteristics of the muscles of his left hand and sports results, use tailor-made complex of special physical exercises with archery.

  17. Quality of life, coach behaviour and competitive anxiety in Winter Youth Olympic Games participants.

    Science.gov (United States)

    Ledochowski, Larissa; Unterrainer, Christine; Ruedl, Gerhard; Schnitzer, Martin; Kopp, Martin

    2012-12-01

    To ensure the highest technical performance, speed, safety, excellent control and to improve competitive performance, a successful regulation of competitive anxiety is necessary. Therefore, it seems crucial to identify factors influencing competitive anxiety of adolescent athletes. Research suggests that people reporting high quality of life are more capable to cope with stressful and challenging situations than others. The aim of this study was to investigate the impact of quality of life, the involvement of parents in sports career and coach's leadership behaviour on competitive anxiety in Winter Youth Olympic Games participants. During the first Winter Youth Olympic Games 2012 in Innsbruck/Austria, 662 (316 women) participants completed questionnaires and single items to assess quality of life, coach's leadership behaviour, parental involvement in sports career and competitive anxiety. Multiple regression analysis revealed positive influences of high quality of life and useful coach instruction on competitive anxiety. The relationship between quality of life, coach behaviour and competitive anxiety in young elite athletes competing at the first Winter Youth Olympic Games should be considered in long-term programmes for reducing competitive stress.

  18. Russia and the olympic movement : a study of Russian national identity as described in the newspaper Sovetskij Sport during the winter olympic games of 1988, 1992, 1994, and in the future winter olympic games of 2014

    OpenAIRE

    Nikitin, Anna

    2010-01-01

    The topic of the thesis deals with Russia and the Olympic Movement, studying Russian national identity as it is described in the newspaper Sovetskij Sport during three past Winter Olympic Games (1988, 1992, 1994) and the upcoming Winter Olympic Games that take place in Sochi 2014 in the framework of international politics. The research task is to analyze, what kinds of discourses do the writings of Russian Olympic Committee’s leading sports journal Sovetskij Sport use in times of the above me...

  19. Back from Sestriere

    CERN Multimedia

    2006-01-01

    Jean-Yves Le Meur during the Special Slalom at the Paralympic Winter Games on 19 March. (Photo credit: G. Place and B. Loyseau) CERN's Olympian, Jean-Yves Le Meur (IT Department), is back from Sestriere after competing in the Paralympic Winter Games in the sitting skiing competition. Ranked 14th after his first run in the Special Slalom, Jean-Yves had an excellent second run which brought him right up the field. He eventually finished ninth, 11 seconds off the gold medal place. In the Giant Slalom, he unfortunately fell in the final gates of his second run, having reached 10th position in his first run. With about 50 top athletes from all the competing nations contesting each event, the competition was stiff, and our warmest congratulations go to Jean-Yves for his participation and great performance!

  20. Satellite observations of changes in air quality during the 2008 Beijing Olympics and Paralympics

    Science.gov (United States)

    Witte, J. C.; Schoeberl, M. R.; Douglass, A. R.; Gleason, J. F.; Krotkov, N. A.; Gille, J. C.; Pickering, K. E.; Livesey, N.

    2009-09-01

    For the August-September 2008 Olympic and the Paralympic Games held in Beijing, China, strict controls on pollutant emissions and motor vehicle traffic were imposed on Beijing and neighboring provinces to the South to improve the air quality in and around the city. Satellite measurements over Beijing between July and September showed 43% reductions of tropospheric column nitrogen dioxide, compared to the past three years. When neighboring provinces to the south are included in our analyses, satellite measurements show boundary layer sulfur dioxide reductions of 13% and carbon monoxide reductions of 12% at 700 hPa. Thus, based on satellites observations alone, noticeable reductions in these pollutant tracers were measured during both games.

  1. No lasting legacy: no change in reporting of women's sports in the British print media with the London 2012 Olympics and Paralympics.

    Science.gov (United States)

    Packer, C; Geh, D J; Goulden, O W; Jordan, A M; Withers, G K; Wagstaff, A J; Bellwood, R A; Binmore, C L; Webster, C L

    2015-03-01

    The proportion of media sports coverage devoted to women is reported at between 1 and 6%. Our survey examines and compares reporting patterns before and after the 2012 Olympics and Paralympics. We collected data on sports coverage in six national newspapers on 3 weekend days in February and March 2012, and in February 2013; ∼5 months before the opening of the 2012 Olympic Games and 5 months after the closing of the Paralympic Games. In 2012, 39 of 876 articles in national newspapers (4.5%) related to women's sports, compared with 22 of 755 (2.9%) in 2013; a non-significant reduction in coverage [difference 1.54%, 95% confidence interval (CI) -0.28 to 3.36). In 2012, 24 of 647 pictures (3.7%) related to women's activities, compared with 10 of 738 (1.4%) in 2013; a significant reduction in coverage (difference 2.35%; 95% CI 0.68-4.03). The median area per article was significantly greater for men in both years. We found a continuing bias towards men's sport in the media analysed and no evidence of improvement either before or after the 2012 Olympics and Paralympics. Increased support of women's sport in the print media could benefit individuals and influence the health of the population. © The Author 2014. Published by Oxford University Press on behalf of Faculty of Public Health.

  2. Health risks and precautions for visitors to the Tokyo 2020 Olympic and Paralympic Games.

    Science.gov (United States)

    Nakamura, Sachiko; Wada, Koji; Yanagisawa, Naoki; Smith, Derek R

    2018-02-02

    In 2020, Japan will host the Tokyo Olympic and Paralympic Games in 2020 (Tokyo 2020) which will involve a large population influx from various countries to Tokyo, the most populated city in Japan. We summarize the potential health risks for visitors to Tokyo 2020, related to communicable disease risks and other health threats, based on recent national and local surveillance reports. We reviewed up-to-date surveillance reports published by the National Institute of Infectious Diseases and Tokyo Metropolitan Infectious Disease Surveillance Center. Communicable disease risks for vaccine-preventable illnesses such as measles and rubella, as well as food and waterborne diseases represent the most likely risks. The risk of acquiring vector-borne diseases is considered low in Japan. On the other hand, however, heat-related illness represents a potential risk, as Tokyo 2020 is scheduled during the hottest season in Japan, with temperatures generally expected to exceed 30 °C. Maintaining an up-to-date routine vaccination schedule is highly recommended for visitors attending the Tokyo 2020 and appropriate hygiene measures for food and waterborne diseases as well as health promotion for heat-related illness. It may also be useful to increase the number of multilingual triage clinicians whom can be placed within emergency departments during the Tokyo 2020 to provide first contact services and coordination of emergency care among non-Japanese speaking visitors to Tokyo. Copyright © 2018. Published by Elsevier Ltd.

  3. Game Performance Evaluation in Male Goalball Players

    Science.gov (United States)

    Molik, Bartosz; Morgulec-Adamowicz, Natalia; Kosmol, Andrzej; Perkowski, Krzysztof; Bednarczuk, Grzegorz; Skowroński, Waldemar; Gomez, Miguel Angel; Koc, Krzysztof; Rutkowska, Izabela; Szyman, Robert J

    2015-01-01

    Goalball is a Paralympic sport exclusively for athletes who are visually impaired and blind. The aims of this study were twofold: to describe game performance of elite male goalball players based upon the degree of visual impairment, and to determine if game performance was related to anthropometric characteristics of elite male goalball players. The study sample consisted of 44 male goalball athletes. A total of 38 games were recorded during the Summer Paralympic Games in London 2012. Observations were reported using the Game Efficiency Sheet for Goalball. Additional anthropometric measurements included body mass (kg), body height (cm), the arm span (cm) and length of the body in the defensive position (cm). The results differentiating both groups showed that the players with total blindness obtained higher means than the players with visual impairment for game indicators such as the sum of defense (p = 0.03) and the sum of good defense (p = 0.04). The players with visual impairment obtained higher results than those with total blindness for attack efficiency (p = 0.04), the sum of penalty defenses (p = 0.01), and fouls (p = 0.01). The study showed that athletes with blindness demonstrated higher game performance in defence. However, athletes with visual impairment presented higher efficiency in offensive actions. The analyses confirmed that body mass, body height, the arm span and length of the body in the defensive position did not differentiate players’ performance at the elite level. PMID:26834872

  4. Game Performance Evaluation in Male Goalball Players

    Directory of Open Access Journals (Sweden)

    Molik Bartosz

    2015-12-01

    Full Text Available Goalball is a Paralympic sport exclusively for athletes who are visually impaired and blind. The aims of this study were twofold: to describe game performance of elite male goalball players based upon the degree of visual impairment, and to determine if game performance was related to anthropometric characteristics of elite male goalball players. The study sample consisted of 44 male goalball athletes. A total of 38 games were recorded during the Summer Paralympic Games in London 2012. Observations were reported using the Game Efficiency Sheet for Goalball. Additional anthropometric measurements included body mass (kg, body height (cm, the arm span (cm and length of the body in the defensive position (cm. The results differentiating both groups showed that the players with total blindness obtained higher means than the players with visual impairment for game indicators such as the sum of defense (p = 0.03 and the sum of good defense (p = 0.04. The players with visual impairment obtained higher results than those with total blindness for attack efficiency (p = 0.04, the sum of penalty defenses (p = 0.01, and fouls (p = 0.01. The study showed that athletes with blindness demonstrated higher game performance in defence. However, athletes with visual impairment presented higher efficiency in offensive actions. The analyses confirmed that body mass, body height, the arm span and length of the body in the defensive position did not differentiate players’ performance at the elite level.

  5. Short-Term Forecasts Using NU-WRF for the Winter Olympics 2018

    Science.gov (United States)

    Srikishen, Jayanthi; Case, Jonathan L.; Petersen, Walter A.; Iguchi, Takamichi; Tao, Wei-Kuo; Zavodsky, Bradley T.; Molthan, Andrew

    2017-01-01

    The NASA Unified-Weather Research and Forecasting model (NU-WRF) will be included for testing and evaluation in the forecast demonstration project (FDP) of the International Collaborative Experiment -PyeongChang 2018 Olympic and Paralympic (ICE-POP) Winter Games. An international array of radar and supporting ground based observations together with various forecast and now-cast models will be operational during ICE-POP. In conjunction with personnel from NASA's Goddard Space Flight Center, the NASA Short-term Prediction Research and Transition (SPoRT) Center is developing benchmark simulations for a real-time NU-WRF configuration to run during the FDP. ICE-POP observational datasets will be used to validate model simulations and investigate improved model physics and performance for prediction of snow events during the research phase (RDP) of the project The NU-WRF model simulations will also support NASA Global Precipitation Measurement (GPM) Mission ground-validation physical and direct validation activities in relation to verifying, testing and improving satellite-based snowfall retrieval algorithms over complex terrain.

  6. [Epidemiological risk of introduction of dangerous and exotic infectious diseases on the territory of the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    Science.gov (United States)

    Kuz'kin, B P; Ezhlova, E B; Kulichenko, A N; Maletskaia, O V; Demina, Iu V; Taran, T V; Pakskina, N D; Kharchenko, T V; Grizhebovskiĭ, G M; Savel'ev, V N; Orobeĭ, V G; Klindukhov, V P; Grechanaia, T V; Tesheva, S Ch; Brukhanova, G D

    2015-01-01

    To assess the epidemiological risk of introduction of serious infectious diseases in the pre-Olympic period defined list of dangerous and exotic infections and held assessment of potential danger threatening. Initial external information to assess the potential risk of skidding were reports, forecasts, posted on the official websites. The risk of skidding and epidemiological complications conditionally designated as high, moderate and minimal risk importation of measles virus-Rate was considered as high. In confirmation of the forecast for the period of the Olympic Games in Sochi have been registered about 100 cases of measles. Moderate risk of importation was determined for poliomyelitis due to wild poliovirus, Lassa fever, cholera, plague, and the minimal--for Dengue fever, yellow fever, the Middle East and respiratory syndrome, diseases caused by viruses Marburg and Ebola. Based on of analysis of previous Olympic Games and subsequent co-events related to the activity of the infectious diseases in the world, mate-cluded that even a slight risk of importation of infectious diseases requires maximum alertness and readiness to conduct adequate epidemiological issues incorporated.

  7. Investigation of fog structure affected by gravity waves and turbulence in the mountainous region of Pyeongchang, Korea, the place for the 2018 Winter Olympics and Paralympics

    Science.gov (United States)

    La, I.; Yum, S. S.; Yeom, J. M.; Gultepe, I.

    2017-12-01

    Since microphysical and dynamical processes of fog are not well-known and have non-linear relationships among processes that are related to fog formation, improving the accuracy of the fog forecasting/nowcasting system is challenging. For these reasons, understanding the fog mechanism is needed to develop the fog forecasting system. So, we focus on understanding fog-turbulence interactions and fog-gravity wave interactions. Many studies noted that turbulence plays important roles in fog. However, a discrepancy between arguments for the effect of turbulent mixing on fog formation exists. Several studies suggested that turbulent mixing suppresses fog formation. Some other studies reported that turbulent mixing contributes to fog formation. On the other hand, several quasi-periodic oscillations of temperature, visibility, and vertical velocity, which have period of 10-20 minutes, were observed to be related to gravity waves in fog; because gravity waves play significant dynamic roles in the atmosphere. Furthermore, a numerical study suggested that gravity waves, simulated near the top of the fog layer, may affect fog microphysics. Thus, we investigate the effects of turbulent mixing on fog formation and the influences of gravity waves on fog microphysics to understand fog structure in Pyeongchang. In these studies, we analyze the data that are obtained from doppler lidar and 3.5 m meteorological observation tower including 3D-ultrasonic anemometer, IR sensor, and fog monitor during ICE-POP (International Collaborative Experiments for Pyeongchang 2018 Olympic and Paralympic winter games) campaign. In these instruments, doppler lidar is a good instrument to observe the gravity waves near the fog top, while in situ measurements have small spatial coverage. The instruments are installed at the mountainous terrain of Pyeongchang, Korea. More details will be presented at the conference.

  8. Assimilation and High Resolution Forecasts of Surface and Near Surface Conditions for the 2010 Vancouver Winter Olympic and Paralympic Games

    Science.gov (United States)

    Bernier, Natacha B.; Bélair, Stéphane; Bilodeau, Bernard; Tong, Linying

    2014-01-01

    A dynamical model was experimentally implemented to provide high resolution forecasts at points of interests in the 2010 Vancouver Olympics and Paralympics Region. In a first experiment, GEM-Surf, the near surface and land surface modeling system, is driven by operational atmospheric forecasts and used to refine the surface forecasts according to local surface conditions such as elevation and vegetation type. In this simple form, temperature and snow depth forecasts are improved mainly as a result of the better representation of real elevation. In a second experiment, screen level observations and operational atmospheric forecasts are blended to drive a continuous cycle of near surface and land surface hindcasts. Hindcasts of the previous day conditions are then regarded as today's optimized initial conditions. Hence, in this experiment, given observations are available, observation driven hindcasts continuously ensure that daily forecasts are issued from improved initial conditions. GEM-Surf forecasts obtained from improved short-range hindcasts produced using these better conditions result in improved snow depth forecasts. In a third experiment, assimilation of snow depth data is applied to further optimize GEM-Surf's initial conditions, in addition to the use of blended observations and forecasts for forcing. Results show that snow depth and summer temperature forecasts are further improved by the addition of snow depth data assimilation.

  9. Hellsgate Big Game Winter Range Wildlife Mitigation Project : Annual Report 2008.

    Energy Technology Data Exchange (ETDEWEB)

    Whitney, Richard P.; Berger, Matthew T.; Rushing, Samuel; Peone, Cory

    2009-01-01

    The Hellsgate Big Game Winter Range Wildlife Mitigation Project (Hellsgate Project) was proposed by the Confederated Tribes of the Colville Reservation (CTCR) as partial mitigation for hydropower's share of the wildlife losses resulting from Chief Joseph and Grand Coulee Dams. At present, the Hellsgate Project protects and manages 57,418 acres (approximately 90 miles2) for the biological requirements of managed wildlife species; most are located on or near the Columbia River (Lake Rufus Woods and Lake Roosevelt) and surrounded by Tribal land. To date we have acquired about 34,597 habitat units (HUs) towards a total 35,819 HUs lost from original inundation due to hydropower development. In addition to the remaining 1,237 HUs left unmitigated, 600 HUs from the Washington Department of Fish and Wildlife that were traded to the Colville Tribes and 10 secure nesting islands are also yet to be mitigated. This annual report for 2008 describes the management activities of the Hellsgate Big Game Winter Range Wildlife Mitigation Project (Hellsgate Project) during the past year.

  10. Asthma in United States olympic athletes who participated in the 1998 olympic winter games.

    Science.gov (United States)

    Weiler, J M; Ryan, E J

    2000-08-01

    About one of every 5 athletes who participated in the 1996 Summer Olympic Games in Atlanta had a past history of asthma, had symptoms that suggested asthma, or took asthma medications. No previous study has determined the prevalence of asthma in all US athletes who participated in an Olympic Winter Games. We sought to determine how many US athletes who participated in the 1998 Olympic Winter Games had a past history of asthma, had symptoms that suggested asthma, or indicated taking a medication used to treat asthma. We evaluated responses to questions that asked about allergic and respiratory diseases in the United States Olympic Committee Medical History Questionnaire that was completed by all 196 athletes who represented the United States at the 1998 Olympic Winter Games in Nagano, Japan. Forty-three (21.9%) of the 196 athletes had a previous diagnosis of asthma, and 36 (18. 4%) recorded use of an asthma medication at some time in the past. Forty-four (22.4%) reported use of an asthma medication, a diagnosis of asthma, or both (our basis for the diagnosis of asthma). Thirty-four (17.4%) of the athletes were currently taking an asthma medication at the time that they completed the questionnaire or indicated that they took these medications on a permanent or semipermanent basis and were considered to have active asthma. Athletes who participated in Nordic combined, cross-country, and short track events had the highest prevalence of having been told that they had asthma or had taken an asthma medication in the past (60.7%) in contrast with only one (2.8%) of the 36 athletes who participated in bobsled, biathlon, luge, and ski jumping. Eighteen (24%) of 75 athletes who participated in alpine, long track, figure skating, snow boarding, and curling had a previous diagnosis of asthma or recorded use of an asthma medication. We conclude that asthma appeared to have been more common in athletes who participated in the 1998 Winter Games than in athletes who participated in

  11. Full speed ahead!

    CERN Multimedia

    Anaïs Schaeffer

    2014-01-01

    When he’s not working at CERN, Jean-Yves Le Meur is a top-level skier. Fresh from the Winter Paralympics in Sochi and the French disability snowsport championship, he has agreed to answer a few questions.   Jean-Yves tackles a giant slalom. Image: @FFH. Few athletes can boast of having participated in the Olympic or Paralympic Games even once in their sporting career, let alone four times... But Jean-Yves Le Meur, a member of both CERN’s IT-CIS Group and the French disabled ski team, tells me modestly during our interview that this is what he has achieved. While the skier might act like it’s no big deal, it leaves me, amateur sportsperson that I am, dumbfounded. A few weeks ago in Sochi, the sun shining a little too brightly, Jean-Yves left his fourth Paralympics with the same enthusiasm he had for the previous three, and the same bitter taste in his mouth: “Just like in the 2010 Winter Paralympics in Vancouver, I failed to finish the sitting slalom, d...

  12. Clinical characteristics of 385 illnesses of athletes with impairment reported on the WEB-IISS system during the London 2012 Paralympic Games.

    Science.gov (United States)

    Derman, Wayne; Schwellnus, Martin; Jordaan, Esme

    2014-08-01

    Prevention of illness is important for a team physician. However, there are few studies that reported clinical aspects of illness of athletes with impairment. To describe the clinical characteristics of the 385 illnesses reported on the a novel Web-based electronic injury and illness capturing system (WEB-IISS) during the London 2012 Paralympic Games. Part of a large prospective cohort study. London 2012 Paralympic Games. Team physicians of 78 delegations (3329 athletes over 14 days) used WEB-IISS. Each day, information was recorded, which included daily team size and illness details, system affected, final diagnosis, type and onset of symptoms, training and/or competition days lost, and suspected cause. Incidence of illness (illness per 1000 athlete days). The incidence of illness in the cohort was 8.3 per 1000 (95% confidence interval, 7.5-9.1) athlete days, and the percentage of athletes with an illness in this study was 9.2%. Respiratory system illnesses were the most common (39.4%), followed by the digestive system (15.8%), skin and subcutaneous system (11.8%), genitourinary system (8.8%), and nervous system (7.3%). Urinary tract illness was more common in athletes with spinal cord injury (22%) compared with the athletes with other impairments (0%-5%). Skin and subcutaneous illness varied from 0%-18% between impairment categories and was highest for athletes with spinal cord injury. Infections accounted for 40.8% of all illness and 19.5% of illness that resulted in a time loss of ≥1 day. In 34% of illnesses, symptoms were present for ≥1 day before being reported to the team physician. The majority of illnesses affected the respiratory, gastrointestinal, skin and subcutaneous, and genitourinary systems, and were mostly infective in nature. The highest number of all illnesses, including skin and subcutaneous illnesses, and urinary tract illnesses, were of athletes with spinal cord injury. Although most illnesses were not time-loss illnesses, 19.5% of

  13. The 2016 Arctic Winter Games: “Now we do what we do best”

    DEFF Research Database (Denmark)

    Ren, Carina Bregnholm; Thomsen, Robert Chr.

    2016-01-01

    A few days before the opening ceremony of the 2016 Arctic Winter Games (AWG) in Nuuk, Greenland, weather reports looked bleak. A spring blizzard was on its way and expected to peak the day prior to the opening ceremony. That very Saturday, 1250 participants were set to fly to Greenland’s capital...... city – the highest number of civilians arriving in one day by aircraft in the island’s history. Now, however, bad weather was jeopardizing this milestone in Greenlandic aviation history and, along with that, the successful execution of the upcoming games....

  14. 75 FR 54069 - U.S. Paralympics Monthly Assistance Allowance

    Science.gov (United States)

    2010-09-03

    ... Paralympic sport, and to determine their marital status and number of dependents for the purpose of assessing.... Title: VA Form 0918a, ``Certification of United States Paralympics Training Status.'' Summary of... adversely affect in a material way the economy, a sector of the economy, productivity, competition, jobs...

  15. Olympic and Paralympic Games: The Impact of Universities

    Science.gov (United States)

    Universities UK, 2012

    2012-01-01

    This report is published as part of Universities Week 2012. It includes research by Podium, the further and higher education unit for London 2012, about the level of engagement that universities have had in the 2012 Games. It demonstrates the diverse contribution that universities are making to the Games, their overall impact on the UK sports…

  16. Geoethnopolitical Aspect of the Caucasus Development in terms of Sochi Preparation for Winter Olympic Games

    Directory of Open Access Journals (Sweden)

    Svetlana V. Petrova

    2012-03-01

    Full Text Available The article is concerned with geopolitical problems within the Caucasus Region in terms of modern regional processes, indicates major features of the region and their impact on Sochi preparation for Winter Olympic Games.

  17. We’re all behind you, Jean-Yves!

    CERN Multimedia

    Laëtitia Pedroso

    2010-01-01

    Jean-Yves Le Meur, developer of the CERN Document Server (CDS) which manages the Organization’s electronic archives, is about to take part in his third Paralympic Winter Games in Vancouver. Don’t miss him on TV from 15th March onwards !   Jean-Yves, second from the right, participates in a five-day IT training programme in Rwanda. Jean-Yves Le Meur won his place in the 14-strong “Team France” (11 men and 3 women) that will compete at the 2010 Paralympic Winter Games in Vancouver via the qualifying events held in Austria and Italy in 2009. “It was really tough to get selected this time round. You either had to make a top-three finish in a World Cup event or win gold at the European Cup”, says Jean-Yves.     Jean-Yves will be competing in four alpine skiing events: the "Super G" (Super Giant Slalom), the Super Combined Slalom, the Giant Slalom and the Slalom. And given his good performances in ...

  18. [SLEEP QUALITY, EXCESSIVE DAYTIME SLEEPINESS AND INSOMNIA IN CHILEAN PARALYMPIC ATHLETES].

    Science.gov (United States)

    Durán Agüero, Samuel; Arroyo Jofre, Patricio; Varas Standen, Camila; Herrera-Valenzuela, Tomas; Moya Cantillana, Cristobal; Pereira Robledo, Rodolfo; Valdés-Badilla, Pablo

    2015-12-01

    the sleep takes part in diverse biological and physiological functions, associating his restriction, with minor performance in the sport, nevertheless the quantity and quality of sleep is not known in paralympic athletes. to determine the sleep quality, insomnia and excessive daytime sleepiness in Chilean paralympic athletes. descriptive transverse Study, the sample included 33 paralympic athletes (24.2% women), those who were practicing swimming, tennis of table, football 5, powerlifting and tennis chair. The studied variables measured up across two surveys of dream: the Questionnaire of Insomnia and the Pittsburgh Sleep Quality Index. the paralympic athletes sleep were 6.9 } 1.4 hours, 27.7% presents daytime sleepiness, 69.6 % insomnia (Survey of insomnia =7), whereas 78.7 % exhibits a bad sleep quality. The age showed a positive correlation with latency to the sleep (r=0.417 *), the insomnia with latency to the sleep (r=0.462 **), the Pittsburg score was correlated negatively by the sleep duration (r =-0.323) and latency to the sleep is correlated positively by the Pittsburgh score (r=0.603 **). the chilean paralympic athletes, present a low sleep quality, insomnia and excessive daytime sleepiness, situation that might influence negatively the sports performance. Copyright AULA MEDICA EDICIONES 2014. Published by AULA MEDICA. All rights reserved.

  19. Bronchial hyperresponsiveness testing in athletes of the Swiss Paralympic team

    Science.gov (United States)

    2013-01-01

    Background The aim of this study was to assess airway hyperresponsiveness to eucapnic voluntary hyperventilation and dry powder mannitol challenge in athletes aiming to participate at the Paralympic Games 2008 in Beijing, especially in athletes with spinal cord injury. Methods Forty-four athletes with a disability (27 with paraplegia (group 1), 3 with tetraplegia (group 2) and 14 with other disabilities such as blindness or single limb amputations (group 3) performed spirometry, skin prick testing, measurement of exhaled nitric oxide, eucapnic voluntary hyperventilation challenge test (EVH) and mannitol challenge test (MCT). A fall in FEV1 of ≥10% in either challenge test was deemed positive for exercise-induced bronchoconstriction. Results Fourteen (32%) athletes were atopic and 7 (16%) had a history of physician-diagnosed asthma. Absolute lung function values were significantly lower in patients of group 1 and 2 compared to group 3. Nine (20%) athletes were positive to EVH (8 paraplegics, 1 tetraplegic), and 8 (18%) athletes were positive to MCT (7 paraplegics, 1 tetraplegic). Fourteen (22.7%) subjects were positive to at least one challenge; only three athletes were positive to both tests. None of the athletes in group 3 had a positive test. Both challenge tests showed a significant association with physician-diagnosed asthma status (p = 0.0001). The positive and negative predictive value to diagnose physician-diagnosed asthma was 89% and 91% for EHV, and 75% and 86% for MCT, respectively. Conclusion EVH and MCT can be used to identify, but especially exclude asthma in Paralympic athletes. PMID:23845126

  20. The London 2012 Olympic and Paralympic Games Olympic—Intelligence Centre: Lessons Learned from Working with the Olympic Sponsors and the Private Sector

    Directory of Open Access Journals (Sweden)

    Sue Wilkinson

    2013-06-01

    Full Text Available This paper is a reflective discussion that critically describes the role of the Olympic Intelligence Centre (OIC played in the delivery of a safe and secure London 2012 Olympic and Paralympic Games. In particular, it examines how the OIC worked with the Olympic Sponsors and the wider private sector to provide them with the classified intelligence and information they needed to play their role in the safety and security operation effectively. Issues discussed include the cultural, statutory and systemic challenges that had to be overcome; how relationships were built to allay concerns and build trust and confidence; and the process that was put into place to allow the exchange of classified intelligence that supported the Sponsors and private sector in their operation. It details how the OIC worked with Sponsors to allow them in turn to exchange intelligence they held in their systems with the OIC, thus completing the intelligence cycle, enhancing the security operation. The article concludes with an outline of the lessons learned that were deduced through a reflective process and are offered to practitioners for consideration in future intelligence work involving the private sector.

  1. Intellectual disability sport and Paralympic classification

    Directory of Open Access Journals (Sweden)

    Anna van Dijk

    2017-06-01

    Full Text Available Sometimes it might seem that elite disability sport, especially as represented by the Paralympic Movement, is only for athletes with an amputation, or a spinal cord injury, or cerebral palsied or blind athletes, rather than for athletes with an intellectual disability (ID. However, after we set out the various opportunities open to ID athletes, that offer different kinds of sporting engagement, we find interesting and alarming issues with respect to the elite competitive event offer for athletes with ID. In this paper, we discuss the following: the problem of inclusion, some concerns that arise in the classification of paralympic athletes such as self-declaration and eligibility, the open nature of ID sports competition, and the sport offer available for these athletes.

  2. Smoking ban in public places in Japan - adverse legacy of the 2020 Olympic Paralympic Games?

    Directory of Open Access Journals (Sweden)

    Kota Katanoda

    2018-03-01

    Full Text Available Background Although Japan is a nation where the world first epidemiological evidence on the health effect of secondhand smoke was produced, no indoor smoking ban was realized on a national level. In 2013, Tokyo was selected as the city of 2020 Olympic Paralympic Games, since when the Japanese Ministry of Health, Labour and Welfare (MHLW and various concerned parties have been working to realize smoking ban in public places. However, as of July, 2017, the legislation has been unsuccessful. We chronologically reviewed the related events to clarify underlying obstacles to the legislation. Methods Events related to the movement of the national smoking ban in Japan were extracted from the internet and public available data sources. The concerned bodies were classified into five categories (academic/medical, administration, politics, industry, and advocacy, and chronological relations were analyzed. Results Academic/medical and administrative bodies closely collaborated and effectively released scientific rationale of smoking ban in 2016. The MHLW's draft policy released in Mar. 2017 included an exception of smoking ban for restaurants and bars (allowing designated smoking rooms. However, even this partial banning policy was faced with fierce objections from the allied industry including restaurant, hotel businesses and tobacco industry. Diet members in the ruling Liberal Democratic Party acted in a coordinated manner; reportedly 90% of the Diet members attending the party committee on health, labour and welfare objected to the MHLW's draft policy. The allied industry spread a signature collecting activity earlier and much more organizationally than academic/medical and advocacy groups. The party committee of the LDP was held only twice. Although the MHLW proposed a temporary amendment, the committee failed to reach an agreement. Conclusions The series of events suggest that the tobacco lobbies are more powerful in the policy-making process in Japan

  3. Sports injuries and illnesses in the Lillehammer 2016 Youth Olympic Winter Games.

    Science.gov (United States)

    Steffen, Kathrin; Moseid, Christine Holm; Engebretsen, Lars; Søberg, Pia K; Amundsen, Olav; Holm, Kristian; Moger, Thomas; Soligard, Torbjørn

    2017-01-01

    Injury and illness surveillance during high-level youth sports events is an important first step in health prevention and caretaking of the young elite athletes. To analyse injuries and illnesses that occurred during the 10 days 2nd Youth Olympic Winter Games (YOG), held in Lillehammer 2016. We recorded the daily occurrence (or non-occurrence) of injuries and illnesses through the reporting of (1) all National Olympic Committee (NOC) medical teams and (2) the polyclinic and medical venues by the Lillehammer Organising Committee (LYOCOG) medical staff. In total, 1083 athletes (48 double-starters), 46% (n=502) of them females, from 70 NOCs were registered in the study. NOCs and LYOCOG reported 108 injuries and 81 illnesses, equalling to 9.5 injuries and 7.2 illnesses per 100 athletes. The percentage of injured athletes was highest in the snowboard and ski slopestyle and cross disciplines, alpine skiing and skeleton, and lowest in the Nordic skiing disciplines. Approximately, two-thirds of the injuries (n=71, 65.7%) prevented the athlete from training or competition, while 10 injuries (9.3%) were registered with an estimated absence from sport for >7 days. The rate of illness was highest in curling and the Nordic skiing disciplines with most of them being respiratory tract infections (81.5%). Overall, 9% of the athletes incurred at least one injury during the games, and 7% an illness, which is similar to the first YOG in Innsbruck 2012 and slightly lower compared with previous Winter Olympic Games. The incidence of injuries and illnesses varied substantially between sports. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  4. "A More Equitable Society": The Politics of Global Fairness in Paralympic Sport.

    Science.gov (United States)

    Swartz, Leslie; Bantjes, Jason; Rall, Divan; Ferreira, Suzanne; Blauwet, Cheri; Derman, Wayne

    2016-01-01

    The Paralympic Movement explicitly sets out to create a more equitable society and promote participation for all and fairness in disability sport. This is primarily achieved through the use of a range of interventions with less attention given to how economic factors may hinder access and achievement in Paralympic sport. We investigated how country-level economic variables influence the level of participation and achievement in the 2015 International Paralympic Committee (IPC) Athletics Championships held in Doha. We used multiple regression analysis to show how levels of participation and achievement in the Championships were significantly determined by economic factors independent of population size. Our data show that in spite of the ideals of inclusion and fairness within the Paralympic Movement and the considerable effort expended on the use of technologies to achieve this, economic factors continue to exert a statistically significant influence on both the level of participation and achievement of Paralympic athletes. LMICs participate at lower levels and achieve fewer medals when compared to HICs. These differences are particularly marked in events that have a high cost of participation. Our findings raise questions regarding the use of current technologies and the level to which they are able to truly disrupt the politics of global inequality in sport.

  5. “A More Equitable Society”: The Politics of Global Fairness in Paralympic Sport

    Science.gov (United States)

    Bantjes, Jason; Rall, Divan; Ferreira, Suzanne; Blauwet, Cheri; Derman, Wayne

    2016-01-01

    The Paralympic Movement explicitly sets out to create a more equitable society and promote participation for all and fairness in disability sport. This is primarily achieved through the use of a range of interventions with less attention given to how economic factors may hinder access and achievement in Paralympic sport. We investigated how country-level economic variables influence the level of participation and achievement in the 2015 International Paralympic Committee (IPC) Athletics Championships held in Doha. We used multiple regression analysis to show how levels of participation and achievement in the Championships were significantly determined by economic factors independent of population size. Our data show that in spite of the ideals of inclusion and fairness within the Paralympic Movement and the considerable effort expended on the use of technologies to achieve this, economic factors continue to exert a statistically significant influence on both the level of participation and achievement of Paralympic athletes. LMICs participate at lower levels and achieve fewer medals when compared to HICs. These differences are particularly marked in events that have a high cost of participation. Our findings raise questions regarding the use of current technologies and the level to which they are able to truly disrupt the politics of global inequality in sport. PMID:27941981

  6. Operational Assessment of Paralympics Transit Systems : Low-Floor Buses, Lift-Equipped Buses, and Signage

    Science.gov (United States)

    1997-02-01

    From August 15-25, Atlanta hosted the paralympics, a world-class athletic competition for athletes with disabilities. To support the Paralympics, a specialized transit service was planned and deployed to service the travel needs of athletes, trainers...

  7. The Influence of the Paralympic Sponsorship on Consumers' Purchase Intention: The Mediating Role of Corporate Image

    Directory of Open Access Journals (Sweden)

    Sang Back Nam

    2013-01-01

    Full Text Available The purpose of the current study was to investigate the influence of Paralympic sponsorship on corporate image and consumer purchase intension, and the mediating role of corporate image between sponsorship and purchase intention was examined. Furthermore, it was to investigate which dimension of corporate image plays as the mediating role in the relationship between Paralympic sponsorship and consumer purchase intention. 400 data were collected from residents of Seoul, Incheon, Busan, and Kwangju, Korea from December 20th, 2010 to January 10th, and 384 data were used. The data were analyzed by using SPSS/PC ver. 15.0 for Windows and AMOS 7.0 program. The mediating effects were tested by using Bootrapping method. The significance level was set at á = .05, and the results are as follows. First, promotion and contribution dimensions of Paralympic sponsorship had positive effects on corporate image. Second, Paralympic sponsorship had positive effects on consumers' purchase intention. Third, among corporate image dimensions, only corporate contribution image had positive effects on consumers' purchase intention. Fourth, corporate contribution dimension was partially mediating in the relationship between promotion dimension of Paralympic sponsorship and consumers' purchase intention and contribution dimension of Paralympic sponsorship and consumers'purchase intention.

  8. In the Zone--Bringing Science to the Olympic Games for Students in 2012

    Science.gov (United States)

    Holmes, Leah; Atkinson, Melissa; Schofield, Jonathan

    2012-01-01

    The Wellcome Trust is running a national engagement and education initiative inspired by the London 2012 Olympic and Paralympic Games. "In the Zone" involves sending practical science kits to every UK school and college. Here, we discuss the development of the school activities and how the feedback from pilot schools helped to shape the…

  9. Career Development and Learning Pathways of Paralympic Coaches With a Disability.

    Science.gov (United States)

    Douglas, Scott; Falcão, William R; Bloom, Gordon A

    2018-01-01

    The purpose of this study was to gain an understanding of the career development and learning pathways of Paralympic head coaches who previously competed as Paralympic athletes. Each coach participated in a semistructured interview. A thematic analysis of the data revealed three higher order themes, which were called becoming a coach, learning to coach, and lifelong learning and teaching. Across these themes, participants discussed interactions with other coaches and athletes with a disability, learning from mentors and coaching clinics, as well as limited formal educational opportunities they experienced transitioning from athlete to head coach. The findings revealed that they acquired most of their knowledge from a combination of knowledge gained as athletes and informal sources, including trial and error. They also stressed the need for enhanced recruiting of parasport coaches and parasport coach education opportunities that would enhance programs for athletes with physical disabilities, from grassroots to Paralympic levels.

  10. Sports injuries and illnesses during the Winter Olympic Games 2010.

    Science.gov (United States)

    Engebretsen, Lars; Steffen, Kathrin; Alonso, Juan Manuel; Aubry, Mark; Dvorak, Jiri; Junge, Astrid; Meeuwisse, Willem; Mountjoy, Margo; Renström, Per; Wilkinson, Mike

    2010-09-01

    Identification of high-risk sports, including their most common and severe injuries and illnesses, will facilitate the identification of sports and athletes at risk at an early stage. To analyse the frequencies and characteristics of injuries and illnesses during the XXI Winter Olympic Games in Vancouver 2010. All National Olympic Committees' (NOC) head physicians were asked to report daily the occurrence (or non-occurrence) of newly sustained injuries and illnesses on a standardised reporting form. In addition, the medical centres at the Vancouver and Whistler Olympic clinics reported daily on all athletes treated for injuries and illnesses. Physicians covering 2567 athletes (1045 females, 1522 males) from 82 NOCs participated in the study. The reported 287 injuries and 185 illnesses resulted in an incidence of 111.8 injuries and 72.1 illnesses per 1000 registered athletes. In relation to the number of registered athletes, the risk of sustaining an injury was highest for bobsleigh, ice hockey, short track, alpine freestyle and snowboard cross (15-35% of registered athletes were affected in each sport). The injury risk was lowest for the Nordic skiing events (biathlon, cross country skiing, ski jumping, Nordic combined), luge, curling, speed skating and freestyle moguls (less than 5% of registered athletes). Head/cervical spine and knee were the most common injury locations. Injuries were evenly distributed between training (54.0%) and competition (46.0%; p=0.18), and 22.6% of the injuries resulted in an absence from training or competition. In skeleton, figure and speed skating, curling, snowboard cross and biathlon, every 10th athlete suffered from at least one illness. In 113 illnesses (62.8%), the respiratory system was affected. At least 11% of the athletes incurred an injury during the games, and 7% of the athletes an illness. The incidence of injuries and illnesses varied substantially between sports. Analyses of injury mechanisms in high-risk Olympic winter

  11. Psychosocial impact of participation in the National Veterans Wheelchair Games and Winter Sports Clinic.

    Science.gov (United States)

    Sporner, Michelle L; Fitzgerald, Shirley G; Dicianno, Brad E; Collins, Diane; Teodorski, Emily; Pasquina, Paul F; Cooper, Rory A

    2009-01-01

    The purpose of this study was to determine the characteristics of individuals who participate in the National Veterans Wheelchair Games (NVWG) and the Winter Sports Clinic (WSC) for veterans with disabilities. In addition, it was of interest to determine how these events had impacted their lives. Participants were recruited at the 20th Winter Sports Clinic, held in Snowmass Colorado and the 26th National Veterans Wheelchair Games held in Anchorage, Alaska. Data of interest included demographic, sport participation information, community integration, self-esteem, and quality of life. A secondary data analysis was completed to determine how comparable individuals who attended the NVWG/WSC were to individuals who did not participate in these events. The 132 participants were a mean age of 47.4 + 13.4 and lived with a disability for an average of 13.4 + 12.1. Participants felt that the NVWG/WSC increased their knowledge of sports equipment (92%), learning sports (89%), mobility skills (84%), and acceptance of disability (84%). The majority of participants stated that the NVWG/WSC improved their life. Of those who participated at the NVWG/WSC, they tended to be more mobile, but have increased physical and cognitive limitations as measured by the CHART when compared to the non-attendees. Recommending veterans participate in events such as the NVWG and WSC can provide psychosocial benefits to veterans with disabilities.

  12. The Role and Place of State of Event-Strategic Megaobjects in the Sustainable Territorial Development of the Russian Federation

    Directory of Open Access Journals (Sweden)

    Vladimir Yuryevich Ivanov

    2016-12-01

    Full Text Available Russia is actively trying to raise its image and rating in the international political, sports and social spheres. This can be achieved by hosting major All-Russian and international events such as APEC 2012 summit, the 2013 Summer Universiade, the XXII Olympic Winter Games and XI Paralympic Winter Games 2014, FIFA 2018, 2019 Winter Universiade etc. We point to the absence of complex scientific approach to managing such event-strategic megaobjects, and this has negative affect on the Russian economy. The subject of the present research is represented by the role of state event-strategic megaobjects in sustainable regional development of Russia. The analysis allowed to identify a number of features of these objects, and to point out key issues and risks in their implementation. We consider the use of innovative crowdfunding technology to be the positive aspect of public megaobjects’ management. The negative aspects include the excessive scale of the financial costs and problems of cost-effective use of megaobjects after the hosting events. The territorial aspect of the analysis revealed the absence of a systemic approach to the selection of regions for hosting international events, as well as the unevenness of the territorial distribution of megaobjects. The largest event-strategic megaobjects were implemented in the Far Eastern Federal district (APEC summit in Vladivostok in 2012, the Southern Federal district (Krasnodar region, Sochi – The winter Olympic and Paralympic games in February 2014, Volga Federal district (the Universiade in Kazan in 2013. These districts did not become the leading regions in socio-economic development of Russia neither before nor after these events. The studies of such socio-economic and political phenomena will help to present theoretical and practical aspects of their application algorithm in the future for the purpose of balanced regional development of Russia.

  13. Health and safety issues for travelers attending the World Cup and Summer Olympic and Paralympic Games in Brazil, 2014 to 2016.

    Science.gov (United States)

    Gaines, Joanna; Sotir, Mark J; Cunningham, Timothy J; Harvey, Kira A; Lee, C Virginia; Stoney, Rhett J; Gershman, Mark D; Brunette, Gary W; Kozarsky, Phyllis E

    2014-08-01

    Travelers from around the globe will attend the 2014 Fédération Internationale de Football Association (FIFA) World Cup and the 2016 Olympic and Paralympic Games in Brazil. Travelers to these mass gathering events may be exposed to a range of health risks, including a variety of infectious diseases. Most travelers who become ill will present to their primary care physicians, and thus it is important that clinicians are aware of the risks their patients encountered. To highlight health and safety concerns for people traveling to these events in Brazil so that health care practitioners can better prepare travelers before they travel and more effectively diagnose and treat travelers after they return. We reviewed both peer-reviewed and gray literature to identify health outcomes associated with travel to Brazil and mass gatherings. Thirteen specific infectious diseases are described in terms of signs, symptoms, and treatment. Relevant safety and security concerns are also discussed. Travelers to Brazil for mass gathering events face unique health risks associated with their travel. Travelers should consult a health care practitioner 4 to 6 weeks before travel to Brazil and seek up-to-date information regarding their specific itineraries. For the most up-to-date information, health care practitioners can visit the Centers for Disease Control and Prevention (CDC) Travelers' Health website (http://wwwnc.cdc.gov/travel) or review CDC's Yellow Book online (http://wwwnc.cdc.gov/travel/page/yellowbook-home-2014).

  14. Evaluation of Dietary Intakes and Supplement Use in Paralympic Athletes

    Directory of Open Access Journals (Sweden)

    Robyn F. Madden

    2017-11-01

    Full Text Available Dietary intakes and supplement use in Paralympic athletes remains largely unexplored, and specialized recommendations are lacking. The aim of this study was to evaluate nutrient intakes and supplement use in high-performance athletes with physical disabilities using three-day food records and a validated dietary supplement use questionnaire. A secondary aim examined gender differences in nutrient and supplement intakes. Male (n = 18 and female (n = 22 athletes were recruited from nine Paralympic sports through sporting organizations, coaches, and social media. Athletes generally met able-bodied recommendations for macronutrients. Male and female athletes often failed to meet the Recommended Dietary Allowance (RDA or Adequate Intake (AI for vitamin D, vitamin E, pantothenic acid, magnesium, and potassium. On average, females did not meet the RDA for iron and calcium, whereas males did not meet the RDA for vitamin A and folate. Commonly consumed supplements were vitamin D, protein powder, sport bars, and sport drinks. Analysis of diet and supplement use within this population shows several micronutrient deficiencies and irregular use of specific supplements. Athlete support and education is required to optimize nutrition in Paralympic athletes.

  15. The Impact of the Progressive Efficiency Test on a Rowing Ergometer on White Blood Cells Distribution and Clinical Chemistry Changes in Paralympic Rowers During the Preparatory Stage Before the Paralympic Games in Rio, 2016 - A Case Report.

    Science.gov (United States)

    Nowak, Robert; Buryta, Rafał; Krupecki, Krzysztof; Zając, Tomasz; Zawartka, Marek; Proia, Patrizia; Kostrzewa-Nowak, Dorota

    2017-12-01

    There is a large gap in knowledge regarding research on post-exercise blood changes in disabled athletes. There are relatively few data on adaptive mechanisms to exercise in disabled athletes, including disabled rowers. Two rowers from a Polish adaptive rowing settle TAMix2x that qualified for the Paralympic Games in Rio, 2016 took part in this study. They performed a progressive test on a rowing ergometer until exhaustion. The cardiorespiratory fitness measures, complete blood count, white blood cells' distribution and 30 clinical chemistry variables describing laboratory diagnostic profiles and general health were determined. The extreme effort induced changes in all studied metabolites (glucose, creatinine, urea, uric acid, total and direct bilirubin), albumin, total protein levels in both participants. Furthermore, a post-exercise increase in aspartate transaminase activity, yet a 2-fold decrease during the recovery time in both rowers were found. White blood cell count increased 2-fold after the test. The percentages of natural killer cells were higher and total T lymphocytes were lower after the exercise protocol. There were higher percentages of suppressor/cytotoxic and lower percentages of helper/inducer T lymphocyte subsets in both studied rowers. No changes in B lymphocytes distribution were observed. Lack of inflammatory symptoms during the experiment suggests a high level of rowers' biological adaptation to the physical effort. The different changes in physiological, biochemical and immunological variables are related to the adaptive mechanism to physical exercise allowing for improvement of performance.

  16. Boosting in athletes with high-level spinal cord injury: knowledge, incidence and attitudes of athletes in paralympic sport.

    Science.gov (United States)

    Bhambhani, Yagesh; Mactavish, Jennifer; Warren, Sharon; Thompson, Walter R; Webborn, Anthony; Bressan, Elizabeth; De Mello, Marco Tuilo; Tweedy, Sean; Malone, Laurie; Frojd, Kennet; Van De Vliet, Peter; Vanlandewijck, Yves

    2010-01-01

    Autonomic dysreflexia (AD) is unique to individuals with spinal injuries (SCI) at T6 or above and can be voluntarily induced. Although AD improves wheelchair racing performance in some athletes, it also elicits exaggerated blood pressure, which could be dangerous. The International Paralympic Committee considers AD doping and banned its use. The purpose of this study is to evaluate AD knowledge, incidence and attitudes (KIA) of Paralympians with SCI. An existing questionnaire was modified to include questions of AD KIA, validated by three experts and piloted with a small sample. It was administered on-line, mailed to members of a scientific network and distributed during the Beijing Paralympic Games. Fisher Exact test was used to evaluate differences across gender, injury and education. Of 99 participants, 54.5% had previously heard of AD while 39.4% were unaware; 16.7%, all males, had used AD to enhance performance. Participants reported that AD was (1) useful for middle (78.6%) and long distance (71.4%), marathon (64.3%) and wheelchair rugby (64.3%); (2) somewhat dangerous (48.9%), dangerous (21.3%) or very dangerous (25.5%) to health. Results were not influenced by age, injury level or injury duration. Findings indicate the need for educational programmes directed towards enhancing the AD knowledge of rehabilitation professionals, coaches and trainers working with SCI individuals.

  17. Rethinking Game Based Learning: applying pedagogical standards to educational games

    NARCIS (Netherlands)

    Schmitz, Birgit; Kelle, Sebastian

    2010-01-01

    Schmitz, B., & Kelle, S. (2010, 1-6 February). Rethinking Game Based Learning: applying pedagogical standards to educational games. Presentation at JTEL Winter School 2010 on Advanced Learning Technologies, Innsbruck, Austria.

  18. The Impact of the Progressive Efficiency Test on a Rowing Ergometer on White Blood Cells Distribution and Clinical Chemistry Changes in Paralympic Rowers During the Preparatory Stage Before the Paralympic Games in Rio, 2016 – A Case Report

    Directory of Open Access Journals (Sweden)

    Nowak Robert

    2017-12-01

    Full Text Available There is a large gap in knowledge regarding research on post-exercise blood changes in disabled athletes. There are relatively few data on adaptive mechanisms to exercise in disabled athletes, including disabled rowers. Two rowers from a Polish adaptive rowing settle TAMix2x that qualified for the Paralympic Games in Rio, 2016 took part in this study. They performed a progressive test on a rowing ergometer until exhaustion. The cardiorespiratory fitness measures, complete blood count, white blood cells’ distribution and 30 clinical chemistry variables describing laboratory diagnostic profiles and general health were determined. The extreme effort induced changes in all studied metabolites (glucose, creatinine, urea, uric acid, total and direct bilirubin, albumin, total protein levels in both participants. Furthermore, a post-exercise increase in aspartate transaminase activity, yet a 2-fold decrease during the recovery time in both rowers were found. White blood cell count increased 2-fold after the test. The percentages of natural killer cells were higher and total T lymphocytes were lower after the exercise protocol. There were higher percentages of suppressor/cytotoxic and lower percentages of helper/inducer T lymphocyte subsets in both studied rowers. No changes in B lymphocytes distribution were observed. Lack of inflammatory symptoms during the experiment suggests a high level of rowers’ biological adaptation to the physical effort. The different changes in physiological, biochemical and immunological variables are related to the adaptive mechanism to physical exercise allowing for improvement of performance.

  19. The Impact of the Progressive Efficiency Test on a Rowing Ergometer on White Blood Cells Distribution and Clinical Chemistry Changes in Paralympic Rowers During the Preparatory Stage Before the Paralympic Games in Rio, 2016 – A Case Report

    Science.gov (United States)

    Nowak, Robert; Buryta, Rafał; Krupecki, Krzysztof; Zając, Tomasz; Zawartka, Marek; Proia, Patrizia

    2017-01-01

    Abstract There is a large gap in knowledge regarding research on post-exercise blood changes in disabled athletes. There are relatively few data on adaptive mechanisms to exercise in disabled athletes, including disabled rowers. Two rowers from a Polish adaptive rowing settle TAMix2x that qualified for the Paralympic Games in Rio, 2016 took part in this study. They performed a progressive test on a rowing ergometer until exhaustion. The cardiorespiratory fitness measures, complete blood count, white blood cells’ distribution and 30 clinical chemistry variables describing laboratory diagnostic profiles and general health were determined. The extreme effort induced changes in all studied metabolites (glucose, creatinine, urea, uric acid, total and direct bilirubin), albumin, total protein levels in both participants. Furthermore, a post-exercise increase in aspartate transaminase activity, yet a 2-fold decrease during the recovery time in both rowers were found. White blood cell count increased 2-fold after the test. The percentages of natural killer cells were higher and total T lymphocytes were lower after the exercise protocol. There were higher percentages of suppressor/cytotoxic and lower percentages of helper/inducer T lymphocyte subsets in both studied rowers. No changes in B lymphocytes distribution were observed. Lack of inflammatory symptoms during the experiment suggests a high level of rowers’ biological adaptation to the physical effort. The different changes in physiological, biochemical and immunological variables are related to the adaptive mechanism to physical exercise allowing for improvement of performance. PMID:29340006

  20. IAEA to Cooperate with Japan on Nuclear Security at 2020 Olympic Games in Tokyo

    International Nuclear Information System (INIS)

    2018-01-01

    The International Atomic Energy Agency (IAEA) and the Government of Japan signed an agreement today aimed at enhancing nuclear security measures for the summer Olympic Games and Paralympic Games in Tokyo in 2020. The agreement follows previous IAEA support to major public events, including the 2016 Olympic Games in Rio de Janeiro and the 2012 European soccer championship in Poland and Ukraine. IAEA Director General Yukiya Amano and Japanese Foreign Minister Taro Kono presided over the signing ceremony at the Agency’s headquarters in Vienna. Practical Arrangements outlining the planned cooperation were signed by IAEA Deputy Director General Juan Carlos Lentijo, head of the Department of Nuclear Safety and Security, and H.E. Mitsuru Kitano, Japan’s Ambassador to the International Organizations in Vienna. “The IAEA has extensive experience in supporting Member States on nuclear security for major public events,” Amano said at the ceremony. “The Agency welcomes the cooperation to support the Olympic and Paralympic Games in Tokyo, and is already cooperating with Japan by sharing the experiences of Member States which previously hosted the Olympics.” The details of the cooperation will be decided in due course, but the possible areas of cooperation include the IAEA offering Japanese authorities training courses, workshops, technical visits and exercises related to nuclear security, hosting preparatory technical meetings and lending supplementary radiation detection equipment. The IAEA and Japan may also exchange information related to nuclear security events as appropriate and through the cooperation, the IAEA will also benefit from Japan’s good practices on nuclear security.

  1. Medical services at the first Winter Youth Olympic Games 2012 in Innsbruck/Austria.

    Science.gov (United States)

    Blank, Cornelia; Schamasch, Patrick; Engebretsen, Lars; Haslinger, Simon; Ruedl, Gerhard; Fink, Christian; Schobersberger, Wolfgang

    2012-12-01

    The Youth Olympic Games (YOG) are a new format designed by the International Olympic Committee. So far no reference data are available regarding the organisation or implementation of the medical services that were needed for the Winter Youth Olympic Games that took place for the first time in Innsbruck 9-24 January 2012. (1) To provide insight into what is needed to prepare for such a complex high level sporting event from a medical perspective, (2) to provide data on medical services for future organising committees and (3) to provide information on different National Olympic Committee (NOC) delegation structures and the consequences of registering a National Olympic Committee Team Physician. A medical information system in the form of a patient data-management system was developed with all involved parties to standardise data collection. All medical encounters occurring at any IYOGOC medical service centre (including physiotherapy and psychology facilities) were tracked and collected in daily reports. Data evaluation was prepared based on different interest groups (Athletes, National Olympic Committees, Workforce, International Olympic Committee and Media) and analysed. 327 medical encounters (42.8% athletes; out of these, 57.9% were accounted to athletes with own NOC team physician) were seen during the YOG 2012. The total number of hospital transports was 27.3%, of which 8.9% were hospitalised with an average length of 1.9 nights. Physiotherapy usage was low with only 19 medical encounters resulting in a referral to physiotherapy accounting for 67 treatments during the entire YOG. Psychological care service was not used at all. The main reason for illnesses was disorders of the respiratory system (28.8%), injuries mostly affected upper extremities (49.6%) and were mostly diagnosed with lacerations and contusions (26.2%). Injury (70.7%) and illness (29.3%) incidences in athletes were slightly lower than previous studies showed. 40.0% of NOC delegations

  2. Sports injuries and illnesses in the Sochi 2014 Olympic Winter Games.

    Science.gov (United States)

    Soligard, Torbjørn; Steffen, Kathrin; Palmer-Green, Debbie; Aubry, Mark; Grant, Marie-Elaine; Meeuwisse, Willem; Mountjoy, Margo; Budgett, Richard; Engebretsen, Lars

    2015-04-01

    Systematic surveillance of injuries and illnesses is the foundation for developing preventive measures in sport. To analyse the injuries and illnesses that occurred during the XXII Olympic Winter Games, held in Sochi in 2014. We recorded the daily occurrence (or non-occurrence) of injuries and illnesses (1) through the reporting of all National Olympic Committee (NOC) medical teams and (2) in the polyclinic and medical venues by the Sochi 2014 medical staff. NOC and Sochi 2014 medical staff reported 391 injuries and 249 illnesses among 2780 athletes from 88 NOCs, equalling incidences of 14 injuries and 8.9 illnesses per 100 athletes over an 18-day period of time. Altogether, 12% and 8% of the athletes incurred at least one injury or illness, respectively. The percentage of athletes injured was highest in aerial skiing, snowboard slopestyle, snowboard cross, slopestyle skiing, halfpipe skiing, moguls skiing, alpine skiing, and snowboard halfpipe. Thirty-nine per cent of the injuries were expected to prevent the athlete from participating in competition or training. Women suffered 50% more illnesses than men. The rate of illness was highest in skeleton, short track, curling, cross-country skiing, figure skating, bobsleigh and aerial skiing. A total of 159 illnesses (64%) affected the respiratory system, and the most common cause of illness was infection (n=145, 58%). Overall, 12% of the athletes incurred at least one injury during the games, and 8% an illness, which is similar to prior Olympic Games. The incidence of injuries and illnesses varied substantially between sports. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  3. Variations and sources of ambient formaldehyde for the 2008 Beijing Olympic games

    Science.gov (United States)

    Li, Yang; Shao, Min; Lu, Sihua; Chang, Chih-Chung; Dasgupta, Purnendu K.

    2010-07-01

    As the host city of the 2008 Olympic games, Beijing implemented a series of air pollution control measures before and during the Olympic games. Ambient formaldehyde (HCHO) concentrations were measured using a fluorometric instrument based on a diffusion scrubber and the Hantzsch reaction; hydrocarbons were simultaneously measured using gas chromatography-mass spectrometry (GC-MS). Meteorological parameters, CO, O 3, and NO 2 concentrations were measured by standard commercial instrumentation. In four separate periods: (a) before the vehicle plate number control (3-19 July); (b) during the Olympic Games (8-24 August); (c) during the Paralympic Games (6-17 September) and (d) after the vehicle control was ceased (21-28 September), the average HCHO mixing ratios were 7.31 ± 2.67 ppbv, 5.54 ± 2.41 ppbv, 8.72 ± 2.48 ppbv, and 6.42 ± 2.79 ppbv, while the total non-methane hydrocarbons (NMHCs) measured were 30.41 ± 18.08 ppbv, 18.12 ± 9.38 ppbv, 30.50 ± 13.37 ppbv, and 33.33 ± 15.85 ppbv, respectively. Both HCHO and NMHC levels were the lowest during the Olympic games, and increased again during the Paralympic games even with the same vehicle control measures operative. Similar diurnal HCHO and O 3 patterns indicated that photo-oxidation of NMHCs may be the major source of HCHO. The diurnal profile of total NMHCs was very similar to that of NO 2 and CO: morning and evening peaks appeared in rush hours, indicating even after strict vehicle control, automobile emission may still be the dominant source of the HCHO precursors. The contributions of HCHO, alkanes, alkenes, and aromatics to OH loss rates were also calculated. HCHO contributed 22 ± 3% to the total VOCs and 24 ± 1% to the total OH loss rate. HCHO was not only important in term of abundance, but also important in chemical reactivity in the air.

  4. A Statistical Perspective on Running with Prosthetic Lower-Limbs: An Advantage or Disadvantage?

    Directory of Open Access Journals (Sweden)

    Hossein Hassani

    2014-11-01

    Full Text Available Technological developments have led to the increased use of carbon fiber and prosthetic lower-limbs in running events at the Paralympic Games. This study aims to exploit a series of statistical techniques in order to prepare a response to the vital question of whether utilizing prosthetic feet can affect an athletes ability when running competitively at the Paralympics Games by comparing both within and between different classifications. The study also considers the differences between running on biological limbs and prosthetic lower-limbs from a mechanical point of view. The results from the male 100 m, 200 m and 400 m at the 2012 London Paralympic Games have been the source of this investigation. The investigation provides statistical evidence to propose that the number of prosthetic limbs used and the structure of such limbs have a significant impact on the outcome of track events at the Paralympic Games.

  5. Slippery Slope? Assessing the Economic Impact of the 2002 Winter Olympic Games in Salt Lake City, Utah

    OpenAIRE

    Robert Baade; Robert Baumann; Victor Matheson

    2008-01-01

    This paper provides an empirical examination of the 2002 Winter Olympic Games in Salt Lake City, Utah. Our analysis of taxable sales in the counties in which Olympic events took place finds that some sectors such as hotels and restaurants prospered while other retailers such as general merchandisers and department stores suffered. Overall the gains in the hospitality industry are lower than the losses experienced by other sectors in the economy. Given the experience of Utah, potential Olympic...

  6. Intellectual disability sport and Paralympic classification

    OpenAIRE

    Anna van Dijk; Klára Daďová; Irena Martínková

    2017-01-01

    Sometimes it might seem that elite disability sport, especially as represented by the Paralympic Movement, is only for athletes with an amputation, or a spinal cord injury, or cerebral palsied or blind athletes, rather than for athletes with an intellectual disability (ID). However, after we set out the various opportunities open to ID athletes, that offer different kinds of sporting engagement, we find interesting and alarming issues with respect to the elite competitive event offer for athl...

  7. Affirmation through disability: one athlete's personal journey to the London Paralympic Games.

    Science.gov (United States)

    Kavanagh, Emma

    2012-03-01

    This article explores the personal narrative of a British Paralympic wheelchair tennis player who experienced a spinal cord injury (SCI) following a motorcycle accident in 2001 that left her paralysed from the waist down. The study responds to the call by Swain and French, among others, for alternative accounts of disability that demonstrate how life following impairment need not be empty and meaningless, but can actually reflect a positive, if different, social identity. This study draws upon life history data to investigate the journey of one athlete who has managed to achieve international sporting success following a life-changing accident. A pseudonym has not been used for this study as the athlete wanted to be named in the research account and for her story to be shared. A chronological approach was adopted to map the pre- and post-accident recovery process. The account examines life before the trauma, the impact of the accident, the process of rehabilitation and the journey to athletic accomplishment. Negative views of disability can be challenged if disability is viewed in the context of positive life narratives. The story of one Paralympian demonstrates how an 'ordinary' person has made the most of an extraordinary situation and become a world-class athlete. This paper demonstrates that in contrast to typical discourse in disability studies, becoming disabled or living with a disability need not be a tragedy but may on the contrary enhance life and lead to positive affirmation.

  8. Observational study of surface wind along a sloping surface over mountainous terrain during winter

    Science.gov (United States)

    Lee, Young-Hee; Lee, Gyuwon; Joo, Sangwon; Ahn, Kwang-Deuk

    2018-03-01

    The 2018 Winter Olympic and Paralympic Games will be held in Pyeongchang, Korea, during February and March. We examined the near surface winds and wind gusts along the sloping surface at two outdoor venues in Pyeongchang during February and March using surface wind data. The outdoor venues are located in a complex, mountainous terrain, and hence the near-surface winds form intricate patterns due to the interplay between large-scale and locally forced winds. During February and March, the dominant wind at the ridge level is westerly; however, a significant wind direction change is observed along the sloping surface at the venues. The winds on the sloping surface are also influenced by thermal forcing, showing increased upslope flow during daytime. When neutral air flows over the hill, the windward and leeward flows show a significantly different behavior. A higher correlation of the wind speed between upper- and lower-level stations is shown in the windward region compared with the leeward region. The strong synoptic wind, small width of the ridge, and steep leeward ridge slope angle provide favorable conditions for flow separation at the leeward foot of the ridge. The gust factor increases with decreasing surface elevation and is larger during daytime than nighttime. A significantly large gust factor is also observed in the leeward region.

  9. Satellite Air Quality Monitoring Before, During and After the Beijing 2008 Olympics and Paralympics

    Science.gov (United States)

    Witte, J. C.; Schoeberl, M. R.; Krotkov, N. A.; Pickering, K. E.; Streets, D. G.; Gleason, J. F.; Gille, J. C.

    2009-12-01

    In 2001, Beijing, China was awarded the hosting rights to the 2008 Olympic and Paralympic Games. Since then, the government has gradually implemented pollution emission control strategies to improve Beijing's air quality in preparation for both games. Long-term industrial and short-term vehicle emission controls have also been enforced upwind of Beijing's neighboring provinces to the south and west. This region is characterized by numerous heavy-polluting industries whose emissions are typically transported towards Beijing, significantly impacting the city's air quality. We examine the efficacy of these emission control measures on tropospheric NO2, SO2, and CO pollution using satellite data from Aura's Ozone Monitoring Instrument (OMI) and Terra's Measurements Of Pollution In The Troposphere (MOPITT) from 2004 to the present. During both games, held in August and September 2008, OMI and MOPITT measured significant decreases in all three tracer gases compared to the past three years: NO2 (-43%), SO2 (-13%), and CO (-12%). This decrease in CO and SO2 over northeastern China continues through 2009, reflecting the longer-term nature of emission controls on heavily polluting industries. The global recession is also a likely contributor, as factories have shut down or slowed production due to the decrease in demand for manufactured goods. The tropospheric NO2 column over Beijing returned to typical monthly mean values when controls on vehicle emissions were lifted by the end of September 2008. However, we observe a slight NO2 decrease at the beginning of 2009 relative to 2008 suggesting a decrease in the contribution of industrial emissions of NOx to the overall NO2 column.

  10. Resident Perceptions of the 2006 Torino Olympic Games, 2002-2007.

    Directory of Open Access Journals (Sweden)

    ALESSANDRO CHITO GUALA,

    2009-01-01

    Full Text Available Previous Olympic Games research has been primarily on economic impacts, tourists, and destination image with most being one-off assessments of the Summer Games. Other than Ritchie's landmark study of the Calgary Winter Olympic Games, relatively few research studies on the Winter Olympic Games have been published, and fewer still concerning resident attitudes throughout the full lifecycle of the event, from bidding, preparation, operation, and legacy stages. Residents are in a unique position to evaluate an event's legacy as taxpayers, daily consumers of infrastructure, and as possible leisure consumers of Olympic sport venues. The purpose of this study was to examine Torino residents' perceptions of their city as host of the 2006 Torino Winter Olympic Games from 2002-2007. Results from telephone interviews with Torino residents (n = 900 interviews per year; N = 5,400 are presented to reflect the attitudes of the population toward the 2006 Winter Olympic Games over time. Residents experienced a "rollercoaster" of emotions during the event lifecycle ranging from euphoria once the Games were awarded, to concern over escalating production costs, irritation with inconveniences due to construction, and ultimately pride immediately following the Games. Implications of study findings for event and destination managers are discussed.

  11. Perfil eletrocardiográfico dos atletas integrantes da equipe brasileira dos XI jogos paraolímpicos de Sydney 2000 Electrocardiographic profile of the Brazilian team in the Sydney 2000 paralympic games

    Directory of Open Access Journals (Sweden)

    Marcelo Bichels Leitão

    2002-06-01

    Full Text Available O esporte paraolímpico tem despertado o interesse da comunidade científica devido à diversidade de situações encontradas em seus atletas. Contudo, existe atualmente uma carência de informações sobre parâmetros clínicos e fisiológicos referentes a atletas portadores de deficiências. Este trabalho tem como objetivo descrever as características eletrocardiográficas encontradas nos atletas da delegação brasileira que participou dos XI Jogos Paraolímpicos de Sydney 2000. Foram avaliados 60 atletas, sendo 50 do sexo masculino e 10 do sexo feminino. Todos estes atletas foram submetidos a uma anamnese e a um exame físico, seguidos de eletrocardiograma de repouso (ECG, teste ergométrico (TE e quando necessário de ecocardiograma (ECOC. De acordo com os resultados do ECG os indivíduos foram classificados em uma de três situações: ECG normal (N = 31, ECG de Atleta (N = 26 ou ECG anormal (N = 3. Não foram observados eventos anormais no TE de nenhum atleta. Os três indivíduos que apresentaram ECG anormal foram submetidos a ECOC que se mostrou normal em todas as situações.Paralympic sports have attracted the interest of the scientific community as a consequence of the diversity of situations found in such athletes. However, there still is a scarcity of information about clinical and physiological parameters of disabled athletes. This study describes the electrocardiographic characteristics observed in the athletes of Brazilian team that participated in the Sydney 2000 Paralympic Games. 60 subjects were evaluated, 10 female and 50 male. All of them were submitted to an anamnesis and a physical examination, followed by a rest electrocardiogram (ECG, an exercise test (ET, and when needed, they were also submitted to an echocardiography (ECOC. According to the ECG results, subjects were classified as normal ECG (N = 31, athlete ECG (N = 26 or altered ECG (N = 3. No abnormalities were observed on ET. The three subjects who showed

  12. Golden Games

    Institute of Scientific and Technical Information of China (English)

    LI XIAO

    2010-01-01

    @@ China is not expected to sweep the Vancouver 2010 Olympic Winter Games the way it dominated the 2008 Beijing Summer Olympics.However,it has made Chinese Olympic history after winning three gold medals when the Games passed the halfway point of scheduled competition on February 20.On that day,18-year-old Zhou Yang overcame three South Korean rivals to win the women's short-track speed skating 1,500-meter final.

  13. Avaliação clínica dos atletas paraolímpicos Clinical evaluation of paralympic athletes

    Directory of Open Access Journals (Sweden)

    Roberto Vital

    2002-06-01

    Full Text Available O objetivo deste trabalho foi verificar de modo amplo o comportamento de variáveis importantes para a saúde preventiva e o desempenho dos atletas paraolímpicos. Os paratletas foram avaliados clinicamente (aplicação de questionário, história clínica, exame físico e com exames laboratoriais, raio x simples de tórax e controle de doping. A equipe brasileira que participou dos Jogos Paraolímpicos de Sydney 2000 foi também classificada de acordo com as seguintes variáveis: sexo, idade, modalidades esportivas, meios de locomoção, tipos de deficiência, resultados dos exames laboratoriais e de tórax, avaliação odontológica e controle de doping. Os resultados obtidos serviram de parâmetro para se traçar um perfil dos atletas e orientá-los na prevenção das doenças e lesões esportivas que pudessem interferir nos treinamentos e competições.The purpose of this study was to evaluate characteristics that were important for preventive health and for performance of paralympic Brazilian athletes. The athletes were evaluated clinically (questionnaires, clinical history, physical examination and also with laboratory studies, chest roentgenogram and doping control. The Brazilian team that participated in the Sydney 2000 Paralympic Games was also classified according to some characteristics such as gender, age, sports modality, way of locomotion, types of disabilities, laboratory study results, chest X-ray results, odontological evaluation, and doping control. The results obtained were used to define a profile of such athletes and to give them information about prevention of diseases and sports-related injuries that could hinder their training and competition results

  14. Performance changes and relationship between vertical jump measures and actual sprint performance in elite sprinters with visual impairment throughout a Parapan American games training season

    Science.gov (United States)

    Loturco, Irineu; Winckler, Ciro; Kobal, Ronaldo; Cal Abad, Cesar C.; Kitamura, Katia; Veríssimo, Amaury W.; Pereira, Lucas A.; Nakamura, Fábio Y.

    2015-01-01

    The aims of this study were to estimate the magnitude of variability and progression in actual competitive and field vertical jump test performances in elite Paralympic sprinters with visual impairment in the year leading up to the 2015 Parapan American Games, and to investigate the relationships between loaded and unloaded vertical jumping test results and actual competitive sprinting performance. Fifteen Brazilian Paralympic sprinters with visual impairment attended seven official competitions (four national, two international and the Parapan American Games 2015) between April 2014 and August 2015, in the 100- and 200-m dash. In addition, they were tested in five different periods using loaded (mean propulsive power [MPP] in jump squat [JS] exercise) and unloaded (squat jump [SJ] height) vertical jumps within the 3 weeks immediately prior to the main competitions. The smallest important effect on performances was calculated as half of the within-athlete race-to-race (or test-to-test) variability and a multiple regression analysis was performed to predict the 100- and 200-m dash performances using the vertical jump test results. Competitive performance was enhanced during the Parapan American Games in comparison to the previous competition averages, overcoming the smallest worthwhile enhancement in both the 100- (0.9%) and 200-m dash (1.43%). In addition, The SJ and JS explained 66% of the performance variance in the competitive results. This study showed that vertical jump tests, in loaded and unloaded conditions, could be good predictors of the athletes' sprinting performance, and that during the Parapan American Games the Brazilian team reached its peak competitive performance. PMID:26594181

  15. Performance changes and relationship between vertical jump measures and actual sprint performance in elite sprinters with visual impairment throughout a Parapan American games training season

    Directory of Open Access Journals (Sweden)

    Irineu eLoturco

    2015-11-01

    Full Text Available The aims of this study were to estimate the magnitude of variability and progression in actual competitive and field vertical jump test performances in elite Paralympic sprinters with visual impairment in the year leading up to the 2015 Parapan American Games, and to investigate the relationships between loaded and unloaded vertical jumping test results and actual competitive sprinting performance. Fifteen Brazilian Paralympic sprinters with visual impairment attended seven official competitions (four national, two international and the Parapan American Games 2015 between April 2014 and August 2015, in the 100- and 200-m dash. In addition, they were tested in five different periods using loaded (mean propulsive power [MPP] in jump squat [JS] exercise and unloaded (squat jump [SJ] height vertical jumps within the 3 weeks immediately prior to the main competitions. The smallest important effect on performances was calculated as half of the within-athlete race-to-race (or test-to-test variability and a multiple regression analysis was performed to predict the 100- and 200-m dash performances using the vertical jump test results. Competitive performance was enhanced during the Parapan American Games in comparison to the previous competition averages, overcoming the smallest worthwhile enhancement in both the 100- (0.9% and 200-m dash (1.43%. In addition, The SJ and JS explained 66% of the performance variance in the competitive results. This study showed that vertical jump tests, in loaded and unloaded conditions, could be good predictors of the athletes’ sprinting performance, and that during the Parapan American Games the Brazilian team reached its peak competitive performance.

  16. Atmospheric levels of BTEX compounds during the 2008 Olympic Games in the urban area of Beijing.

    Science.gov (United States)

    Liu, Junfeng; Mu, Yujing; Zhang, Yujie; Zhang, Zhimin; Wang, Xiaoke; Liu, Yanju; Sun, Zhenquan

    2009-12-15

    The hourly concentrations of BTEX (Benzene, Toluene, Ethylbenzene, m,p-Xylene and o-Xylene) in the urban area of Beijing were measured during July-October 2008, covering the periods of the 2008 Olympic Games and Paralympic Games. The atmospheric BTEX were pre-concentrated on Tenax-TA tubes, and analyzed by GC-PID (Gas Chromatography with Photo Ionization Detector) after thermal desorption. During the games, the mean daytime concentrations of benzene, toluene, ethylbenzene, m,p-xylene and o-xylene were 2.37, 3.97, 1.92, 3.51 and 1.90 microg/m3, respectively, and were 52.8%, 63.9%, 56.4%, 56.8% and 46.9%, respectively lower than those after the games. The significantly positive correlation between BTEX and CO as well as the ratio of benzene/toluene suggested that the vehicle exhaust was the major source of BTEX during the whole investigated period. The extremely high ratios of ethylbenzene to m,p-xylene (E/X) were mainly observed at noontime in haze days, indicating that photochemical reactions were highly active under these typical days.

  17. Reliability and validity of a talent identification test battery for seated and standing Paralympic throws.

    Science.gov (United States)

    Spathis, Jemima Grace; Connick, Mark James; Beckman, Emma Maree; Newcombe, Peter Anthony; Tweedy, Sean Michael

    2015-01-01

    Paralympic throwing events for athletes with physical impairments comprise seated and standing javelin, shot put, discus and seated club throwing. Identification of talented throwers would enable prediction of future success and promote participation; however, a valid and reliable talent identification battery for Paralympic throwing has not been reported. This study evaluates the reliability and validity of a talent identification battery for Paralympic throws. Participants were non-disabled so that impairment would not confound analyses, and results would provide an indication of normative performance. Twenty-eight non-disabled participants (13 M; 15 F) aged 23.6 years (±5.44) performed five kinematically distinct criterion throws (three seated, two standing) and nine talent identification tests (three anthropometric, six motor); 23 were tested a second time to evaluate test-retest reliability. Talent identification test-retest reliability was evaluated using Intra-class Correlation Coefficient (ICC) and Bland-Altman plots (Limits of Agreement). Spearman's correlation assessed strength of association between criterion throws and talent identification tests. Reliability was generally acceptable (mean ICC = 0.89), but two seated talent identification tests require more extensive familiarisation. Correlation strength (mean rs = 0.76) indicated that the talent identification tests can be used to validly identify individuals with competitively advantageous attributes for each of the five kinematically distinct throwing activities. Results facilitate further research in this understudied area.

  18. Daily heart rate variability of Paralympic gold medallist swimmers: A 17-week investigation

    Directory of Open Access Journals (Sweden)

    Rohan Edmonds

    2015-12-01

    Conclusion: Despite minimal long-term changes, both swimming classification and disability type significantly influence HRV during athlete monitoring. An increased understanding of individual responses to training, travel, and other outside influences affecting Paralympic athletes could potentially lead to improved management and monitoring of training workloads for enhanced performance.

  19. Management of developing swimming performance in National Paralympic Committee of Indonesia

    Directory of Open Access Journals (Sweden)

    Nonik Rahmawati

    2018-05-01

    Full Text Available The main objective of this study is to understand and analyze structural organization of NPC (National Paralympic Committee of Indonesia on managing swimming performance,recruitment system, infrastructure management, funding management and implementation of the exercise management on managing swimming performance. This study was conducted at Head Office of NPC Indonesia and Kartasura Swimming Pool, Central Java Province. This studyis made in qualitative manner and presented in descriptive approach. The data collection is conducted by doing observation, document analysis, and interviews. The results of the management of developing swimming performance in NPC (National Paralympic Committee of Indonesia are summarized as follows: 1 there are general chairman, the head of the achievement division, the head of the sports department, coach manager and then directed to the coach coordinator and coach’s assistant in the organizational structure 2 recruitment of the organization is held by choosing people who concerned about NPC of Indonesia, recruitment of coach is held without any special tests, which is selected by: giving priority to athletes who have ever won medals and have experienced in coaching, while recruitment of athletes is held by using special test by NPC of Indonesia, 3 facilities, in the form of swimming’s support tools, are given gradually by Ministry of Youth and Sports Affairsby submitting proposals. Meanwhile, facility such as swimming pool still depends on renting Kartasura Swimming Pool, 4 the funding is obtained from Ministry of Youth and Sports Affairs without any sponsorship, 5 training program is held by giving suitable program in general preparation, special preparation, pre match, and also considering athletes’ physical condition, technique, and mental status. Training program can be developed according to the condition of each athlete. Based on the analysis, it can be concluded that management of developing swimming

  20. Planning of traumatological hospital resources for a major winter sporting event as illustrated by the 2005 Winter Universiad.

    Science.gov (United States)

    Oberladstaetter, J; Kamelger, F S; Rosenberger, R; Dallapozza, Ch; Struve, P; Luger, T; Fink, Ch; Attal, R

    2009-03-01

    The 22nd Student World Winter Games took place in January 2005 in Innsbruck and Seefeld, Austria. Exactly 1,500 athletes of 50 nationalities competed in 69 events in ten winter sports. A total number of 750 functionaries, 800 volunteers and 85,000 spectators participated in the second largest winter sports event behind the Olympic winter games. The aim of this study was to evaluate the needed resources to ensure traumatological care for an event of that size. At the medical "call-center" all consultations, as well as patient data, diagnosis, and medical treatment were recorded using a preset protocol. Further, all patients treated in the University Hospital Innsbruck were registered with an emphasis on trauma patients. Forty-eight of 65 patients transported to the hospital as a result of the Universiade were trauma patients, 37 of whom were athletes. The gender distribution was 34:14 (m:f). Ice hockey players had the highest rate of injury (25% of all injured athletes), followed by alpine skiers (20.8% of injured athletes). The highest ISS was nine. Forty-three patients got ambulatory treatment, five were admitted to the hospital and surgical treatment was conducted in three cases. Mean patient number was 4.8 per day. No additional personnel, structural, or technical hospital resources were needed to accommodate a large winter sports event like the Universiad. Thus, a level-B trauma center with an emergency room and independent traumatological department with around the clock surgical capability seems to be sufficient to provide traumatological care for an event of this size if the possibility of patient transport to a larger facility exists in the case of catastrophic events.

  1. Winter Secrets: An Instant Lesson Plan.

    Science.gov (United States)

    Collyer, Cam

    1997-01-01

    Outdoor lesson plan aims to stimulate student interest in animals' adaptations to winter and the various signs and clues to animal behavior. Includes questions for class discussion, tips for guiding the hike, and instructions for two games that illustrate the predator-prey relationship. Notes curriculum connections to the East York (Ontario) Board…

  2. Music Activities for Lemonade in Winter

    Science.gov (United States)

    Cardany, Audrey Berger

    2014-01-01

    "Lemonade in Winter: A Book About Two Kids Counting Money" is a children's book about math; however, when sharing it in the music classroom, street cries and clapping games emerge. Jenkins' and Karas' book provides a springboard to lessons addressing several music elements, including form, tempo, and rhythm, as well as…

  3. Expert consensus statement to guide the evidence-based classification of Paralympic athletes with vision impairment: a Delphi study.

    Science.gov (United States)

    Ravensbergen, H J C Rianne; Mann, D L; Kamper, S J

    2016-04-01

    Paralympic sports are required to develop evidence-based systems that allocate athletes into 'classes' on the basis of the impact of their impairment on sport performance. However, sports for athletes with vision impairment (VI) classify athletes solely based on the WHO criteria for low vision and blindness. One key barrier to evidence-based classification is the absence of guidance on how to address classification issues unique to VI sport. The aim of this study was to reach expert consensus on how issues specific to VI sport should be addressed in evidence-based classification. A four-round Delphi study was conducted with 25 participants who had expertise as a coach, athlete, classifier and/or administrator in Paralympic sport for VI athletes. The experts agreed that the current method of classification does not fulfil the requirements of Paralympic classification, and that the system should be different for each sport to account for the sports' unique visual demands. Instead of relying only on tests of visual acuity and visual field, the panel agreed that additional tests are required to better account for the impact of impairment on sport performance. There was strong agreement that all athletes should not be required to wear a blindfold as a means of equalising the impairment during competition. There is strong support within the Paralympic movement to change the way that VI athletes are classified. This consensus statement provides clear guidance on how the most important issues specific to VI should be addressed, removing key barriers to the development of evidence-based classification. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  4. Comparing effects of Winter Universiade (2011) and European ...

    African Journals Online (AJOL)

    Comparing effects of Winter Universiade (2011) and European Youth Olympic Festival (2011) ... The participating group was composed of 878 local spectators who watched the games. ... Sample group views on both positive and negative effects of these two events have high averages. ... AJOL African Journals Online.

  5. Reductions of NO2 detected from space during the 2008 Beijing Olympic Games

    Science.gov (United States)

    Mijling, B.; van der A, R. J.; Boersma, K. F.; Van Roozendael, M.; De Smedt, I.; Kelder, H. M.

    2009-07-01

    During the 2008 Olympic and Paralympic Games in Beijing (from 8 August to 17 September), local authorities enforced strong measures to reduce air pollution during the events. To evaluate the direct effect of these measures, we use the tropospheric NO2 column observations from the satellite instruments GOME-2 and OMI. We interpret these data against simulations from the regional chemistry transport model CHIMERE, based on a 2006 emission inventory, and find a reduction of NO2 concentrations of approximately 60% above Beijing during the Olympic period. The air quality measures were especially effective in the Beijing area, but also noticeable in surrounding cities of Tianjin (30% reduction) and Shijiazhuang (20% reduction).

  6. Social Inclusion Through Para sport: A Critical Reflection on the Current State of Play.

    Science.gov (United States)

    Bantjes, Jason; Swartz, Leslie

    2018-05-01

    Medicine has played an integral role in both the inception and development of the Paralympic Games. Sports physicians are well positioned to continue to influence the development of the paralympic movement and to help focus the movement on its agenda to promote social inclusion. This article looks critically at some of the key challenges that the paralympic movement faces in its quest to promote social inclusion, and considers the role of sports medicine in this process. Copyright © 2018 Elsevier Inc. All rights reserved.

  7. Science of Nowcasting Olympic Weather for Vancouver 2010 (SNOW-V10): a World Weather Research Programme Project

    Science.gov (United States)

    Isaac, G. A.; Joe, P. I.; Mailhot, J.; Bailey, M.; Bélair, S.; Boudala, F. S.; Brugman, M.; Campos, E.; Carpenter, R. L.; Crawford, R. W.; Cober, S. G.; Denis, B.; Doyle, C.; Reeves, H. D.; Gultepe, I.; Haiden, T.; Heckman, I.; Huang, L. X.; Milbrandt, J. A.; Mo, R.; Rasmussen, R. M.; Smith, T.; Stewart, R. E.; Wang, D.; Wilson, L. J.

    2014-01-01

    A World Weather Research Programme (WWRP) project entitled the Science of Nowcasting Olympic Weather for Vancouver 2010 (SNOW-V10) was developed to be associated with the Vancouver 2010 Olympic and Paralympic Winter Games conducted between 12 February and 21 March 2010. The SNOW-V10 international team augmented the instrumentation associated with the Winter Games and several new numerical weather forecasting and nowcasting models were added. Both the additional observational and model data were available to the forecasters in real time. This was an excellent opportunity to demonstrate existing capability in nowcasting and to develop better techniques for short term (0-6 h) nowcasts of winter weather in complex terrain. Better techniques to forecast visibility, low cloud, wind gusts, precipitation rate and type were evaluated. The weather during the games was exceptionally variable with many periods of low visibility, low ceilings and precipitation in the form of both snow and rain. The data collected should improve our understanding of many physical phenomena such as the diabatic effects due to melting snow, wind flow around and over terrain, diurnal flow reversal in valleys associated with daytime heating, and precipitation reductions and increases due to local terrain. Many studies related to these phenomena are described in the Special Issue on SNOW-V10 for which this paper was written. Numerical weather prediction and nowcast models have been evaluated against the unique observational data set now available. It is anticipated that the data set and the knowledge learned as a result of SNOW-V10 will become a resource for other World Meteorological Organization member states who are interested in improving forecasts of winter weather.

  8. On the question of periodization training content and Paralympic athletes with disorders of the musculoskeletal system in the light of the general theory of sports training

    Directory of Open Access Journals (Sweden)

    V.N. Derkach

    2014-05-01

    Full Text Available Purpose : To determine theoretically similar trends and differences in the periods of sports training athletes and Paralympic athletes with similar qualifications, without disabilities. Material : analyzed more than 80 references. Results : at present insufficiently developed periodization sports training many years to prepare athletes with disorders of the musculoskeletal system. Also - at the stage of maximum realization of individual empowerment athletes. This applies to the immediate preparation for the main competition. In the first case, periodization can be carried out on the basis of the classical theory. Also on stage, maximizing the individual capabilities. Need to adapt this theory to career achievements of athletes. Also, you must consider the disease. Conclusions : The main factors set differences training tools Paralympic athletes and physically healthy: increased attention to the psychological preparation for the Paralympics, inclusive education and sports training individualization programs already in the first stage of their training.

  9. Do coitadinho ao super-herói Representação social dos atletas paralímpicos na mídia brasileira e portuguesa

    Directory of Open Access Journals (Sweden)

    Tatiane Hilgemberg

    2014-06-01

    Full Text Available Since its begining the society tended to marginalize and disqualify people with disabilities giving to them the stigma of difference. Even nowadays, and although we live at a society so called inclusive, the prejudice against the athletes with disability is still prevailing. Every individual that goes against the normality patterns is considered stigmatized. The aim of this study is to analyse the media coverage of paralympic athletes at the Brazilian and Portuguese media at the Paralympic Games in Atlanta/96, Sydney/2000, Athens/2004 and Beijing/2008. From our analyses we could, in summary, conclude that the media coverage of this Paralympic Games in Brazil and Portugal has more similarities than differences. In both countries the pitiful handicapped and the super hero stereotypes were found, with a tendency to the super hero, and the differences were the percentual variations between the analised editions.

  10. An eHealth Application of Self-Reported Sports-Related Injuries and Illnesses in Paralympic Sport: Pilot Feasibility and Usability Study.

    Science.gov (United States)

    Fagher, Kristina; Jacobsson, Jenny; Dahlström, Örjan; Timpka, Toomas; Lexell, Jan

    2017-11-29

    Sport participation is associated with a risk of sports-related injuries and illnesses, and Paralympic athletes' additional medical issues can be a challenge to health care providers and medical staff. However, few prospective studies have assessed sports-related injuries and illnesses in Paralympic sport (SRIIPS) over time. Advances in mobile phone technology and networking systems offer novel opportunities to develop innovative eHealth applications for collection of athletes' self-reports. Using eHealth applications for collection of self-reported SRIIPS is an unexplored area, and before initiation of full-scale research of SRIIPS, the feasibility and usability of such an approach needs to be ascertained. The aim of this study was to perform a 4-week pilot study and (1) evaluate the monitoring feasibility and system usability of a novel eHealth application for self-reported SRIIPS and (2) report preliminary data on SRIIPS. An eHealth application for routine collection of data from athletes was developed and adapted to Paralympic athletes. A 4-week pilot study was performed where Paralympic athletes (n=28) were asked to weekly self-report sport exposure, training load, general well-being, pain, sleep, anxiety, and possible SRIIPS. The data collection was followed by a poststudy use assessment survey. Quantitative data related to the system use (eg, completed self-reports, missing responses, and errors) were analyzed using descriptive statistics. The qualitative feasibility and usability data provided by the athletes were condensed and categorized using thematic analysis methods. The weekly response rate was 95%. The athletes were of the opinion that the eHealth application was usable and feasible but stated that it was not fully adapted to Paralympic athletes and their impairments. For example, it was difficult to understand how a new injury or illness should be identified when the impairment was involved. More survey items related to the impairments were

  11. An eHealth Application of Self-Reported Sports-Related Injuries and Illnesses in Paralympic Sport: Pilot Feasibility and Usability Study

    Science.gov (United States)

    2017-01-01

    Background Sport participation is associated with a risk of sports-related injuries and illnesses, and Paralympic athletes’ additional medical issues can be a challenge to health care providers and medical staff. However, few prospective studies have assessed sports-related injuries and illnesses in Paralympic sport (SRIIPS) over time. Advances in mobile phone technology and networking systems offer novel opportunities to develop innovative eHealth applications for collection of athletes’ self-reports. Using eHealth applications for collection of self-reported SRIIPS is an unexplored area, and before initiation of full-scale research of SRIIPS, the feasibility and usability of such an approach needs to be ascertained. Objective The aim of this study was to perform a 4-week pilot study and (1) evaluate the monitoring feasibility and system usability of a novel eHealth application for self-reported SRIIPS and (2) report preliminary data on SRIIPS. Methods An eHealth application for routine collection of data from athletes was developed and adapted to Paralympic athletes. A 4-week pilot study was performed where Paralympic athletes (n=28) were asked to weekly self-report sport exposure, training load, general well-being, pain, sleep, anxiety, and possible SRIIPS. The data collection was followed by a poststudy use assessment survey. Quantitative data related to the system use (eg, completed self-reports, missing responses, and errors) were analyzed using descriptive statistics. The qualitative feasibility and usability data provided by the athletes were condensed and categorized using thematic analysis methods. Results The weekly response rate was 95%. The athletes were of the opinion that the eHealth application was usable and feasible but stated that it was not fully adapted to Paralympic athletes and their impairments. For example, it was difficult to understand how a new injury or illness should be identified when the impairment was involved. More survey items

  12. Perfil psicológico de atletas paraolímpicos brasileiros Psychological profile of Brazilian paralympic athletes

    Directory of Open Access Journals (Sweden)

    Dietmar Samulski

    2002-08-01

    majority of the athletes mentioned the following stressing factors: sleeping problems, pressure to win, and interpersonal conflicts. Most of the athletes showed good results in perception and reaction time. Based on these results individual guidance was developed to prepare the athletes for the Paralympic Games.

  13. A Cost-Benefit Analysis of an Olympic Games

    OpenAIRE

    Darren McHugh

    2006-01-01

    This paper attempts to estimate the net benefit to Canada of the Vancouver 2010 Winter Olympic Games. Two particular classes of problems in Olympic CBA are studied in detail. The first is the unique nature of project dependency in an Olympic Games, and this is surmounted by the classification of Olympic-related costs and benefits as "Event-related" or "Infrastructure-related", with rules for handing each in the context of a CBA for an Olympic Games. The second is the estimation of net benefit...

  14. Comparing technical proficiency of elite table tennis players with intellectual disability: simulation testing versus game play.

    Science.gov (United States)

    Van Biesen, Debbie; Mactavish, Jennifer J; Vanlandewijck, Yves C

    2014-04-01

    Technical skill proficiency among elite table tennis players with intellectual disabilities (ID) was investigated in this study using two approaches: an off-court simulation testing protocol and an on-court, standardized observational framework during game play. Participants included 24 players with ID (M age = 25 yr., SD = 6; M IQ = 61, SD = 9), the top 16 performers, 13 men and 11 women, at the International Federation for sport for para-athletes with an intellectual disability (Inas) World Championships. Self-reported table tennis training experience of the players was 13 +/- 5 yr. In the Simulation Testing condition, players were instructed to play five sets of basic and five sets of advanced skills, which were subsequently assessed by experts using a standardized and validated observational protocol. The same protocol was used to assess the same skills during Game Play. Ratings of overall technical proficiency were not significantly different between Simulation Testing and Game Play conditions. There was a strong positive correlation between technical proficiency measured during Game Play vs Simulation Testing for the variables flick, topspin forehand, and topspin backhand. No correlations were found for the variables contra, block, and push. Insight into this relationship is important for future development of classification systems for ID athletes in the Paralympic Games, because comparing competition observation with the athlete's potential shown during the classification session is essential information for classifiers to confirm the athlete's competition class.

  15. Sports injury and illness epidemiology: Great Britain Olympic Team (TeamGB) surveillance during the Sochi 2014 Winter Olympic Games.

    Science.gov (United States)

    Palmer-Green, Debbie; Elliott, Niall

    2015-01-01

    Sports injury and illness surveillance is the first step in injury and illness prevention, and is important for the protection of both athlete health and performance in major competitions. To identify the prevalence, severity nature and causes of athlete injuries and illnesses in the Great Britain Olympic Team (TeamGB) during the Sochi 2014 Winter Olympic Games. The observational prospective cohort study followed the Great Britain Injury/Illness Performance Project surveillance methodology and obtained information on injuries and illnesses that occurred during the Games between 30 January and 23 February 2014 in TeamGB athletes (n=56). Among the 56 TeamGB athletes, there were 27 injuries and 11 illnesses during the Olympic Games period. This equated to 39% sustaining at least one injury and 18% at least one illness, with an incidence of 48.2 injuries and 19.6 illnesses per 100 athletes, respectively. Of all injuries and illnesses, 9% and 7%, respectively, resulted in time loss. The risk of sustaining an injury was highest for freestyle skiing, skeleton and snowboarding; and lowest for curling, biathlon and Alpine skiing (with no reported injuries); with the lower limb being the most commonly injured location. Respiratory system illnesses were most frequently reported overall, and older female athletes were the ones most affected by illness. The risk of injury was double the risk of illness for TeamGB athletes. Overall, the rate of time-loss issues was low. Methodological considerations are important when interpreting data, and prevention strategies should focus on those issues causing the greatest risk, in terms of prevalence and severity, to athlete health and performance. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  16. Expert consensus statement to guide the evidence-based classification of Paralympic athletes with vision impairment: a Delphi study

    NARCIS (Netherlands)

    Ravensbergen, H.J.C.; Mann, D.L.; Kamper, S.J.

    2016-01-01

    Background Paralympic sports are required to develop evidence-based systems that allocate athletes into 'classes' on the basis of the impact of their impairment on sport performance. However, sports for athletes with vision impairment (VI) classify athletes solely based on the WHO criteria for low

  17. Radiocaesium levels in game in the Czech Republic

    International Nuclear Information System (INIS)

    Škrkal, Jan; Rulík, Petr; Fantínová, Karin; Mihalík, Ján; Timková, Jana

    2015-01-01

    The paper summarizes results of monitoring of 137 Cs activities in game species roaming in the woods over the territory of the Czech Republic for the time interval of 1986–2012. Geometric means and other statistical characteristics were estimated from the data sets on the assumption of log-normal distribution of the data from the time interval 2004–2012 where the character of data distribution had displayed no significant change. Geometric means (in Bq/kg) in meat were: wild boar 5.1, red deer 1.9, roe deer 0.77 and feathered game 0.14. The mean value in the less frequent game amounted to 0.36 Bq/kg. The geometrical standard deviation (GSD) widely varied from 1.6 to 21 for the studied species. Based on mass activity dependence on time, we assessed the effective and environmental half-lives of activity decline. For red deer and roe deer, the effective 137 Cs half-life was 2.9 and 3.2 years, and environmental half-life 3.2 and 3.6 years respectively. The effective half-life of 137 Cs in wild boar of 38 years was determined with large uncertainty and it shows constant influx of 137 Cs activity to the digestive tract of wild boars. A statistically significant season-based 137 Cs level was found in red deer and wild boar. Higher winter and spring activities of 137 Cs in wild boar are linked with decreasing access to naturally occurring food with lower 137 Cs content (chestnuts, acorns, and beech nuts), making boar grub around for ground-deposited food (often for mushrooms with higher activity). Higher winter activities of 137 Cs in red deer meat, most probably, are due to lower access to green diet in winter. The average annual committed effective dose for Czech population based on estimates of game species meat consumption between 2004 and 2012 was insignificant, only 0.03 μSv. - Highlights: • Geometric means of the 137 Cs activity (in Bq/kg) in meat were: wild boar 5.1, red deer 1.9, roe deer 0.77 and feathered game 0.14. • The environmental half-life of 137

  18. “Bring It under the Legacy Umbrella”: Olympic Host Cities and the Changing Fortunes of the Sustainability Agenda

    Directory of Open Access Journals (Sweden)

    John R. Gold

    2013-08-01

    Full Text Available A concern for enduring urban outcomes lies at the heart of the Olympic Games in a way that no other sporting or cultural event can match, but each age has recast the ways in which such outcomes have been framed in light of its own values and needs. Seen against that background, this paper examines the evolution of the Olympic movement’s sustainability agenda. It first considers how the environment emerged as an issue within the Winter Games through concerns over environmental protection, discusses measures introduced to embed sustainability into official Olympic practice, and explores the evolution of the dynamic relationship between sustainability and the overlapping but, to some extent, rival concept of “legacy”. The latter part of the paper illustrates these ideas with regard to the London 2012 Summer Olympic and Paralympic Games. It analyses the “One Planet Games” concept, how this was developed for the bid, and how it was subsequently put into practice, commenting particularly on the carbon footprint, creation of the Olympic Park (as sustainable legacy and the promotion of sustainable living. The conclusion comments on the continuing challenges encountered in implementing sustainability plans and addressing long-term legacy.

  19. Most Essential Wheeled Mobility Skills for Daily Life : An International Survey Among Paralympic Wheelchair Athletes With Spinal Cord Injury

    NARCIS (Netherlands)

    Fliess-Douer, Osnat; Vanlandewijck, Yves C.; Van der Woude, Lucas H. V.

    Fliess-Douer O, Vanlandewijck YC, Van Der Woude LHV. Most essential wheeled mobility skills for daily life: an international survey among paralympic wheelchair athletes with spinal cord injury. Arch Phys Med Rehabil 2012;93:629-35. Objectives: To create a hierarchical list of the most essential

  20. Inspiring a generation

    CERN Multimedia

    2012-01-01

    The motto of the 2012 Olympic and Paralympic Games is ‘Inspire a generation’ so it was particularly pleasing to see science, the LHC and Higgs bosons featuring so strongly in the opening ceremony of the Paralympics last week.   It’s a sign of just how far our field has come that such a high-profile event featured particle physics so strongly, and we can certainly add our support to that motto. If the legacy of London 2012 is a generation inspired by science as well as sport, then the games will have more than fulfilled their mission. Particle physics has truly inspiring stories to tell, going well beyond Higgs and the LHC, and the entire community has played its part in bringing the excitement of frontier research in particle physics to a wide audience. Nevertheless, we cannot rest on our laurels: maintaining the kind of enthusiasm for science we witnessed at the Paralympic opening ceremony will require constant vigilance, and creative thinking about ways to rea...

  1. Athletic identity and self-esteem among active and retired Paralympic athletes.

    Science.gov (United States)

    Marin-Urquiza, Adriana; Ferreira, José Pedro; Van Biesen, Debbie

    2018-04-17

    Athletic identity (AI) has been suggested as a variable that can have an impact on the psychological health of the athletes upon retirement. The aim of this study was to provide more insight on the transition out of elite sport by assessing and comparing the extent of AI and self-esteem in an active group (AG) and a retired group (RG) of Paralympic athletes. Perceived stress and depressive symptoms were additionally assessed in the AG and RG, respectively. A non-probability sampling method was used to recruit active and retired Paralympic athletes (AG, n = 43; RG, n = 41, where 35 retired voluntarily and 6 retired involuntarily) with visual or physical impairments, from Dutch-, English-, Portuguese- and Spanish-speaking countries. Participants completed an electronic survey with questionnaires to assess the study variables mentioned above. Descriptive analysis, comparisons (Mann-Whitney U test and t-test) and Spearman's correlation coefficient were performed for the statistical analysis. Scores of AI were significantly lower in the RG (44.6 ± 9.6) compared to the AG (49.4 ± 8.9); t(82) = 2.36, p = .021, d = 0.51. No differences in self-esteem were found between RG and AG; however, within the RG, athletes who involuntarily retired (21 ± 7.1) had significantly lower self-esteem scores than those who retired voluntarily (25.2 ± 4.2); t(39) = 2.04, p = .049, d = 0.73. In conclusion, free choice upon retirement can positively influence the athletes' self-esteem, whereas a strong AI may negatively influence the retirement process, as it was positively correlated with depressive symptoms (ρ = .409, p = .008). These findings can have practical implications for sport psychologists to better support their athletes.

  2. Olympic Health Legacy; Essentials for Lasting Development of Host City

    Science.gov (United States)

    Lee, Young-Hee; Kim, Jung Moon

    2013-01-01

    The purpose of the Olympic Games should be to contribute to the social development by leaving behind economic, cultural and environmental legacies to the hosting region. While tangible examples such as venues are often recognized as representative legacies of the Olympics, intangible aspects such as the environment, culture, policy and human resources have been gaining in importance. The Olympic Games, at its most fundamental level, is a sporting event. Sports not only is closely related to the physical health, but is also instrumental to fostering mental health through inspiration. One of the most important sports legacies was the general change in the population’s perception on sports and physical activities; due to such change, people were able to enjoy sports as part of healthy and active everyday life and benefit physically. However, compared to tangible legacies such as the facilities, social legacies such as the general health and their planning, execution and achievements are hard to monitor. Therefore, for the Olympics to leave behind socio-cultural legacies that contribute to the development of the hosting region, there must be a thorough business plan that takes into account region-specific purpose, and is divided into stages such as before, during and after the Games. Should the 2018 Winter Olympic Games hope to create continuing contribution to its hosting region, it must leave behind ‘Health Legacies’ that will enhance the happiness of the hosting region’s population. To this end, establishment of region-specific purpose and systematic promotion of business via detailed analysis of precedents are a must. This article aim to review the health legacy endeavors of past host cities and suggest the appropriate forms of health legacy of 2018 Pyeongchang Winter Olympic and Paralympic Games. PMID:26064832

  3. Olympic Health Legacy; Essentials for Lasting Development of Host City.

    Science.gov (United States)

    Lee, Young-Hee; Kim, Jung Moon

    2013-03-01

    The purpose of the Olympic Games should be to contribute to the social development by leaving behind economic, cultural and environmental legacies to the hosting region. While tangible examples such as venues are often recognized as representative legacies of the Olympics, intangible aspects such as the environment, culture, policy and human resources have been gaining in importance. The Olympic Games, at its most fundamental level, is a sporting event. Sports not only is closely related to the physical health, but is also instrumental to fostering mental health through inspiration. One of the most important sports legacies was the general change in the population's perception on sports and physical activities; due to such change, people were able to enjoy sports as part of healthy and active everyday life and benefit physically. However, compared to tangible legacies such as the facilities, social legacies such as the general health and their planning, execution and achievements are hard to monitor. Therefore, for the Olympics to leave behind socio-cultural legacies that contribute to the development of the hosting region, there must be a thorough business plan that takes into account region-specific purpose, and is divided into stages such as before, during and after the Games. Should the 2018 Winter Olympic Games hope to create continuing contribution to its hosting region, it must leave behind 'Health Legacies' that will enhance the happiness of the hosting region's population. To this end, establishment of region-specific purpose and systematic promotion of business via detailed analysis of precedents are a must. This article aim to review the health legacy endeavors of past host cities and suggest the appropriate forms of health legacy of 2018 Pyeongchang Winter Olympic and Paralympic Games.

  4. Understanding the Use of Mobile Resources to Enhance Paralympic Boccia Teaching and Learning for Students with Cerebral Palsy

    Science.gov (United States)

    Zioti, Fabiana; Clemente, Giordano; de Paiva Gonçalves, Raphael; Souza, Matheus; Fassbinder, Aracele; Kawashita, Ieda Mayumi

    2016-01-01

    This paper aims to discuss about how mobile technologies and resources can be used to support teaching and improving the performance of students with cerebral palsy during out-door classes in the paralympic boccia court. The Educational Design Research has been used to help us to identify the context and to build two interventions: (i) using an…

  5. Radiocaesium levels in game in the Czech Republic.

    Science.gov (United States)

    Škrkal, Jan; Rulík, Petr; Fantínová, Karin; Mihalík, Ján; Timková, Jana

    2015-01-01

    The paper summarizes results of monitoring of (137)Cs activities in game species roaming in the woods over the territory of the Czech Republic for the time interval of 1986-2012. Geometric means and other statistical characteristics were estimated from the data sets on the assumption of log-normal distribution of the data from the time interval 2004-2012 where the character of data distribution had displayed no significant change. Geometric means (in Bq/kg) in meat were: wild boar 5.1, red deer 1.9, roe deer 0.77 and feathered game 0.14. The mean value in the less frequent game amounted to 0.36 Bq/kg. The geometrical standard deviation (GSD) widely varied from 1.6 to 21 for the studied species. Based on mass activity dependence on time, we assessed the effective and environmental half-lives of activity decline. For red deer and roe deer, the effective (137)Cs half-life was 2.9 and 3.2 years, and environmental half-life 3.2 and 3.6 years respectively. The effective half-life of (137)Cs in wild boar of 38 years was determined with large uncertainty and it shows constant influx of (137)Cs activity to the digestive tract of wild boars. A statistically significant season-based (137)Cs level was found in red deer and wild boar. Higher winter and spring activities of (137)Cs in wild boar are linked with decreasing access to naturally occurring food with lower (137)Cs content (chestnuts, acorns, and beech nuts), making boar grub around for ground-deposited food (often for mushrooms with higher activity). Higher winter activities of (137)Cs in red deer meat, most probably, are due to lower access to green diet in winter. The average annual committed effective dose for Czech population based on estimates of game species meat consumption between 2004 and 2012 was insignificant, only 0.03 μSv. Copyright © 2014 Elsevier Ltd. All rights reserved.

  6. Winter-to-winter variations in indoor radon

    International Nuclear Information System (INIS)

    Mose, D.G.; Mushrush, G.W.; Kline, S.W.

    1989-01-01

    Indoor radon concentrations in northern Virginia and central Maryland show a strong dependence on weather. Winter tends to be associated with higher than average indoor radon, and summer with lower than average. However, compared to the winter of 1986-1987, the winter of 1987-1988 was warmer and drier. Consequently, winter-to-winter indoor radon decreased by about 25%. This winter-to-winter decrease is unexpectedly large, and simulates winter-to-summer variations that have been reported

  7. Changing identity through sport: The Paralympic sport club experience among adolescents with mobility impairments.

    Science.gov (United States)

    Piatt, Jennifer; Kang, Sangguk; Wells, Mary Sara; Nagata, Shinichi; Hoffman, Jamie; Taylor, Jennifer

    2018-04-01

    Adolescents with mobility impairments have fewer opportunities to challenge identity as an athlete through sport participation. This study examined athletic identity impact of adolescent athletes with mobility impairments who participate in Paralympic Sport Clubs. This cross-sectional web-survey design examined demographics (gender, academic level, hours of time spent in sports participation, and preferred amount of time in sport participation) and athletic identity through the Athletic Identity Measurement Scale (AIMS). Forty-seven adolescents (male = 34, female = 13) between the ages of 13-18 with mobility impairments who were currently participating in a Paralympic Sport Club were recruited for the study. Two factorial ANOVA examined the differences of AIMS scores by gender and academic level, and gender and hours of time spent in sports participation per week. Hours of time spent in sports participation by adolescent athletes with physical disabilities showed significant difference on athletes' identity. AIMS score increased along with augmented time spent in sport participation. However, gender and academic level made no significant difference on athletic identity. A one-way ANOVA test was applied to compare the effect of preferred amount of time in sport participation per week on scores for AIMS and showed significant group difference on AIMS. Participants who indicated more preferred amount of time in sport participation also scored higher on AIMS. These findings support the notion that hours of time spent and preferred amount of time in sports participation influences athletic identity. Sport participation, when available can influence athletic identity with this population. Published by Elsevier Inc.

  8. Examining the effects of rational emotive behavior therapy on performance outcomes in elite paralympic athletes.

    Science.gov (United States)

    Wood, A G; Barker, J B; Turner, M J; Sheffield, D

    2018-01-01

    Traditionally a psychotherapeutic intervention, rational emotive behavior therapy (REBT) is receiving increasing attention within the extant literature as an intervention to enhance the athletic performance and psychological well-being of competitive athletes. Whilst the benefits of REBT on psychological health are established, less is understood about the effects on athletic performance. This study aimed to examine the immediate and maintained effects of REBT on physiological, psychological, and performance outcomes with elite Paralympic athletes. Using a single-case research design, eight athletes recruited from the same Paralympic sport (M=40.12, SD=12.99) received five, one-to-one REBT sessions. Measures of irrational beliefs were collected weekly, whereas the remaining psychological and physiological measures were collected at a pre-, post-, and at a 9-month follow-up time point. Visual and statistical analyzes of the data indicates reductions in irrational beliefs were coupled with reductions in systolic blood pressure indicative of an adaptive physiological response, improved athletic performance during competition simulations, and reductions in avoidance goals. Furthermore, social validation data indicated greater self-awareness, emotional control, and enhanced focus during competition as a result of the REBT intervention. This study contributes to growing literature supporting the efficacy of REBT as an intervention that not only facilitates psychological health but also enhances athletic performance. Results are discussed with reference to theory, limitations, and future recommendations. © 2017 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  9. Bridging the gap between Schumpeterian competition and evolutionary game theory

    DEFF Research Database (Denmark)

    Andersen, Esben Sloth

    This paper suggests that the analysis of Schumpeterian competition within the Nelson-Winter model should be complemented with evolutionary game theory. This model and its limitations for density-dependent Schumpeterian strategies are presented in terms of the equations of evolutionary dynamics. F...

  10. Olympic emblem guidelines: London 2012

    OpenAIRE

    2013-01-01

    These guidelines issued by the London Organising Committee of the Olympic Games and Paralympic Games Ltd (“LOCOG”) provide standards, requirements and guidelines for use of the London 2012 Olympic Games Emblem (the “Emblem”) by LOCOG and the International Olympic Committee (IOC) creative, marketing and communications personnel, agencies and consultants only who are authorised to use the London 2012 marks. The purpose of these guidelines is to preserve and enhance the value of the Emblem for t...

  11. DoD Physical Security Technical Support at the 1980 Winter Olympics Village.

    Science.gov (United States)

    1980-09-02

    support were provided to the 1980 Winter Olympic Games were: (1) Physical Security, (2) Communications- Electronics , and (3) Medical via the New York Army...vibration-based Fence Pro- tection System (FPS), manufactured by General Telephone and Electronics (GT& E ) and installed for the Federal Bureau of Prisons...CM (Mr. Woomert) DRSXY-GB (Mr. R. E . Cam) Aberdeen Proving Ground, MD 21005 Commander US Army Communications and Electronics Material Readiness

  12. Rio 2016 sustainable construction commitments lead to new developments in recycled aggregate concrete

    NARCIS (Netherlands)

    Toledo Filho, R.D.; Koenders, E.A.B.; Pepe, M.; Cordeiro, G.C.; Fairbairn, E.; Martinelli, E.

    2013-01-01

    The Brazilian construction industry is committed to delivering the venues and infrastructure of the Rio 2016 Olympic and Paralympic Games with zero increase in carbon dioxide emissions, reduced consumption of raw materials, increased use of renewable materials and 100% local recycling of

  13. London 2012 and beyond: concluding reflections on peacemaking, sport and the Olympic movement

    NARCIS (Netherlands)

    Spaaij, R.; Burleson, C.

    2012-01-01

    The 2012 London Olympic and Paralympic Games have reinvigorated the debate on Olympic legacies for peace and development. Addressing this debate and building on the articles in this collection, this epilogue argues that the theoretical-conceptual understanding of peace and peacemaking remains poorly

  14. The Labor Market Effects of the Salt Lake City Winter Olympics

    OpenAIRE

    Robert Baumann; Bryan Engelhardt; Victor Matheson

    2010-01-01

    The local, state, and federal governments, along with the Salt Lake City Organizing Committee, spent roughly $1.9 billion in direct costs related to planning and hosting the 2002 Winter Olympic Games. In this paper, we investigate whether these expenditures increased employment. At the state level, we find strong evidence it increased employment in leisure related industries in the short run and potentially in the long run. However, the results indicate it had no long term impact on employmen...

  15. Novel public health risk assessment process developed to support syndromic surveillance for the 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Smith, Gillian E; Elliot, Alex J; Ibbotson, Sue; Morbey, Roger; Edeghere, Obaghe; Hawker, Jeremy; Catchpole, Mike; Endericks, Tina; Fisher, Paul; McCloskey, Brian

    2017-09-01

    Syndromic surveillance aims to provide early warning and real time estimates of the extent of incidents; and reassurance about lack of impact of mass gatherings. We describe a novel public health risk assessment process to ensure those leading the response to the 2012 Olympic Games were alerted to unusual activity that was of potential public health importance, and not inundated with multiple statistical 'alarms'. Statistical alarms were assessed to identify those which needed to result in 'alerts' as reliably as possible. There was no previously developed method for this. We identified factors that increased our concern about an alarm suggesting that an 'alert' should be made. Between 2 July and 12 September 2012, 350 674 signals were analysed resulting in 4118 statistical alarms. Using the risk assessment process, 122 'alerts' were communicated to Olympic incident directors. Use of a novel risk assessment process enabled the interpretation of large number of statistical alarms in a manageable way for the period of a sustained mass gathering. This risk assessment process guided the prioritization and could be readily adapted to other surveillance systems. The process, which is novel to our knowledge, continues as a legacy of the Games. © Crown copyright 2016.

  16. Game statistics for the island of Olkiluoto in 2013-2014

    International Nuclear Information System (INIS)

    Niemi, M.; Nieminen, M.

    2015-05-01

    The game statistics for the island of Olkiluoto were updated in the summer 2014 and compared with earlier statistics. In addition, the estimated biomass of hunted animals was calculated. The reported game bag and population size estimates are based on the annual action report of local hunting club (Olkiluodon Metsaestysseura ry) and interviews of hunting club's secretary. No moose or deer inventories were made in the winter 2013-2014. The moose population has been a slightly increasing when comparing the previous year; there were 4-6 individuals on the island after hunting season. The number of moose varies because they tend to move between the island and mainland. Winter 2013-2014 was relatively easy for white-tailed deer and roe deer but the predation caused by lynxes inhibits the increase of populations. However, the current amount of lynxes on the island is unknown because the lack of snow in the winter 2013-2014. In the summer of 2014, there were several lynx observations. The number of hunted raccoon dogs was almost four times as large as in the previous year; altogether 26 individuals were killed. There were no noticeable changes in the number of other hunted small or medium-sized predators. American minks were not killed at all. The total number of hunted hares decreased from eleven to seven. Once again, mallard was the most common hunted bird species followed by hooded crow. Other bird species hunted were wood pigeon, herring gull, hazel grouse, wigeon, teal and common pochard. The total biomass hunted was approximately 1 225 kilos (1 170 for mammals and 55 for birds) which was 305 kilos more than in the previous year. The biomass destined to human consumption (i.e. game meat) was approximately 415 kilos (400 kilos for mammals, 15 for birds). (orig.)

  17. Game statistics for the island of Olkiluoto in 2013-2014

    Energy Technology Data Exchange (ETDEWEB)

    Niemi, M.; Nieminen, M. [Faunatica Oy, Espoo (Finland)

    2015-05-15

    The game statistics for the island of Olkiluoto were updated in the summer 2014 and compared with earlier statistics. In addition, the estimated biomass of hunted animals was calculated. The reported game bag and population size estimates are based on the annual action report of local hunting club (Olkiluodon Metsaestysseura ry) and interviews of hunting club's secretary. No moose or deer inventories were made in the winter 2013-2014. The moose population has been a slightly increasing when comparing the previous year; there were 4-6 individuals on the island after hunting season. The number of moose varies because they tend to move between the island and mainland. Winter 2013-2014 was relatively easy for white-tailed deer and roe deer but the predation caused by lynxes inhibits the increase of populations. However, the current amount of lynxes on the island is unknown because the lack of snow in the winter 2013-2014. In the summer of 2014, there were several lynx observations. The number of hunted raccoon dogs was almost four times as large as in the previous year; altogether 26 individuals were killed. There were no noticeable changes in the number of other hunted small or medium-sized predators. American minks were not killed at all. The total number of hunted hares decreased from eleven to seven. Once again, mallard was the most common hunted bird species followed by hooded crow. Other bird species hunted were wood pigeon, herring gull, hazel grouse, wigeon, teal and common pochard. The total biomass hunted was approximately 1 225 kilos (1 170 for mammals and 55 for birds) which was 305 kilos more than in the previous year. The biomass destined to human consumption (i.e. game meat) was approximately 415 kilos (400 kilos for mammals, 15 for birds). (orig.)

  18. Illness in Travelers Returned From Brazil: The GeoSentinel Experience and Implications for the 2014 FIFA World Cup and the 2016 Summer Olympics

    NARCIS (Netherlands)

    Wilson, Mary E.; Chen, Lin H.; Han, Pauline V.; Keystone, Jay S.; Cramer, Jakob P.; Segurado, Aluisio; Hale, DeVon; Jensenius, Mogens; Schwartz, Eli; von Sonnenburg, Frank; Leder, Karin; Burchard, Gerd-Dieter; Anand, Rahul; Gelman, Stephanie S.; Kain, Kevin; Boggild, Andrea; Perret, Cecilia; Valdivieso, Francisca; Loutan, Louis; Chappuis, François; Schlagenhauf, Patricia; Weber, Rainer; Steffen, Robert; Caumes, Eric; Pérignon, Alice; Libman, Michael D.; Ward, Brian; Maclean, J. Dick; Grobusch, Martin C.; Goorhuis, Abram; de Vries, Peter; Gadroen, Kartini; Mockenhaupt, Frank; Harms, Gunder; Parola, Philippe; Simon, Fabrice; Delmont, Jean; Carosi, Giampiero; Castelli, Francesco; Connor, Bradley A.; Kozarsky, Phyllis E.; Wu, Henry; Fairley, Jessica; Franco-Paredes, Carlos; Using, Johan; Fröberg, Gabrielle; Askling, Helena Hervius; Bronner, Ulf; Haulman, N. Jean; Roesel, David

    2014-01-01

    Background. Brazil will host the 2014 FIFA World Cup and the 2016 Olympic and Paralympic Games, events that are expected to attract hundreds of thousands of international travelers. Travelers to Brazil will encounter locally endemic infections as well as mass event-specific risks. Methods. We

  19. Healthcare planning for the Olympics in London: a qualitative evaluation.

    Directory of Open Access Journals (Sweden)

    Georgia Black

    Full Text Available BACKGROUND: Mass gatherings, such as the Olympic and Paralympic Games, represent an enormous logistical challenge for the host city. Health service planners must deliver routine and emergency services and, in recent Games, health legacy initiatives, for the local and visiting population. However there is little evidence to support their planning decisions. We therefore evaluated the strategic health planning programme for the London 2012 Olympic and Paralympic Games to identify generalisable information for future Games. METHODS: We thematically analysed data from stakeholder interviews and documents. The data were prospectively collected in three phases, before, during and after the Games. FINDINGS: We identified five key themes: (1 Systemic Improvement for example in communications, (2 Effective relationships led to efficiencies and permanent gains, such as new relationships with the private sector (3 Difficult relationships led to inefficiencies, for instance, duplication in testing and exercising emergency scenarios, (4 Tendency to over-estimate demand for care, particularly emergency medicine, and (5 Difficulties establishing a health legacy due to its deprioritisation and lack of vision by the programme team. INTERPRETATION: Enduring improvements which are sustained after the Games are possible, such as the establishment of new and productive partnerships. Relationships must be established early on to avoid duplication, delay and unnecessary expense. There should be greater critical evaluation of the likely demand for health services to reduce the wasting of resources. Finally, if a health legacy is planned, then clear definitions and commitment to its measurement is essential.

  20. Healthcare planning for the Olympics in London: a qualitative evaluation.

    Science.gov (United States)

    Black, Georgia; Kononovas, Kostas; Taylor, Jayne; Raine, Rosalind

    2014-01-01

    Mass gatherings, such as the Olympic and Paralympic Games, represent an enormous logistical challenge for the host city. Health service planners must deliver routine and emergency services and, in recent Games, health legacy initiatives, for the local and visiting population. However there is little evidence to support their planning decisions. We therefore evaluated the strategic health planning programme for the London 2012 Olympic and Paralympic Games to identify generalisable information for future Games. We thematically analysed data from stakeholder interviews and documents. The data were prospectively collected in three phases, before, during and after the Games. We identified five key themes: (1) Systemic Improvement for example in communications, (2) Effective relationships led to efficiencies and permanent gains, such as new relationships with the private sector (3) Difficult relationships led to inefficiencies, for instance, duplication in testing and exercising emergency scenarios, (4) Tendency to over-estimate demand for care, particularly emergency medicine, and (5) Difficulties establishing a health legacy due to its deprioritisation and lack of vision by the programme team. Enduring improvements which are sustained after the Games are possible, such as the establishment of new and productive partnerships. Relationships must be established early on to avoid duplication, delay and unnecessary expense. There should be greater critical evaluation of the likely demand for health services to reduce the wasting of resources. Finally, if a health legacy is planned, then clear definitions and commitment to its measurement is essential.

  1. Healthcare Planning for the Olympics in London: A Qualitative Evaluation

    Science.gov (United States)

    Black, Georgia; Kononovas, Kostas; Taylor, Jayne; Raine, Rosalind

    2014-01-01

    Background Mass gatherings, such as the Olympic and Paralympic Games, represent an enormous logistical challenge for the host city. Health service planners must deliver routine and emergency services and, in recent Games, health legacy initiatives, for the local and visiting population. However there is little evidence to support their planning decisions. We therefore evaluated the strategic health planning programme for the London 2012 Olympic and Paralympic Games to identify generalisable information for future Games. Methods We thematically analysed data from stakeholder interviews and documents. The data were prospectively collected in three phases, before, during and after the Games. Findings We identified five key themes: (1) Systemic Improvement for example in communications, (2) Effective relationships led to efficiencies and permanent gains, such as new relationships with the private sector (3) Difficult relationships led to inefficiencies, for instance, duplication in testing and exercising emergency scenarios, (4) Tendency to over-estimate demand for care, particularly emergency medicine, and (5) Difficulties establishing a health legacy due to its deprioritisation and lack of vision by the programme team. Interpretation Enduring improvements which are sustained after the Games are possible, such as the establishment of new and productive partnerships. Relationships must be established early on to avoid duplication, delay and unnecessary expense. There should be greater critical evaluation of the likely demand for health services to reduce the wasting of resources. Finally, if a health legacy is planned, then clear definitions and commitment to its measurement is essential. PMID:24647613

  2. Preparation and accreditation of anti-doping laboratories for the Olympic Games.

    Science.gov (United States)

    Botrè, Francesco; Wu, Moutian; Boghosian, Thierry

    2012-07-01

    This article outlines the process of preparation of an anti-doping laboratory in view of the activities to be performed on the occasion of the Olympic Games, focusing in particular on the accreditation requirements of the World Anti-Doping Agency (WADA) and ISO/IEC 17025, as well as on the additional obligations required by the International Olympic Committee, which is the testing authority responsible for the anti-doping activities at the Olympics. Due to the elevated workload expected on the occasion of the Olympic Games, the designated anti-doping laboratory needs to increase its analytical capacity (samples processed/time) and capability by increasing the laboratory's resources in terms of space, instrumentation and personnel. Two representative cases, one related to the Winter Olympic Games (Torino 2006) and one related to the Summer Olympic Games (Beijing 2008), are presented in detail, in order to discuss the main aspects of compliance with both the WADA and ISO/IEC 17025 accreditation requirements.

  3. Game statistics for the Island of Olkiluoto in 2011-2012

    Energy Technology Data Exchange (ETDEWEB)

    Niemi, M.; Nieminen, M. [Faunatica Oy, Espoo (Finland); Jussila, I. [Turku Univ. (Finland)

    2012-11-15

    The game statistics for the island of Olkiluoto were updated in the summer 2012 and compared with earlier statistics. Population size estimates are based on interviews of the local hunters. No moose or deer inventories were made in the winter 2011-2012. The moose population has been decreasing slightly during the past ten years. The increasing lynx population has decreasing effect on small ungulate (white-tailed deer and roe deer) populations. The number of hunted mountain hares and European brown hares decreased when comparing the previous year. In addition, the number of hunted raccoon dogs was about 50 per cent lower than in the year 2010. Altogether 27 waterfowls were hunted in 2011. The population of mountain hare is abundant, despite that there were lynx living on the eastern part of island during the winter 2011. Based on track observations, there are pine martens living on the area as well. In addition, there were some observations of wolves visiting on the area. The winter 2011-2012 was milder than the previous one, and it seemed that young swans wintering on the area survived better that in the previous winter. (orig.)

  4. Game statistics for the Island of Olkiluoto in 2011-2012

    International Nuclear Information System (INIS)

    Niemi, M.; Nieminen, M.; Jussila, I.

    2012-11-01

    The game statistics for the island of Olkiluoto were updated in the summer 2012 and compared with earlier statistics. Population size estimates are based on interviews of the local hunters. No moose or deer inventories were made in the winter 2011-2012. The moose population has been decreasing slightly during the past ten years. The increasing lynx population has decreasing effect on small ungulate (white-tailed deer and roe deer) populations. The number of hunted mountain hares and European brown hares decreased when comparing the previous year. In addition, the number of hunted raccoon dogs was about 50 per cent lower than in the year 2010. Altogether 27 waterfowls were hunted in 2011. The population of mountain hare is abundant, despite that there were lynx living on the eastern part of island during the winter 2011. Based on track observations, there are pine martens living on the area as well. In addition, there were some observations of wolves visiting on the area. The winter 2011-2012 was milder than the previous one, and it seemed that young swans wintering on the area survived better that in the previous winter. (orig.)

  5. [The value of sports for handicapped patients. Achieving social integration--building bridges by paralympic sports].

    Science.gov (United States)

    Steadward, R D

    2000-11-01

    It is important to reflect back on the enormous changes that have taken place in society over the past century that have affected the quality of life of disabled persons and societal attitudes towards disability. Although great progress has been made, these people remain marginalized and disadvantaged, and despite all the efforts of volunteers, professionals, and governments, we cannot categorically state that they are fully socially integrated. The term disability continues to carry an enormous stigma, and therefore it is important to examine the concept of social integration and the issues around it as they affect disabled persons and the role of the International Paralympic Committee (IPC) movement in achieving this end.

  6. The Role of a Relative Age Effect in the 7th International Children’s Winter Games 2016 and the Influence of Biological Maturity Status on Selection

    Science.gov (United States)

    Müller, Lisa; Hildebrandt, Carolin; Raschner, Christian

    2017-01-01

    The aim of this study was to analyse the role of a relative age effect (RAE) and to investigate the influence of biological maturity status on the RAE at the 7th International Children`s Winter Games. The birth dates of all 572 participants (365 males, 207 females) were analysed, and the biological maturity status of 384 athletes (243 males, 141 females) was assessed by the age at peak height velocity (APHV) method. A RAE was present in the total sample (χ2 = 67.81; p < 0.001), and among both male (χ2 = 49.02; p < 0.001) and female athletes (χ2 = 37.00; p < 0.001) as well as for strength- (χ2 = 56.46; p < 0.001), endurance- (χ2 = 20.48; p = 0.039) and technique-related types of sports (χ2 = 20.48; p = 0.041). No significant differences in biological maturity status were present between the male athletes of single relative age quarters. Among the female athletes a significant difference was present (F = 5.94, p < 0.001); relatively younger female athletes had significantly lower values in the APHV, which indicated that they were maturing earlier. However, when dividing the athletes into normal, early and late maturing athletes, it could be seen that among the relatively younger athletes, hardly any late maturing athletes were present. These findings revealed that relatively younger athletes seemed to only have a chance for selection if they were early maturing, whereas relatively older athletes had an increased likelihood for selection independent of their biological maturity status. In the future, the relative age and the biological maturity status should be considered in the talent development system for various types of winter sport, to contribute to more fairness and to not discriminate against relatively younger and less mature athletes. Key points The relative age strongly influenced the participation rate at the 7th ICG in 2016. A highly significant RAE was present among male and female participants and among athletes of all three groups of sport

  7. Avaliação isocinética em atletas paraolímpicos Isokinetic evaluation in paralympic athletes

    Directory of Open Access Journals (Sweden)

    Antônio Carlos Silva

    2002-06-01

    Full Text Available O equilíbrio dos parâmetros de força muscular nas articulações é de grande relevância, tanto no aspecto clínico como para o desempenho atlético. Informações sobre os valores desses parâmetros em atletas olímpicos e principalmente nos paraolímpicos são raras. Neste trabalho apresentamos os resultados da avaliação muscular isocinética (Cybex 6000 realizada na equipe brasileira que participou dos Jogos Paraolímpicos de Sidney 2000. Foram avaliados os músculos flexores e extensores dos joelhos de 11 jogadores de futebol (paralisia cerebral, idade 24,6 ± 4,8 anos; peso 67 ± 5,5kg; altura 177,7 ± 3,8cm e 12 de basquetebol (deficientes mentais, idade 24,7 ± 4,4 anos; peso 76,6 ± 13,4kg; altura 184,4 ± 10cm, e os músculos rotadores internos e rotadores externos de ombros de seis judocas (deficientes visuais, idade 29,8 ± 5,6 anos; peso 87 ± 21,6kg; altura 171,5 ± 6,9cm. Os jogadores de futebol apresentaram relação de equilíbrio muscular entre flexores e extensores de joelhos dentro dos parâmetros de normalidade apesar da fraqueza muscular imposta pela paralisia cerebral. Nos judocas o equilíbrio muscular entre rotadores externos e rotadores internos mostrou-se dentro dos limites de normalidade. A principal característica dos jogadores de basquetebol foi o valor de pico de torque próximo do esperado para indivíduos hígidos não atletas. Os valores numéricos estão apresentados no texto para serem usados como referência para profissionais da área.The balance between agonist and antagonist muscles in the joints is of great relevance to clinical practice and to sports performance. Information about these parameters amongst Olympic and especially Paralympic athletes is scarce. The purpose of this study was to present the results of the isokinetic evaluation (Cybex 6000 of the Brazilian team that participated in the Sydney Paralympic Games. The flexor and extensor muscles of the knee were evaluated in 11 soccer

  8. The Impact of Paralympic School Day on Student Attitudes Toward Inclusion in Physical Education.

    Science.gov (United States)

    McKay, Cathy; Block, Martin; Park, Jung Yeon

    2015-10-01

    The purpose of this study was to determine if Paralympic School Day (PSD), a published disability awareness program, would have a positive impact on the attitudes of students without disabilities toward the inclusion of students with disabilities in physical education classes. Participants were 143 sixth-grade students who were divided into 2 groups (experimental n = 71, control n = 72), with the experimental group receiving the PSD treatment. Participants responded 2 times to Siperstein's Adjective Checklist and Block's Children's Attitudes Toward Integrated Physical Education-Revised (CAIPE-R) questionnaire. Four ANCOVA tests were conducted. Results indicated a significant PSD treatment effect across all 4 measures: Adjective Checklist (p = .046, η² = .03), CAIPE-R (p = .002, η² = .04), inclusion subscale (p = .001, η² = .05), and sport-modification subscale (p = .027, η² = .02).

  9. Sports injuries and illnesses during the London Summer Olympic Games 2012.

    Science.gov (United States)

    Engebretsen, Lars; Soligard, Torbjørn; Steffen, Kathrin; Alonso, Juan Manuel; Aubry, Mark; Budgett, Richard; Dvorak, Jiri; Jegathesan, Manikavasagam; Meeuwisse, Willem H; Mountjoy, Margo; Palmer-Green, Debbie; Vanhegan, Ivor; Renström, Per A

    2013-05-01

    The Olympic Movement Medical Code encourages all stakeholders to ensure that sport is practised without danger to the health of the athletes. Systematic surveillance of injuries and illnesses is the foundation for developing preventive measures in sport. To analyse the injuries and illnesses that occurred during the Games of the XXX Olympiad, held in London in 2012. We recorded the daily occurrence (or non-occurrence) of injuries and illnesses (1) through the reporting of all National Olympic Committee (NOC) medical teams and (2) in the polyclinic and medical venues by the London Organising Committee of the Olympic and Paralympic Games' (LOCOG) medical staff. In total, 10 568 athletes (4676 women and 5892 men) from 204 NOCs participated in the study. NOC and LOCOG medical staff reported 1361 injuries and 758 illnesses, equalling incidences of 128.8 injuries and 71.7 illnesses per 1000 athletes. Altogether, 11% and 7% of the athletes incurred at least one injury or illness, respectively. The risk of an athlete being injured was the highest in taekwondo, football, BMX, handball, mountain bike, athletics, weightlifting, hockey and badminton, and the lowest in archery, canoe slalom and sprint, track cycling, rowing, shooting and equestrian. 35% of the injuries were expected to prevent the athlete from participating during competition or training. Women suffered 60% more illnesses than men (86.0 vs 53.3 illnesses per 1000 athletes). The rate of illness was the highest in athletics, beach volleyball, football, sailing, synchronised swimming and taekwondo. A total of 310 illnesses (41%) affected the respiratory system and the most common cause of illness was infection (n=347, 46%). At least 11% of the athletes incurred an injury during the games and 7% of the athletes' an illness. The incidence of injuries and illnesses varied substantially among sports. Future initiatives should include the development of preventive measures tailored for each specific sport and the

  10. Talent identification and deliberate programming in skeleton: ice novice to Winter Olympian in 14 months.

    Science.gov (United States)

    Bullock, Nicola; Gulbin, Jason P; Martin, David T; Ross, Angus; Holland, Terry; Marino, Frank

    2009-02-15

    The aims of this study were to talent transfer, rapidly develop, and qualify an Australian female athlete in the skeleton event at the 2006 Torino Winter Olympic Games and quantify the volume of skeleton-specific training and competition that would enable this to be achieved. Initially, 26 athletes were recruited through a talent identification programme based on their 30-m sprint time. After attending a selection camp, 10 athletes were invited to undertake an intensified skeleton training programme. Four of these athletes were then selected to compete for Australia on the World Cup circuit. All completed runs and simulated push starts were documented over a 14-month period. The athlete who eventually represented Australia at the Torino Winter Olympic Games did so following approximately 300 start simulations and about 220 training/competition runs over a period of 14 months. Using a deliberate programming model, these findings provide a guide to the minimum exposure required for a novice skeleton athlete to reach Olympic representative standard following intensified sport-specific training. The findings of this study are discussed in the context of the deliberate practice theory and offer the term "deliberate programming" as an alternative way of incorporating all aspects of expert development.

  11. Psychological issues of the russian sport (towards the 31st Summer Olympic games in Rio de Janeiro, Brazil

    Directory of Open Access Journals (Sweden)

    Alexander V. Morozov

    2015-09-01

    Full Text Available The paper deals with the psychological issues of the Russian sport in general (including internal and external, objective and subjective ones. The attitudes of the most authoritative sports experts are analyzed. Various media discuss the performance of Russians in the Olympics of the third Millennium, the role and importance of psychology in modern sport and also in preparation of elite sport athletes for such important tournaments as the Olympic Games. The paper discusses fundamental differences of psychological preparation of the Russian and foreign athletes, comparative analysis of national team performances of Russia in the summer Olympics and Paralympic Games over the past 20 years, i.e. in 1996, 2000, 2004, 2008 and 2012. The paper analyses the strongest team performances on the global level in the latest Summer Olympic games and the probabilistic prediction of the performance results in the Summer Olympics in Brazil in reference with November doping scandal in the Russian Athletics Federation associated with charges of the Russian athletes in the mass doping followed by a loud dismissal of a number of sports officials and coaches, with two Russian athletes to be disqualified and stripped of their medals of London Olympics-2012, and also a RAF member in the IAAF to be suspended, which puts into question the possibility of Russian national athletics team participating in the next Olympics. The paper outlines current problematic issues the solution of which is urgent for the 21st Summer Olympics 2016 in Rio de Janeiro, Brazil, and should contribute to a fundamental change in the psychological, spiritual, moral atmosphere not only of an individual athlete, but for all Russian sport in general.

  12. Russia and Its International Image: From Sochi Olympic Games to Annexing Crimea

    Directory of Open Access Journals (Sweden)

    Kobierecki Michał

    2016-12-01

    Full Text Available The aim of the article is to analyze the change of the Russian Federation’s international image in the light of two significant events: the Olympic Winter Games in 2014 in Sochi and the annexation of Crimea. According to the first hypothesis, one of the main aims for hosting the Olympic Games was to improve the international prestige of Russia. Shortly after the Olympics Russia increased its activity in Eastern Ukraine, which resulted in the annexation of the Crimean Peninsula. Therefore the article is also aimed to investigate whether by annexing Crimea Russia squandered the possible positive effects of hosting the Olympics in terms of its international image.

  13. The Role of Schools in Constructing Self-Perceptions of Sport and Physical Education in Relation to People with Disabilities

    Science.gov (United States)

    Brittain, Ian

    2004-01-01

    Relatively little work has been carried out upon the effect of educational environment upon the sporting involvement of children with disabilities. This paper is concerned with the educational experiences of a group of athletes who competed in the Sydney 2000 Paralympic Games. It highlights the major influence that the impact of the educational…

  14. Adapted Sport Programs for Veterans with Disabilities

    Science.gov (United States)

    Goff, Mandy

    2012-01-01

    The Paralympic games began as a way for World War II veterans to take part in elite-level competition. Thanks to various disability-sport organizations, men and women who have served in the military are still using sport as a form of rehabilitation and a way to transition into their new life.

  15. Game of Life Music

    Science.gov (United States)

    Miranda, Eduardo R.; Kirke, Alexis

    At the time when the first author was post-graduate student, in the evenings he used to entertain himself with the equipment in the electronic music studio at the University of York until dawn. It must have been around three o'clock in the morning of a rather cold winter night in the late 1980s, when he connected his Atari 1040ST computer to a synthesizer to test the first prototype of a system, which he was developing for his thesis. The system, named CAMUS (short for Cellular Automata Music), implemented a method that he invented to render music from the behaviour of the Game of Life (GoL) cellular automata (CA).

  16. Blue Creek Winter Range: Wildlife Mitigation Project. Final environmental assessment

    International Nuclear Information System (INIS)

    1994-11-01

    Bonneville Power Administration (BPA) proposes to fund that portion of the Washington Wildlife Agreement pertaining to the Blue Creek Winter Range Wildlife Mitigation Project (Project) in a cooperative effort with the Spokane Tribe, Upper Columbia United Tribes, and the Bureau of Indian Affairs (BIA). If fully implemented, the proposed action would allow the sponsors to protect and enhance 2,631 habitat units of big game winter range and riparian shrub habitat on 2,185 hectares (5,400 acres) of Spokane Tribal trust lands, and to conduct long term wildlife management activities within the Spokane Indian Reservation project area. This Final Environmental Assessment (EA) examines the potential environmental effects of securing land and conducting wildlife habitat enhancement and long term management activities within the boundaries of the Spokane Indian Reservation. Four proposed activities (habitat protection, habitat enhancement, operation and maintenance, and monitoring and evaluation) are analyzed. The proposed action is intended to meet the need for mitigation of wildlife and wildlife habitat adversely affected by the construction of Grand Coulee Dam and its reservoir

  17. R. Tait McKenzie: Inspirational Sculptor and a Pioneer Advocate of Physical Activity for People with Disabilities

    Science.gov (United States)

    Reid, Greg; Jobling, Ian F.

    2012-01-01

    The London 2012 Summer Paralympics Mascot, "Mandeville", is named after the village of Stoke Mandeville, near Aylesbury in Buckinghamshire, England. This was where the inaugural Stoke Mandeville Games were held in 1948. On 28 July 1948, men and women who had been injured throughout the Second World War assembled in Stoke Mandeville for archery…

  18. Japanese Laws and Policies Concerning Persons with Disabilities: To Develop a Normalized Society through Recreation

    Science.gov (United States)

    Nakayama, Keiichi

    2004-01-01

    In the 1960s, since the Tokyo Paralympics and the National Sports Games for the Disabled were held, public awareness was heightened towards the issue of disability. In 1970, a law which was to ensure that persons with disabilities could participate in recreational, sports and cultural activities was passed. The Japanese government has implemented…

  19. In Conversation with Tracey McCillen

    Science.gov (United States)

    Holman, Andrew

    2012-01-01

    Athletes with learning disabilities have had a difficult time being included in the Paralympics. They have faced a lot of discrimination, including from other disabled athletes, and just when they were finally included (at the Sydney games in 2000), the Spanish Basketball team cheated by having players on their team who did not have learning…

  20. Variation of ambient non-methane hydrocarbons in Beijing city in summer 2008

    Directory of Open Access Journals (Sweden)

    B. Wang

    2010-07-01

    Full Text Available In conjunction with hosting the 2008 Beijing Olympics, the municipal government implemented a series of stringent air quality control measures. To assess the impacts on variation of ambient non-methane hydrocarbons (NMHCs, the whole air was sampled by canisters at one urban site and two suburban sites in Beijing, and 55 NMHC species were quantified by gas chromatography equipped with a quadrupole mass spectrometer and a flame ionization detector (GC/MSD/FID as parts of the field Campaign for the Beijing Olympic Games Air Quality program (CareBeijing. According to the control measures, the data were presented according to four periods: 18–30 June, 8–19 July, 15–24 August (during the Olympic Games, and 6–15 September (during the Paralympic Games. Compared with the levels in June, the mixing ratios of NMHCs obtained in the Olympic and Paralympic Games periods were reduced by 35% and 25%, respectively. Source contributions were calculated using a chemical mass balance model (CMB 8.2. After implementing the control measures, emissions from target sources were obviously reduced, and reductions in vehicle exhaust could explain 48–82% of the reductions of ambient NMHCs. Reductions in emissions from gasoline evaporation, paint and solvent use, and the chemical industry contributed 9–40%, 3–24%, and 1–5%, respectively, to reductions of ambient NMHCs. Sources of liquefied petroleum gas (LPG and biogenic emissions were not controlled, and contributions from these sources from July to September were stable or even higher than in June. Ozone formation potentials (OFPs were calculated for the measured NMHCs. The total OFPs during the Olympic and Paralympic Games were reduced by 48% and 32%, respectively, compared with values in June. Reductions in the OFPs of alkenes and aromatics explained 77–92% of total OFP reductions. The alkenes and aromatics were mainly from vehicle exhausts, and reductions of vehicle exhaust gases explained 67–87% of

  1. Variation of ambient non-methane hydrocarbons in Beijing city in summer 2008

    Science.gov (United States)

    Wang, B.; Shao, M.; Lu, S. H.; Yuan, B.; Zhao, Y.; Wang, M.; Zhang, S. Q.; Wu, D.

    2010-07-01

    In conjunction with hosting the 2008 Beijing Olympics, the municipal government implemented a series of stringent air quality control measures. To assess the impacts on variation of ambient non-methane hydrocarbons (NMHCs), the whole air was sampled by canisters at one urban site and two suburban sites in Beijing, and 55 NMHC species were quantified by gas chromatography equipped with a quadrupole mass spectrometer and a flame ionization detector (GC/MSD/FID) as parts of the field Campaign for the Beijing Olympic Games Air Quality program (CareBeijing). According to the control measures, the data were presented according to four periods: 18-30 June, 8-19 July, 15-24 August (during the Olympic Games), and 6-15 September (during the Paralympic Games). Compared with the levels in June, the mixing ratios of NMHCs obtained in the Olympic and Paralympic Games periods were reduced by 35% and 25%, respectively. Source contributions were calculated using a chemical mass balance model (CMB 8.2). After implementing the control measures, emissions from target sources were obviously reduced, and reductions in vehicle exhaust could explain 48-82% of the reductions of ambient NMHCs. Reductions in emissions from gasoline evaporation, paint and solvent use, and the chemical industry contributed 9-40%, 3-24%, and 1-5%, respectively, to reductions of ambient NMHCs. Sources of liquefied petroleum gas (LPG) and biogenic emissions were not controlled, and contributions from these sources from July to September were stable or even higher than in June. Ozone formation potentials (OFPs) were calculated for the measured NMHCs. The total OFPs during the Olympic and Paralympic Games were reduced by 48% and 32%, respectively, compared with values in June. Reductions in the OFPs of alkenes and aromatics explained 77-92% of total OFP reductions. The alkenes and aromatics were mainly from vehicle exhausts, and reductions of vehicle exhaust gases explained 67-87% of reductions in alkenes and 38

  2. Supermodular Games and Potential Games

    NARCIS (Netherlands)

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

    2001-01-01

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

  3. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

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

  4. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

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

  5. 1996 Atlanta Centennial Olympic Games and Paralympic Games, event study

    Science.gov (United States)

    1997-01-01

    The Atlanta metropolitan region was the location of one of the most ambitious Intelligent Transportation : Systems (ITS) deployments in the United States. This deployment included several individual projects-a : Central Transportation Management Cent...

  6. Reflections on Beijing: Meet the Lambacks

    Science.gov (United States)

    Mushett, Travis

    2009-01-01

    This article reflects on the story of the Lambacks. Lantz Lamback is a gold medalist in the S7 cerebral palsy classification at the 2008 Paralympic Games in Beijing. Lantz can look intimidating; however, he is gentle and courteous. His family has been an important factor in Lantz's swimming career. For the Lambacks, Lantz's swimming is a family…

  7. Convex games versus clan games

    NARCIS (Netherlands)

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

    2008-01-01

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

  8. Convex Games versus Clan Games

    NARCIS (Netherlands)

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

    2006-01-01

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

  9. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

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

  10. The Role of a Relative Age Effect in the 7 International Children’s Winter Games 2016 and the Influence of Biological Maturity Status on Selection

    Directory of Open Access Journals (Sweden)

    Lisa Müller, Carolin Hildebrandt, Christian Raschner

    2017-06-01

    Full Text Available The aim of this study was to analyse the role of a relative age effect (RAE and to investigate the influence of biological maturity status on the RAE at the 7th International Children`s Winter Games. The birth dates of all 572 participants (365 males, 207 females were analysed, and the biological maturity status of 384 athletes (243 males, 141 females was assessed by the age at peak height velocity (APHV method. A RAE was present in the total sample (χ2 = 67.81; p < 0.001, and among both male (χ2 = 49.02; p < 0.001 and female athletes (χ2 = 37.00; p < 0.001 as well as for strength- (χ2 = 56.46; p < 0.001, endurance- (χ2 = 20.48; p = 0.039 and technique-related types of sports (χ2 = 20.48; p = 0.041. No significant differences in biological maturity status were present between the male athletes of single relative age quarters. Among the female athletes a significant difference was present (F = 5.94, p < 0.001; relatively younger female athletes had significantly lower values in the APHV, which indicated that they were maturing earlier. However, when dividing the athletes into normal, early and late maturing athletes, it could be seen that among the relatively younger athletes, hardly any late maturing athletes were present. These findings revealed that relatively younger athletes seemed to only have a chance for selection if they were early maturing, whereas relatively older athletes had an increased likelihood for selection independent of their biological maturity status. In the future, the relative age and the biological maturity status should be considered in the talent development system for various types of winter sport, to contribute to more fairness and to not discriminate against relatively younger and less mature athletes.

  11. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

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

  12. 1996 Olympic and Paralympic Games : event study

    Science.gov (United States)

    1997-05-02

    The Atlanta metropolitan region is the location of one of the most ambitious intelligent transportation system (ITS) deployments in the United States. The system links eight regional agencies and includes a transportation management center (TMC), six...

  13. Winters fuels report

    International Nuclear Information System (INIS)

    1995-01-01

    The outlook for distillate fuel oil this winter is for increased demand and a return to normal inventory patterns, assuming a resumption of normal, cooler weather than last winter. With industrial production expected to grow slightly from last winter's pace, overall consumption is projected to increase 3 percent from last winter, to 3.4 million barrels per day during the heating season (October 1, 1995-March 31, 1996). Much of the supply win come from stock drawdowns and refinery production. Estimates for the winter are from the Energy Information Administration's (EIA) 4th Quarter 1995 Short-Tenn Energy Outlook (STEO) Mid-World Oil Price Case forecast. Inventories in place on September 30, 1995, of 132 million barrels were 9 percent below the unusually high year-earlier level. Inventories of high-sulfur distillate fuel oil, the principal type used for heating, were 13 percent lower than a year earlier. Supply problems are not anticipated because refinery production and the ready availability of imports should be adequate to meet demand. Residential heating off prices are expected to be somewhat higher than last winter's, as the effects of lower crude oil prices are offset by lower distillate inventories. Heating oil is forecast to average $0.92 per gallon, the highest price since the winter of 1992-93. Diesel fuel (including tax) is predicted to be slightly higher than last year at $1.13 per gallon. This article focuses on the winter assessment for distillate fuel oil, how well last year's STEO winter outlook compared to actual events, and expectations for the coming winter. Additional analyses include regional low-sulfur and high-sulfur distillate supply, demand, and prices, and recent trends in distillate fuel oil inventories

  14. Do paralympic track and field athletes have low energy availability?

    Directory of Open Access Journals (Sweden)

    Daniel Paduan Joaquim

    2018-03-01

    Full Text Available One of the greatest challenges when working with athletes is to achieve the energy demands for physiological processes and exercise expenditure. The aim of this study was to assess the energy availability (EA of Paralympic track and field athletes (sprinters. Seventeen athletes (9 male and 8 female with visual impairment (VI, n=10, cerebral palsy (CP, n=4 and limb deficiency (LD, n=3 were assessed for energy intake (EI (4-day food photographic record, energy expenditure with exercise (EEex (motion sensor, and body composition (skinfolds method. Energy availability was estimated using the equation: EA = (EIkcal - EEexkcal / fat-free mass (FFM / day, and values ≤ 30kcal/kgFFM/day were considered as low energy availability (LEA. EEex varied from 130 to 477kcal/h and athletes trained in average for 3.2 hours per day. Mean EA for VI, LD and CP were 36 (2.19, 37 (1.90 and 38 (3.38 kcal/kgFFM/day, respectively. Most (82.3% participants presented EA below ≥ 45kcal/kgFFM/day, throughout the days, which are the recommended values for athletes without disability. Athletes should be encouraged to consume adequate EA to avoid consequences related to low energy availability. There is need of further research to identify cut-off values adequate for this population.

  15. Weather Support for the 2008 Olympic and Paralympic Sailing Events

    Directory of Open Access Journals (Sweden)

    Yan Ma

    2013-01-01

    Full Text Available The Beijing 2008 Olympic and Paralympic Sailing Competitions (referred to as OPSC hereafter were held at Qingdao during August 9–23 and September 7–13 2008, respectively. The Qingdao Meteorological Bureau was the official provider of weather support for the OPSC. Three-dimensional real-time information with high spatial-temporal resolution was obtained by the comprehensive observation system during the OPSC, which included weather radars, wind profile radars, buoys, automated weather stations, and other conventional observations. The refined forecasting system based on MM5, WRF, and statistical modules provided point-specific hourly wind forecasts for the five venues, and the severe weather monitoring and forecasting system was used in short-term forecasts and nowcasts for rainstorms, gales, and hailstones. Moreover, latest forecasting products, warnings, and weather information were communicated conveniently and timely through a synthetic, speedy, and digitalized network system to different customers. Daily weather information briefings, notice boards, websites, and community short messages were the main approaches for regatta organizers, athletes, and coaches to receive weather service products at 8:00 PM of each day and whenever new updates were available. During the period of OPSC, almost one hundred people were involved in the weather service with innovative service concept, and the weather support was found to be successful and helpful to the OPSC.

  16. Realizing User-Relevant Conceptual Model for the Ski Jump Venue of the Vancouver 2010 Winter Olympics

    Science.gov (United States)

    Teakles, Andrew; Mo, Ruping; Dierking, Carl F.; Emond, Chris; Smith, Trevor; McLennan, Neil; Joe, Paul I.

    2014-01-01

    As was the case for most other Olympic competitions, providing weather guidance for the ski jump and Nordic combined events involved its own set of unique challenges. The extent of these challenges was brought to light before the Vancouver 2010 Winter Olympics during a series of outflow wind events in the 2008/2009 winter season. The interactions with the race officials during the difficult race conditions brought on by the outflows provided a new perspective on the service delivery requirements for the upcoming Olympic Games. In particular, the turbulent nature of the winds and its impact on the ski jump practice events that season highlighted the need of race officials for nowcasting advice at very short time scales (from 2 min to 1 h) and forecast products tailored to their decision-making process. These realizations resulted in last minute modifications to the monitoring strategy leading up to the Olympic Games and required forecasters' conceptual models for flow within the Callaghan Valley to be downscaled further to reflect the evolution of turbulence at the ski jump site. The SNOW-V10 (Science of Nowcasting Olympic Weather for Vancouver 2010) team provided support for these efforts by supplying diagnostic case analyses of important events using numerical weather data and by enhancing the real-time monitoring capabilities at the ski jump venue.

  17. Winter to winter recurrence of atmospheric circulation anomalies over East Asia and its impact on winter surface air temperature anomalies.

    Science.gov (United States)

    Zhao, Xia; Yang, Guang

    2017-01-01

    The persistence of atmospheric circulation anomalies over East Asia shows a winter to winter recurrence (WTWR) phenomenon. Seasonal variations in sea level pressure anomalies and surface wind anomalies display significantly different characteristics between WTWR and non-WTWR years. The WTWR years are characterized by the recurrence of both a strong (weak) anomalous Siberian High and an East Asian winter monsoon over two successive winters without persistence through the intervening summer. However, anomalies during the non-WTWR years have the opposite sign between the current and ensuing winters. The WTWR of circulation anomalies contributes to that of surface air temperature anomalies (SATAs), which is useful information for improving seasonal and interannual climate predictions over East Asia and China. In the positive (negative) WTWR years, SATAs are cooler (warmer) over East Asia in two successive winters, but the signs of the SATAs are opposite in the preceding and subsequent winters during the non-WTWR years.

  18. Hellsgate Big Game Winter Range Wildlife Mitigation Site Specific Management Plan for the Hellsgate Project.

    Energy Technology Data Exchange (ETDEWEB)

    Berger, Matthew T.; Judd, Steven L.

    1999-01-01

    This report contains a detailed site-specific management plan for the Hellsgate Winter Range Wildlife Mitigation Project. The report provides background information about the mitigation process, the review process, mitigation acquisitions, Habitat Evaluation Procedures (HEP) and mitigation crediting, current habitat conditions, desired future habitat conditions, restoration/enhancements efforts and maps.

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

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

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

  1. Winter is losing its cool

    Science.gov (United States)

    Feng, S.

    2017-12-01

    Winter seasons have significant societal impacts across all sectors ranging from direct human health to ecosystems, transportation, and recreation. This study quantifies the severity of winter and its spatial-temporal variations using a newly developed winter severity index and daily temperature, snowfall and snow depth. The winter severity and the number of extreme winter days are decreasing across the global terrestrial areas during 1901-2015 except the southeast United States and isolated regions in the Southern Hemisphere. These changes are dominated by winter warming, while the changes in daily snowfall and snow depth played a secondary role. The simulations of multiple CMIP5 climate models can well capture the spatial and temporal variations of the observed changes in winter severity and extremes during 1951-2005. The models are consistent in projecting a future milder winter under various scenarios. The winter severity is projected to decrease 60-80% in the middle-latitude Northern Hemisphere under the business-as-usual scenario. The winter arrives later, ends earlier and the length of winter season will be notably shorter. The changes in harsh winter in the polar regions are weak, mainly because the warming leads to more snowfall in the high latitudes.

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

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

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

  3. Ergoespirometria em atletas paraolímpicos brasileiros Ergometric evaluation in Brazilian paralympic athletes

    Directory of Open Access Journals (Sweden)

    Antônio Carlos da Silva

    2002-06-01

    Full Text Available A partir dos testes de aptidão física realizados em atletas paraolímpicos brasileiros, na preparação para as Paraolimpíadas de Sidney 2000, este artigo objetiva discorrer sobre a utilização da Ergoespirometria como um importante método de avaliação funcional, cujas aplicações podem beneficiar desde portadores de patologias até os atletas de alto nível, incluindo-se os portadores de deficiências físicas ou mentais. São mostrados os resultados dos principais parâmetros analisados (consumo máximo de oxigênio - VO2max - e limiares anaeróbios ventilatórios nestas avaliações com atletas paraolímpicos, de diversas modalidades e com diferentes tipos de deficiências, além de suas bases fisiológicas gerais, a metodologia e protocolos empregados. Salientam-se também certas características especiais que estes testes apresentam, principalmente em portadores de deficiências, como especificidade, cuidados de segurança, processos de motivação e entendimento. Finalmente, a pouca disponibilidade de trabalhos deste tipo publicados na literatura, especialmente com portadores de deficiências brasileiros, torna necessária a divulgação de estudos nesta linha de pesquisa. Estes trabalhos certamente poderão auxiliar para um melhor conhecimento sobre este grande contingente de portadores de deficiências que temos no Brasil e no mundo, colaborando para a implementação de diretrizes e ações mais efetivas voltadas especificamente para estes indivíduos, não apenas no âmbito competitivo, mas para qualquer pessoa portadora de necessidades especiais.The purpose of the present article is to discuss the use of incremental exercise test as an important method of functional evaluation of disabled individuals, based on the presentation of the results of the Brazilian athletes that participated in the Sydney Paralympic Games. In addition to the presentation of the analyzed parameters (maximal oxygen uptake - VO2max - and ventilatory

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

    Science.gov (United States)

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

    2011-01-01

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

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

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

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

  6. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

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

  7. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

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

    2017-01-01

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

  8. Social responsibility and global health: lessons from the Rio Olympics Zika controversy.

    Science.gov (United States)

    Hellmann, Fernando; Rohde, Luzilena de Souza Prudêncio; Verdi, Marta; Garrafa, Volnei; Manchola-Castillo, Camilo

    2018-03-30

    The outbreak of Zika virus infection in the Americas and its possible association with microcephaly raised several concerns among global health authorities regarding the organisation of the Olympic and Paralympic Games scheduled for August and September 2016, in the city of Rio de Janeiro, Brazil. It generated an international controversy over the continuation of the Games with debates on the ethical principle of social responsibility. Based on the principles of social responsibility and health in the Universal Declaration of Bioethics and Human Rights, the present comment ponders on the application of such principles in the context of mega-events and global health.

  9. New winter hardy winter bread wheat cultivar (Triticum aestivum L. Voloshkova

    Directory of Open Access Journals (Sweden)

    Л. М. Голик

    2007-12-01

    Full Text Available Creation of Initial raw for breeding of winter wheat by change of the development type under low temperatures influence was described. Seeds of spring wheat were vernalized in aluminum weighting bottle. By using low temperatures at sawing of M2-6 at the begin ind of optimal terms of sawing of winter wheat, new winter-hardy variety of Voloshkova was bred.

  10. 33 CFR 100.109 - Winter Harbor Lobster Boat Race, Winter Harbor, ME.

    Science.gov (United States)

    2010-07-01

    ... 33 Navigation and Navigable Waters 1 2010-07-01 2010-07-01 false Winter Harbor Lobster Boat Race, Winter Harbor, ME. 100.109 Section 100.109 Navigation and Navigable Waters COAST GUARD, DEPARTMENT OF HOMELAND SECURITY REGATTAS AND MARINE PARADES SAFETY OF LIFE ON NAVIGABLE WATERS § 100.109 Winter Harbor...

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

    Science.gov (United States)

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

    2017-01-01

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

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

    Science.gov (United States)

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

    2017-12-05

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

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

    Directory of Open Access Journals (Sweden)

    Soo-Hyun Paik

    2017-12-01

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

  14. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

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

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

    OpenAIRE

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

    2017-01-01

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

  16. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  17. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

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

    2011-01-01

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

  18. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

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

  19. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

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

  20. Serious Games: Video Games for Good?

    Science.gov (United States)

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

    2015-01-01

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

  1. Game statistics for the island of Olkiluoto in 2010-2011

    International Nuclear Information System (INIS)

    Nieminen, M.; Niemi, M.; Jussila, I.

    2011-10-01

    The game statistics for the island of Olkiluoto were updated in the summer 2011 and compared with earlier statistics. Population size estimates are based on interviews of the local hunters. No moose or deer inventories were made in the winter 2010-2011. The moose population is stable when compared with the previous year. The white-tailed deer population is stable or slightly increasing when compared with the previous year. The changes in the roe deer population are not accurately known, but population size varies somewhat from year to year. The number of hunted raccoon dogs approximately doubled in the latest hunting season. Altogether two waterfowl were hunted in 2010 (17 in the previous year). The populations of mountain hare and red squirrel are abundant, and the number of hunted mountain hares approximately doubled when compared with the previous hunting season. The brown hare population is still small. In the winter, there were observations of one lynx spending time in the area. (orig.)

  2. Game statistics for the island of Olkiluoto in 2010-2011

    Energy Technology Data Exchange (ETDEWEB)

    Nieminen, M. [Faunatica Oy, Espoo (Finland); Niemi, M. [Helsinki Univ. (Finland), Dept. of Forest Sciences; Jussila, I. [Turku Univ. (Finland), Satakunta Environmental Research Inst.

    2011-10-15

    The game statistics for the island of Olkiluoto were updated in the summer 2011 and compared with earlier statistics. Population size estimates are based on interviews of the local hunters. No moose or deer inventories were made in the winter 2010-2011. The moose population is stable when compared with the previous year. The white-tailed deer population is stable or slightly increasing when compared with the previous year. The changes in the roe deer population are not accurately known, but population size varies somewhat from year to year. The number of hunted raccoon dogs approximately doubled in the latest hunting season. Altogether two waterfowl were hunted in 2010 (17 in the previous year). The populations of mountain hare and red squirrel are abundant, and the number of hunted mountain hares approximately doubled when compared with the previous hunting season. The brown hare population is still small. In the winter, there were observations of one lynx spending time in the area. (orig.)

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

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

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

  4. Designing Game Analytics For A City-Builder Game

    OpenAIRE

    Korppoo, Karoliina

    2015-01-01

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

  5. Defining and Leveraging Game Qualities for Serious Games

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

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

  6. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

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

  7. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

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

  8. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

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

  9. Winter Weather Emergencies

    Science.gov (United States)

    Severe winter weather can lead to health and safety challenges. You may have to cope with Cold related health problems, including ... there are no guarantees of safety during winter weather emergencies, you can take actions to protect yourself. ...

  10. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

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

    2013-01-01

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

  11. Connected Gaming: An Inclusive Perspective for Serious Gaming

    Directory of Open Access Journals (Sweden)

    Yasmin Kafai

    2017-09-01

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

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

    NARCIS (Netherlands)

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

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

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

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

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

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

    Science.gov (United States)

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

    2017-07-01

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

  15. Avaliação antropométrica e de composição corporal de atletas paraolímpicos brasileiros Anthropometric and body composition evaluation of Brazilian paralympic athletes

    Directory of Open Access Journals (Sweden)

    Sílvio Soares dos Santos

    2002-06-01

    new methods of optimizing athletic performance during the Sydney 2000 Paralympic Games. Some of the main parameters used to define diets and specific training were the measures of the body fat distribution, total number of cutaneous folds, IMC and RCQ. A number of alterations were detected when comparing those parameters with the different groups of athletes. These data can be used to create a data bank for future studies of anthropometric parameters of disable athletes.

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

    Directory of Open Access Journals (Sweden)

    Flavio Pereira Senra

    2016-01-01

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

  17. [Game addiction].

    Science.gov (United States)

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

    2015-09-01

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

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

    Science.gov (United States)

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

    2017-06-29

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

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

    Science.gov (United States)

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

    2012-01-01

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

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

    OpenAIRE

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

    2016-01-01

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

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

    Science.gov (United States)

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

    2018-06-06

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

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

    Science.gov (United States)

    Weinstein, Aviv Malkiel

    2010-09-01

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

  3. Game Learning Analytics: Learning Analytics for Serious Games

    NARCIS (Netherlands)

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

    2016-01-01

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

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

    Science.gov (United States)

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

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

  5. Disability activism in the new media ecology: campaigning strategies in the digital era

    OpenAIRE

    Pearson, Charlotte; Trevisan, Filippo

    2015-01-01

    This article examines the changing nature of disability activism through the influence of social media. As disabled people in the UK have been subjected to acute austerity, this has coincided with a new era of disability activism channelled through increased social media participation. Drawing on the analysis of one group's online activities and a qualitative content analysis of disability protest coverage in traditional news media during the 2012 Paralympic Games, this article positions this...

  6. Comparison between Famous Game Engines and Eminent Games

    Directory of Open Access Journals (Sweden)

    Prerna Mishra

    2016-09-01

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

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

    Science.gov (United States)

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

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

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

    OpenAIRE

    Yan, Jingjing

    2010-01-01

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

  9. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2016-01-01

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

  11. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

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

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

    DEFF Research Database (Denmark)

    Deterding, Sebastian; Dixon, Dan; Khaled, Rilla

    2011-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Liang Wang

    2015-01-01

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

  14. Game theory : Noncooperative games

    NARCIS (Netherlands)

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

    2015-01-01

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

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

    CERN Document Server

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

    2014-01-01

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

  16. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Joseph eHilgard

    2013-09-01

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

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

    Science.gov (United States)

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

    2013-01-01

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

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

    Science.gov (United States)

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

    2013-01-01

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

  20. Winter maintenance performance measure.

    Science.gov (United States)

    2016-01-01

    The Winter Performance Index is a method of quantifying winter storm events and the DOTs response to them. : It is a valuable tool for evaluating the States maintenance practices, performing post-storm analysis, training : maintenance personnel...

  1. Personalised gaming

    NARCIS (Netherlands)

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

    2012-01-01

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

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

    CERN Document Server

    Colman, Andrew M

    1982-01-01

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

  3. Estimating winter survival of winter wheat by simulations of plant frost tolerance

    NARCIS (Netherlands)

    Bergjord Olsen, A.K.; Persson, T.; Wit, de A.; Nkurunziza, L.; Sindhøj, E.; Eckersten, H.

    2018-01-01

    Based on soil temperature, snow depth and the grown cultivar's maximum attainable level of frost tolerance (LT50c), the FROSTOL model simulates development of frost tolerance (LT50) and winter damage, thereby enabling risk calculations for winter wheat survival. To explore the accuracy of this

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

    Science.gov (United States)

    Starks, Katryna

    2014-01-01

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

  5. Incorporating Yearly Derived Winter Wheat Maps Into Winter Wheat Yield Forecasting Model

    Science.gov (United States)

    Skakun, S.; Franch, B.; Roger, J.-C.; Vermote, E.; Becker-Reshef, I.; Justice, C.; Santamaría-Artigas, A.

    2016-01-01

    Wheat is one of the most important cereal crops in the world. Timely and accurate forecast of wheat yield and production at global scale is vital in implementing food security policy. Becker-Reshef et al. (2010) developed a generalized empirical model for forecasting winter wheat production using remote sensing data and official statistics. This model was implemented using static wheat maps. In this paper, we analyze the impact of incorporating yearly wheat masks into the forecasting model. We propose a new approach of producing in season winter wheat maps exploiting satellite data and official statistics on crop area only. Validation on independent data showed that the proposed approach reached 6% to 23% of omission error and 10% to 16% of commission error when mapping winter wheat 2-3 months before harvest. In general, we found a limited impact of using yearly winter wheat masks over a static mask for the study regions.

  6. Winter weather demand considerations.

    Science.gov (United States)

    2015-04-01

    Winter weather has varied effects on travel behavior. Using 418 survey responses from the Northern Virginia : commuting area of Washington, D.C. and binary logit models, this study examines travel related changes under : different types of winter wea...

  7. The influence of sowing period and seeding norm on autumn vegetation, winter hardiness and yield of winter cereal crops

    Directory of Open Access Journals (Sweden)

    Potapova G. N.

    2017-10-01

    Full Text Available the winter wheat and triticale in the middle part of the Ural Mountains haven’t been seeded before. The technology of winter crop cultivation should be improved due to the production of new varieties of winter rye. Winter hardiness and yield of winter rye are higher in comparison with winter triticale and especially with winter wheat. The sowing period and the seeding rate influence the amount of yield and winter hardiness. The winter hardiness of winter cereals and the yield of the rye variety Iset sowed on August 25 and the yield of the triticale variety Bashkir short-stalked and wheat Kazanskaya 560 sowed on August 15 were higher. It is important to sow winter grain in local conditions in the second half of August. The sowing this period allows to provide plants with the necessary amount of positive temperatures (450–500 °C. This helps the plants to form 3–4 shoots of tillering and a mass of 10 dry plants reaching 3–5 grams. The winter grain crops in the middle part of the Ural Mountains should be sown with seeding rates of 6 and 7 million of sprouting grains per 1 ha, and the seeds must be cultivated with fungicidal preparation before seeding.

  8. Playing Games with Timed Games

    DEFF Research Database (Denmark)

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

    2009-01-01

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

  9. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

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

  10. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

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

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

    NARCIS (Netherlands)

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

    2016-01-01

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

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

    Science.gov (United States)

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

    2015-08-01

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

  13. How Student Game Designers Design Learning into Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2017-01-01

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

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

    Science.gov (United States)

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

    2009-04-01

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

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

    CERN Document Server

    Chee, Yam San

    2016-01-01

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

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

    Science.gov (United States)

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

    2015-02-01

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

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

    Directory of Open Access Journals (Sweden)

    Katryna eStarks

    2014-02-01

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

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

    Science.gov (United States)

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

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

    Directory of Open Access Journals (Sweden)

    Adam C Oei

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

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

    Science.gov (United States)

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

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

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

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2013-01-01

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

  2. The nuclear winter

    International Nuclear Information System (INIS)

    Velikhow, Y.P.

    1986-01-01

    Nuclear winter is an example of possible secondary effects, and if we speak of secondary we are thinking of small-scale second-order effects, but a nuclear winter is not a second-order effect. If you calculate the amount of heat produced by a nuclear explosion, it is a very small amount which does not have any chance of changing the Earth's climate, but a nuclear explosion drives or stars some new mechanism - the mechanism of nuclear winter - after 100 megatons of dust are transferred to the upper atmosphere. Another example of such amplification is radioactive fall-out, especially long-life radioactive fall-out after the possible elimination of the nuclear power industry, nuclear storage and distribution of storage waste around the globe. This is a very powerful amplification mechanism

  3. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

    The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games.......The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games....

  4. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    Science.gov (United States)

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  5. Girls Creating Games: Challenging Existing Assumptions about Game Content

    OpenAIRE

    Denner, Jill

    2005-01-01

    In a reinforcing cycle, few females create games, and fewer girls than boys play games. According to the Interactive Digital Software Association’s 2003 survey, 72% of all video game players are male. This is unfortunate, as early game playing not only fosters specific cognitive and motor skills (Subrahmanyam, Kraut, Greenfield, & Gross, 2000), it is also a gateway to shaping the future of technology. How can we better attract, engage, and sustain the interests of girls in gaming? One str...

  6. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  7. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  8. PROOF BY GAMES

    Science.gov (United States)

    2016-03-01

    Robot, in order to explore automated strategies ). The Game Client receives level data from the Game Server and implements the game as the player sees...formal verification domain. If formal verification problems could be turned into entertaining video games , those games could be crowd- sourced to a large...style gates that would destroy the Circuitbots. As the game evolved we found no good strategies for constraint ordering that worked significantly

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

    Science.gov (United States)

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

    2018-04-01

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

  10. Extended non-local games and monogamy-of-entanglement games.

    Science.gov (United States)

    Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John

    2016-05-01

    We study a generalization of non-local games-which we call extended non-local games -in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués-Pironio-Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al.  concerning monogamy-of-entanglement games.

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

    Science.gov (United States)

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

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

  12. Game injuries in relation to game schedules in the National Basketball Association.

    Science.gov (United States)

    Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E

    2017-03-01

    Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (pNBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  13. Foundations of game theory noncooperative games

    CERN Document Server

    Vorob’ev, Nicolai N

    1994-01-01

    The English edition differs only slightly from the Russian original. The main struc­ tural difference is that all the material on the theory of finite noncooperative games has been collected in Chapter 2, with renumbering of the material of the remain­ ing chapters. New sections have been added in this chapter: devoted to general questions of equilibrium theory in nondegenerate games, subsections 3.9-3.17, by N.N. Vorob'ev, Jr.; and § 4, by A.G. Chernyakov; and § 5, by N.N. Vorob'ev, Jr., on the computational complexity of the process of finding equilibrium points in finite games. It should also be mentioned that subsections 3.12-3.14 in Chapter 1 were written by E.B. Yanovskaya especially for the Russian edition. The author regrets that the present edition does not reflect the important game-theoretical achievements presented in the splendid monographs by E. van Damme (on the refinement of equilibrium principles for finite games), as well as those by J.e. Harsanyi and R. Selten, and by W. Giith and B. Ka...

  14. Energy expenditure and enjoyment during video game play: differences by game type.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  15. Learning by gaming - evaluation of an online game for children.

    Science.gov (United States)

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  16. Prevalence of operator fatigue in winter maintenance operations.

    Science.gov (United States)

    Camden, Matthew C; Medina-Flintsch, Alejandra; Hickman, Jeffrey S; Bryce, James; Flintsch, Gerardo; Hanowski, Richard J

    2018-02-02

    Similar to commercial motor vehicle drivers, winter maintenance operators are likely to be at an increased risk of becoming fatigued while driving due to long, inconsistent shifts, environmental stressors, and limited opportunities for sleep. Despite this risk, there is little research concerning the prevalence of winter maintenance operator fatigue during winter emergencies. The purpose of this research was to investigate the prevalence, sources, and countermeasures of fatigue in winter maintenance operations. Questionnaires from 1043 winter maintenance operators and 453 managers were received from 29 Clear Road member states. Results confirmed that fatigue was prevalent in winter maintenance operations. Over 70% of the operators and managers believed that fatigue has a moderate to significant impact on winter maintenance operations. Approximately 75% of winter maintenance operators reported to at least sometimes drive while fatigued, and 96% of managers believed their winter maintenance operators drove while fatigued at least some of the time. Furthermore, winter maintenance operators and managers identified fatigue countermeasures and sources of fatigue related to winter maintenance equipment. However, the countermeasures believed to be the most effective at reducing fatigue during winter emergencies (i.e., naps) were underutilized. For example, winter maintenance operators reported to never use naps to eliminate fatigue. These results indicated winter maintenance operations are impacted by operator fatigue. These results support the increased need for research and effective countermeasures targeting winter maintenance operator fatigue. Copyright © 2018 Elsevier Ltd. All rights reserved.

  17. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

    This gentle introduction to logic and model theory is based on a systematic use of three important games in logic: the semantic game; the Ehrenfeucht–Fraïssé game; and the model existence game. The third game has not been isolated in the literature before but it underlies the concepts of Beth

  18. Characterization of the intensity of effort of blind athletes from the Brazilian Football 5-A-Side national team

    Directory of Open Access Journals (Sweden)

    Ramon Pereira Souza

    2016-12-01

    Full Text Available Introduction: Football 5-a-side is a sport played by blind athletes that takes part in the Paralympic Games since 2004. The Brazilian national team is currently considered the best team in the world in this sport. Objective: To analyze the variations of intensity of effort (average per position and group average made by blind athletes of the Brazilian football 5-a-side national team during six matches simulations. Methods: The sample on this research is the intentional type, made with eight blind male players,  ages ranging from 21 to 30 years old (23.8 ± 3.3, all of them part of the Brazilian Football 5-a-side National team, which played in the 2012 Paralympics Games in England. In was evaluated the VO2máx and the heart rate during six simulations of official matches. Results: The intensity of effort of the blind athletes of the Brazilian Football 5-a-side National Team is intermittent and remains 52.5 % of the total time of a match (50 minutes with an intensity of effort between the zone 2 (between threshold ventilation and respiratory compensation point and the zone 3 (above the respiratory compensation point averaging 89.8 % of the HR max. Conclusion: The intensity of effort is greater than the Football of 11 and, that in the Futsal players.

  19. The Motivational Power of Game Communities - Engaged through Game Jamming

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik; Kofoed, Lise B.

    2013-01-01

    to develop games and to meet new people. We believe that the community building as well as the motivation and engagement due to social aspects and the desire to learn more about game development among participants at such events might have beneficial ripple effects, which are valuable to investigate more......Game jams have become a rapid growing phenomenon. Every year brings new and larger game jams. In this study, we closely followed the world’s largest single location game jam in order to explore the engagement among participants. The authors joined the organizing group of the Nordic Game Jam 2013......, and gained a favorable opportunity to observe the 470 game developers efforts during the 48 hours of non-stop development. The paper presents the results of two surveys conducted just before and after the event as well as observations during the game jam. The main motivational factors among participants were...

  20. Leren van games? Educatieve online games met EMERGO

    NARCIS (Netherlands)

    Nadolski, Rob

    2015-01-01

    Veel kinderen en volwassenen spelen regelmatig spellen (games) ter ontspanning en in toenemende mate zijn dit digitale games. Hoewel de mensheid al heel lang zulke entertainment games speelt is het pas relatief recent (ongeveer sinds de eerste helft van de vorige eeuw ) dat er aandacht is gekomen

  1. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

    This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...

  2. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Bowling, J. Michael; Ribisl, Kurt M.; Kalyararaman, Sriram

    2012-01-01

    Purpose Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Methods Energy expenditure (metabolic equivalents [METs]) and enjoyment were measured across ten games in 100 young adults aged 18 to 35 (50 females). Results All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322 (mean [SD] 3.10 [0.89] METs) and 298 (2.91 [0.87] METs) percent, which was greater than that produced by band simulation (73%, 1.28 [0.28] METs) and shooter games (23%, 0.91 [0.16] METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior. PMID:21364477

  3. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  4. Hubungan Antara Kontrol Diri Dengan Intensitas Bermain Game Online Pada Mahasiswa Pemain Game Online Di Game Center X Semarang

    OpenAIRE

    Budhi, Ferry Hernoyo; Indrawati, Endang Sri

    2016-01-01

    Penelitian ini bertujuan untuk mengetahui hubungan antara kontrol diri dengan intensitas bermain game online pada mahasiswa pemain game online di game center X Semarang. Populasi penelitian ini adalah mahasiswa yang bermain game online di game center X Semarang. Sampel penelitian berjumlah 70 orang yang dipilih menggunakan teknik convenient sampling. Pengumpulan data menggunakan dua buah skala psikologi, yaitu skala intensitas bermain game online (45 aitem valid dengan α= 0,944) dan skala kon...

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

    DEFF Research Database (Denmark)

    Juul, Jesper

    2016-01-01

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

  6. Video game addiction: The push to pathologize video games

    DEFF Research Database (Denmark)

    Nielsen, Rune Kristian Lundedal; Ferguson, Christopher; Bean, Anthony

    2017-01-01

    With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been...... achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected...... and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding “gaming addiction” are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that “video game addiction...

  7. The game of method: board games as support for teaching research courses

    Directory of Open Access Journals (Sweden)

    Felipe Drude Almeida

    2017-10-01

    Full Text Available This article proposes a board game to support the teaching of the principles of scientific research. Its methodology involves literature review, game testing, and game design. Its objective is to define good practices for the use of these games (analog or digital in the teaching of Scientific Methodology. The literature review identified some board games developed for this purpose: Snakes and Ladders, Defense of Hidgeon, The Game of Research and Cheats and Geeks. These games were evaluated through several game design and educational design categories, such as narrative, usability/interface, mechanics, gameplay, art/aesthetics, learning, sound, balance between entertainment/education and time to play. The article suggests good practices for the design of educational board games and presents the proposal of a board game for the teaching of scientific methodology.

  8. Direct sum matrix game with prisoner's dilemma and snowdrift game.

    Directory of Open Access Journals (Sweden)

    Chengzhang Ma

    Full Text Available A direct sum form is proposed for constructing a composite game from two 2 x 2 games, prisoner's dilemma and snowdrift game. This kind of direct sum form game is called a multiple roles game. The replicator dynamics of the multiple roles game with will-mixed populations is explored. The dynamical behaviors on square lattice are investigated by numerical simulation. It is found that the dynamical behaviors of population on square lattice depend on the mixing proportion of the two simple games. Mixing SD activities to pure PD population inhibits the proportion of cooperators in PD, and mixing PD activities to pure SD population stimulates the proportion of cooperators in SD. Besides spatial reciprocity, our results show that there are roles reciprocities between different types of individuals.

  9. Let the Game do the Talking: The influence of explicitness and game behavior on comprehension in an educational computer game

    NARCIS (Netherlands)

    Bergervoet, Erwin; van der Sluis, Frans; van Dijk, Elisabeth M.A.G.; Nijholt, Antinus; Gavrilova, M.L.

    2011-01-01

    An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through concrete experiences. Endogenous educational games which are

  10. Games, Gaming, and Gamification: Some Aspects of Motivation

    Science.gov (United States)

    Hanson-Smith, Elizabeth

    2016-01-01

    Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.

  11. Social gaming rules : Changing people's behavior through games

    NARCIS (Netherlands)

    Vegt, N.J.H.; Visch, V.T.

    2013-01-01

    In this paper we propose an approach towards designing social games or game elements for changing people’s social behavior for serious applications. We use the concept of the magic circle, which outlines the experience of a game world as different from the real world. We can design a connection

  12. A Mathematical Model of Game Refinement and Its Applications to Sports Games

    Directory of Open Access Journals (Sweden)

    Arie Pratama Sutiono

    2015-10-01

    Full Text Available This paper explores a mathematical model of game progress. We claim that a realistic model of the game progress during the in-game period is not linear but exponential. The second derivative value, i.e., acceleration in the sense of dynamics, is derived from the model and we propose to use the value as a measure of game refinement. T his i s b ecause a cceleration o f g ame p rogress s hould b e r elated t o t he e motional impact i n our minds, as thrill or engagement in games. We also evaluate well known games using our theory like sport games, that would further be classified by the rule to finish the game. It is expected that the game refinement theory will be widely used as a tool to assess the quality of various types of games as a new game theory.

  13. Metabolic responses to Wii Fit™ video games at different game levels.

    Science.gov (United States)

    Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

    2011-03-01

    The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

  14. Serious Games Network

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2013-11-01

    Full Text Available “Serious games” can be defined as (digital games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network will create a Community of Practice on the Serious Games subject. The main objective is to create a stable (but expanding consortium to exchange ideas and experiences related to Serious Games. The SEGAN Network invites the people of the community of Archaeology, Cultural Heritage and Ancient History interested in Serious Games to join the net and to participate in their activities.

  15. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative...... study we conclude that both board games and computer games are actors that produce experiences by exercising power over the user’s abilities, for example their cognitive functions. Games are designed to take advantage of the characteristics of the human players....

  16. Serious Games for Health: Learning and healing with video games?

    OpenAIRE

    Sostmann, K; Tolks, D; Fischer, M; Buron, S

    2010-01-01

    Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial advantages of computer and video games to fulfil the didactic requirements to teach target groups in classical and new learning scenarios.Serious Games for Health (SGH) can be applied in the domains of medical therapy, continuing medical education and in the fields of prevention and health promotion. From a didactic and instructional psychology perspective the impact of Serious Games is based o...

  17. Market Development of Video Games : Video game markets and marketing

    OpenAIRE

    Pu, Jun

    2010-01-01

    This diploma work focus on analysing the markets and marketing of video game industry. After the research of this study, I found out that console game markets are growing dramatically in the recent years. On the other hand, PC game markets (excluding online game markets) are growing slowly due to the problem of illegal copies. So my study will then focus on the development of console game markets and marketing. A new concept called Three Parties is introduced in chapter 5 to help ...

  18. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.

  19. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    Science.gov (United States)

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  20. The hydrogen highway

    International Nuclear Information System (INIS)

    Grigg, A.

    2004-01-01

    'Full text:' The Hydrogen Highway in British Columbia, Canada, is a coordinated, large-scale demonstration and deployment program aimed at accelerating the commercialization of hydrogen and fuel cell technologies and products. It will be a showcase for fuel cell vehicles, refuelling stations and stationary power systems leading up to the 2010 Olympic and Paralympic Winter Games in Whistler, BC. The Hydrogen Highway is designed to help address many of the challenges to commercialization identified in the Canadian Fuel Cell Commercialization Roadmap. The project will create an early adopter network of hydrogen and fuel cell microenvironments where technology developers and users can learn about the technical, economic, environmental and social impacts of products. The Hydrogen Highway will give the public and potential purchasers an opportunity to feel, touch and see the new technology, as well as provide the industry with a venue in which to develop industry standards and supply chains of materials and components. While demonstration and deployment programs are a recognized and necessary component in the process to commercialize hydrogen and fuel cell technologies, there is no handbook describing how it should be done. This paper will describe the history, objectives, project details and some of the challenges associated with establishing Canada's Hydrogen Highway. (author)

  1. A New Integrated Weighted Model in SNOW-V10: Verification of Categorical Variables

    Science.gov (United States)

    Huang, Laura X.; Isaac, George A.; Sheng, Grant

    2014-01-01

    This paper presents the verification results for nowcasts of seven categorical variables from an integrated weighted model (INTW) and the underlying numerical weather prediction (NWP) models. Nowcasting, or short range forecasting (0-6 h), over complex terrain with sufficient accuracy is highly desirable but a very challenging task. A weighting, evaluation, bias correction and integration system (WEBIS) for generating nowcasts by integrating NWP forecasts and high frequency observations was used during the Vancouver 2010 Olympic and Paralympic Winter Games as part of the Science of Nowcasting Olympic Weather for Vancouver 2010 (SNOW-V10) project. Forecast data from Canadian high-resolution deterministic NWP system with three nested grids (at 15-, 2.5- and 1-km horizontal grid-spacing) were selected as background gridded data for generating the integrated nowcasts. Seven forecast variables of temperature, relative humidity, wind speed, wind gust, visibility, ceiling and precipitation rate are treated as categorical variables for verifying the integrated weighted forecasts. By analyzing the verification of forecasts from INTW and the NWP models among 15 sites, the integrated weighted model was found to produce more accurate forecasts for the 7 selected forecast variables, regardless of location. This is based on the multi-categorical Heidke skill scores for the test period 12 February to 21 March 2010.

  2. Waste hydrogen utilization project receives $12 M in federal support

    Energy Technology Data Exchange (ETDEWEB)

    Anon.

    2005-10-01

    This article announced that $12.2 million dollars in federal funding support, over a 3 year period, will be made available to Sacre-Davey Innovations to support the development and demonstration of the Integrated Waste Hydrogen Utilization Project (IWHUP). The IWHUP is a clean energy project that will develop and demonstrate the feasibility of using hydrogen generated as a byproduct of a sodium chlorate manufacturing plant in North Vancouver. Greenhouse gas emissions and fossil fuels will be reduced by using purified hydrogen to fuel vehicles. The full hydrogen value chain will also be demonstrated by the IWHUP. This includes the supply, storage, distribution and use of hydrogen. Eight light-duty trucks running on hydrogen will be included in the demonstration, along with 4 public transit buses converted to run on a combination of compressed natural gas and hydrogen, and a fuel cell system operating on hydrogen while providing electrical power to a car wash. The newsletter article discussed the funding leveraged from various sources as well as the names of project participants. The article also mentioned that the IWHUP fuel station in North Vancouver will play a key role in sustainable transportation demonstrations during the 2010 Olympic and Paralympic Winter Games in Vancouver.

  3. The hydrogen highway

    Energy Technology Data Exchange (ETDEWEB)

    Grigg, A. [Fuel Cells Canada, Vancouver, British Columbia (Canada)

    2004-07-01

    'Full text:' The Hydrogen Highway in British Columbia, Canada, is a coordinated, large-scale demonstration and deployment program aimed at accelerating the commercialization of hydrogen and fuel cell technologies and products. It will be a showcase for fuel cell vehicles, refuelling stations and stationary power systems leading up to the 2010 Olympic and Paralympic Winter Games in Whistler, BC. The Hydrogen Highway is designed to help address many of the challenges to commercialization identified in the Canadian Fuel Cell Commercialization Roadmap. The project will create an early adopter network of hydrogen and fuel cell microenvironments where technology developers and users can learn about the technical, economic, environmental and social impacts of products. The Hydrogen Highway will give the public and potential purchasers an opportunity to feel, touch and see the new technology, as well as provide the industry with a venue in which to develop industry standards and supply chains of materials and components. While demonstration and deployment programs are a recognized and necessary component in the process to commercialize hydrogen and fuel cell technologies, there is no handbook describing how it should be done. This paper will describe the history, objectives, project details and some of the challenges associated with establishing Canada's Hydrogen Highway. (author)

  4. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

    We present a quantum approach to a signaling game; a special kind of extensive game of incomplete information. Our model is based on quantum schemes for games in strategic form where players perform unitary operators on their own qubits of some fixed initial state and the payoff function is given by a measurement on the resulting final state. We show that the quantum game induced by our scheme coincides with a signaling game as a special case and outputs nonclassical results in general. As an example, we consider a quantum extension of the signaling game in which the chance move is a three-parameter unitary operator whereas the players' actions are equivalent to classical ones. In this case, we study the game in terms of Nash equilibria and refine the pure Nash equilibria adapting to the quantum game the notion of a weak perfect Bayesian equilibrium. (paper)

  5. Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts

    OpenAIRE

    Wendel, Viktor Matthias

    2015-01-01

    Learning and playing represent two core aspects of the information and communication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gaming with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on colla...

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

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

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

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

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

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

  8. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.

  9. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  10. LEARNING GAMES OR LEARNING STIMULATING GAMES: AN INDIRECT APPROACH TO LEARNING STIMULATING EFFECTS FROM OFF-THE-SHELF GAMES

    OpenAIRE

    Mats Wiklund; Peter Mozelius

    2014-01-01

    Playing games to support learning is a classic concept that is seeing a revival today in the widespread use of computer games. Inserting educational content into various types of computer games is a strong trend that some researchers have described as a mad rush. The aim of this article is to discuss possible learning stimulating effects of commercial off-the-shelf (COTS) games in a long-term perspective. We argue that COTS game players’ attitudes towards learning m...

  11. 46 CFR 45.73 - Winter freeboard.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 2 2010-10-01 2010-10-01 false Winter freeboard. 45.73 Section 45.73 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) LOAD LINES GREAT LAKES LOAD LINES Freeboards § 45.73 Winter freeboard. The minimum winter freeboard (fw) in inches is obtained by the formula: fw=f(s)+T s...

  12. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  13. Pro Android Games

    CERN Document Server

    Silva, Vladimir

    2010-01-01

    Do you remember landmark games like Wolfenstein 3D, Doom, and Asteroids? Well, here's an exciting opportunity to build and/or port these games to one of the hottest mobile and netbooks platforms today: Google's Android. Pro Android Games teaches you how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. This book also shows you how to port other classic freeware/shareware games like Doom and Wolfenstein 3D from C using the Java Native Interface (JNI) for Android. This book is all about a unique perspective in Android game development:

  14. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    Science.gov (United States)

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  15. Simulation gaming in nursing education.

    Science.gov (United States)

    Ulione, M S

    1983-10-01

    Simulation games can be used in nursing education to promote problem solving or to impart information. Most games focus upon one of the two areas: cognitive knowledge or affective knowledge. We call these types of games content games and process games, respectively. Simulation games of both types are used in nursing education. Since simulation gaming in nursing education is a relatively new teaching strategy much of its use has been haphazard. In order for a simulation game to be an effective teaching strategy; there must be a "fit" between the game and the instructional objectives. The game operator should analyze the components of each game used prior to playing the game, so he will be able to use the game appropriately. One disadvantage of gaming is that there is a risk of experiencing untoward reactions in the gaming experience. For this reason, the operator should support all the participants throughout the game. Finally, the game operator should assess the effectiveness of the gaming process through the debriefing session and through research. To extend our knowledge of the effects of simulation games, game operators can research the effect of simulation gaming on student motivation, cognitive learning, and affective learning.

  16. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition

  17. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide....... This makes sense, but also demands that play and non-play can be easily separated. I will examine how games make use of space, and show that the magic circle not only is a viable, though criticized, concept but should be understood as a spatial concept. In order to do this several games are examined, leading...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games....

  18. 1996 Olympic and Paralympic Games event study : executive summary

    Science.gov (United States)

    1997-05-01

    The Atlanta metropolitan region is the location of one of the most ambitious intelligent transportation system (ITS) deployments in the United States. The system links eight regional agencies and includes a transportation management center (TMC), six...

  19. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    Science.gov (United States)

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; Pgames (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; Pgame engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming

  20. Polymorphic Evolutionary Games.

    Science.gov (United States)

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  1. Game programming gems

    CERN Document Server

    DeLoura, Mark

    2000-01-01

    For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspir...

  2. Online game-enhanced teaching in game theory

    OpenAIRE

    Badeau-Mahmoud, Sonia; Deloche, Regis; Koscielniak, Thierry

    2014-01-01

    Introducing digital educational games into class lessons can generate engagement, interactivity, and motivation. It can also result in an active participation of the students in the classroom. To achieve this goal, one teaching strategy is to use online digital games in teaching and learning situations. In our case, we wanted to test this strategy in an economics course, especially in a Game Theory lesson. We set up an experiment in two different lessons: the “Economie expérimentale” (...

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

    Science.gov (United States)

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

    2010-12-01

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

  4. Games at work: the recreational use of computer games during working hours.

    Science.gov (United States)

    Reinecke, Leonard

    2009-08-01

    The present study investigated the recreational use of video and computer games in the workplace. In an online survey, 833 employed users of online casual games reported on their use of computer games during working hours. The data indicate that playing computer games in the workplace elicits substantial levels of recovery experience. Recovery experience associated with gameplay was the strongest predictor for the use of games in the workplace. Furthermore, individuals with higher levels of work-related fatigue reported stronger recovery experience during gameplay and showed a higher tendency to play games during working hours than did persons with lower levels of work strain. Additionally, the social situation at work was found to have a significant influence on the use of games. Persons receiving less social support from colleagues and supervisors played games at work more frequently than did individuals with higher levels of social support. Furthermore, job control was positively related to the use of games at work. In sum, the results of the present study illustrate that computer games have a significant recovery potential. Implications of these findings for research on personal computer use during work and for games research in general are discussed.

  5. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat

  6. Nested Potential Games

    OpenAIRE

    Hiroshi Uno

    2007-01-01

    This paper proposes a new class of potential games, the nested potential games, which generalize the potential games defined in Monderer and Shapley (1996), as well as the pseudo-potential games defined in Dubey et al. (2006). We show that each maximizer of a nested potential is a Nash equilibrium.

  7. Game Transfer Phenomena in video game playing: a qualitative interview study

    OpenAIRE

    Ortiz de Gortari, AB; Aronsson, K; Griffiths, MD

    2011-01-01

    Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what we describe as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or pl...

  8. THE FREEDOM IN VIDEO GAME LOCALIZATION (How Indonesian Game Translator applied Carte Blanche of Translation to Preserve Game Experience

    Directory of Open Access Journals (Sweden)

    Agung Prasetyo Wibowo

    2017-12-01

    Full Text Available This paper addresses the issue of video game localisation in MMORPG video game that focusing on the freedom of the translator in transferring meaning in the in-game text assets of video games. Games, regardless of their forms, are the media of entertainments. Foreign audiences may have different expectations on how they wish to be entertained. They most certainly have their own canon of cultural references that they will put into relation to any content of the game. Localization has to take all these things into account, and subsequently the localization process can involve the addition, removal or replacement of elements of the product. Game localisation allows translators to transcreate the things that are necessary to preserve the game experience and to produce a fresh and engaging translation. In this paper, the writers cast a spotlight on translators, progressing from our analysis focused on games as translation texts and as products. The result of this paper shows about how the translator used the freedom of the translator or the degree of creativity that they may have when adapting the game. Concisely, the more complex and creative a storyline, the more useful transcreation may turn in the translation process.

  9. Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.

    Science.gov (United States)

    Krockow, Eva M; Colman, Andrew M; Pulford, Briony D

    2018-03-01

    Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.

  10. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

    Science.gov (United States)

    de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-01-01

    Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Objective The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. Methods A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Results Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; Pgames (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; Pgame engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a

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

    Science.gov (United States)

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

    2017-03-01

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

  12. Developing games with Magic Playground: a gesture-based game engine

    OpenAIRE

    Dehanov, Juana; Dias, José Miguel Salles; Bastos, Rafael; Cabral, Carolina

    2005-01-01

    ACE 134 This paper presents Magic Playground, a game engine that enables the development of entertainment applications with realtime gesture-based Human-Computer Interaction (HCI). We describe the main architectural elements of our system and provide a guideline on how to program the engine in order to create games. Finally, we present usability evaluation results of a game, which emulates the known Tetris game1.

  13. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

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

  14. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  15. Gaming the System: Video Games as a Theoretical Framework for Instructional Design

    OpenAIRE

    Beatty, Ian D.

    2014-01-01

    In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four layers, all sharing similar structural elements and dynamics: a micro-level game focused on immediate problem-solving and skill development, a macro-level game focused on the experience of the game world and story and identity development, and two meta-level...

  16. Computer Games and Instruction

    Science.gov (United States)

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  17. Serious Games: improving the Learning Effect with Hybrid Games

    OpenAIRE

    Barhaug, Martin

    2017-01-01

    Previous work at NTNU has sparked an interest in hybrid board games. These kinds of games combine elements in digital and board games together. This has resulted in a platform called AnyBoard, which is a platform that makes it easier for developers to create and develop hybrid board games. The platform was created at NTNU and has been worked on by students and employees at the IDI institute. This thesis aims to investigate this platform, and look at the potential it has to influence learn...

  18. Game programmer's guide to Torque under the hood of the Torque game engine

    CERN Document Server

    Maurina , Edward F

    2006-01-01

    game programmer working with the Torque game engine must have ""The Game Programmer's Guide To Torque"": it teaches everything needed to design your own game, using experiences of game makers and industry veterans well versed in Torque technology. A Torque Game engine demo is included on an accompanying cd while step-by-step examples tell how to use it. Its focus on all the basics makes for an exceptional coverage for all levels of game programmer. -Bookwatch, August 2006

  19. Serious game design principles: The impact of game design on learning outcomes

    Science.gov (United States)

    Martin, Michael W.

    This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of

  20. Marketing in Game Design

    OpenAIRE

    Nurminen, Emilia

    2013-01-01

    In my thesis, Marketing in Game Design, I wanted to inspect how developing a game from a purely commercial perspective affects on the game design. The purpose of this thesis is to define the valid aspects of product marketing for games, how they are perceived in game industry and how those aspects affect to the game design. The question I am asking is how to make marketing a fluent part of indie game development process. Through my thesis project, Puzzleplatform, I study how the marketing asp...

  1. Gaming Personality and Game Dynamics in Online Discussion Instructions

    Science.gov (United States)

    Tu, Chih-Hsiung; Yen, Cherng-Jyh; Sujo-Montes, Laura; Roberts, Gayle A.

    2015-01-01

    Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks.…

  2. Winter warming from large volcanic eruptions

    Science.gov (United States)

    Robock, Alan; Mao, Jianping

    1992-01-01

    An examination of the Northern Hemisphere winter surface temperature patterns after the 12 largest volcanic eruptions from 1883-1992 shows warming over Eurasia and North America and cooling over the Middle East which are significant at the 95-percent level. This pattern is found in the first winter after tropical eruptions, in the first or second winter after midlatitude eruptions, and in the second winter after high latitude eruptions. The effects are independent of the hemisphere of the volcanoes. An enhanced zonal wind driven by heating of the tropical stratosphere by the volcanic aerosols is responsible for the regions of warming, while the cooling is caused by blocking of incoming sunlight.

  3. Back translation reliability of TEOSQ in team game, individual game ...

    African Journals Online (AJOL)

    Back translation reliability of TEOSQ in team game, individual game and gender category. ... team and individual game with a specific focus to the dispositional approach on the athlete's performance in task and ... AJOL African Journals Online.

  4. Quantum correlation games

    International Nuclear Information System (INIS)

    Iqbal, Azhar; Weigert, Stefan

    2004-01-01

    A new approach to play games quantum mechanically is proposed. We consider two players who perform measurements in an EPR-type setting. The payoff relations are defined as functions of correlations, i.e. without reference to classical or quantum mechanics. Classical bi-matrix games are reproduced if the input states are classical and perfectly anti-correlated, that is, for a classical correlation game. However, for a quantum correlation game, with an entangled singlet state as input, qualitatively different solutions are obtained. For example, the Prisoners' Dilemma acquires a Nash equilibrium if both players apply a mixed strategy. It appears to be conceptually impossible to reproduce the properties of quantum correlation games within the framework of classical games

  5. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

    Science.gov (United States)

    Colder Carras, Michelle; Van Rooij, Antonius J; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2017-03-01

    Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

  6. The Gaming of Policy and the Politics of Gaming: A Review

    Science.gov (United States)

    Mayer, Igor S.

    2009-01-01

    This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…

  7. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

  8. Problematic gaming exists and is an example of disordered gaming.

    Science.gov (United States)

    Griffiths, Mark D; Kuss, Daria J; Lopez-Fernandez, Olatz; Pontes, Halley M

    2017-09-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because "Gaming Disorder" (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization's International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual's life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming.

  9. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

    This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....

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

    Directory of Open Access Journals (Sweden)

    Dan H Lim

    2003-02-01

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

  11. Serious Games for Health: Spielend lernen und heilen mit Computerspielen? / Serious Games for Health: Learning and healing with video games?

    Directory of Open Access Journals (Sweden)

    Sostmann, Kai

    2010-01-01

    Full Text Available Serious Games (SG are a new medium in the context of e-learning. Serious Games use the multimedial advantages of computer and video games to fulfil the didactic requirements to teach target groups in classical and new learning scenarios. Serious Games for Health (SGH can be applied in the domains of medical therapy, continuing medical education and in the fields of prevention and health promotion. From a didactic and instructional psychology perspective the impact of Serious Games is based on their integration into motivational and multimedia aspects of computer and video games from different genres in learning scenarios. Serious Games in the domain of therapy can be a meaningful endorsement to existing therapies for both patients and relatives to improve the therapeutic outcome and to foster the compliance of patients. In the field of continually medical education studies show the positive impact of Serious Games on learning outcomes. Serious Games in prevention and health promotion are mostly applied in the framework of public communication campaigns.

  12. The Evaluation of CEIT Teacher Candidates in Terms of Computer Games, Educational Use of Computer Games and Game Design Qualifications

    Directory of Open Access Journals (Sweden)

    Hakkı BAĞCI

    2014-04-01

    Full Text Available Computer games have an important usage potential in the education of today’s digital student profile. Also computer teachers known as technology leaders in schools are the main stakeholders of this potential. In this study, opinions of the computer teachers about computer games are examined from different perspectives. 119 computer teacher candidates participated in this study, and the data were collected by a questionnaire. As a result of this study, computer teacher candidates have a positive thinking about the usage of computer games in education and they see themselves qualified for the analysis and design of educational games. But they partially have negative attitudes about some risks like addiction and lose of time. Also the candidates who attended the educational game courses and play games from their mobile phones have more positive opinions, and they see themselves more qualified than others. Males have more positive opinions about computer games than females, but in terms of educational games and the analysis and design of the computer games, there is no significant difference between males and females.

  13. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

    In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...

  14. Towards a Game-Chatbot: Extending the Interaction in Serious Games

    NARCIS (Netherlands)

    Van Rosmalen, Peter; Eikelboom, Johan; Bloemers, Erik; Van Winzum, Kees; Spronck, Pieter

    2012-01-01

    Van Rosmalen, P., Eikelboom, J., Bloemers, E., Van Winzum, K., & Spronck, P. (2012, 4-5 October). Towards a Game-Chatbot: Extending the Interaction in Serious Games. Presentation at the 6th European Conference on Games Based Learning, Cork, Ireland.

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

    OpenAIRE

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mob...

  16. Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game

    Science.gov (United States)

    Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam

    2018-03-01

    In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.

  17. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

    This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....

  18. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  19. Mechanizing Exploratory Game Design

    OpenAIRE

    Smith, Adam Marshall

    2012-01-01

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

  20. Is Perceived Expressivity of Game Players a Cue to Game Outcome Prediction Accuracy?

    NARCIS (Netherlands)

    Mui, H.C.; Goudbeek, M.B.; Swerts, M.G.J.

    Games can be won or lost, and the outcome of the game often determines our facial expression. Thus, game players’ facial expression possibly provides information about the game outcome. The connection between such nonverbal cues and accuracy at which game outcome could be deduced is investigated in

  1. Asymmetric Evolutionary Games

    Science.gov (United States)

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  2. Games are motivating, aren´t they? Disputing the arguments for digital game-based learning

    Directory of Open Access Journals (Sweden)

    Wim Westera

    2015-06-01

    Full Text Available The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game reviews and advertisements. With contagious enthusiasm, the proponents of game-based learning make their claims for using games to improve education. However, standing up for a good cause is easily replaced with the unconcerned promotion and spread of the word, which tends to make gaming an article of faith. This paper critically examines and re-establishes the argumentation used for game-based learning and identifies misconceptions that confuse the discussions. It reviews the following claims about game-based learning: 1 games foster motivation, 2 play is a natural mode of learning, 3 games induce cognitive flow, which is productive for learning, 4 games support learning-by-doing, 5 games allow for performance monitoring, 6 games offer freedom of movement and the associated problem ownership, 7 games support social learning, 8 games allow for safe experimentation, 9 games accommodate new generations of learners, who have grown up immersed in digital media, and 10 there are many successful games for learning. Assessing the validity of argumentation is considered essential for the credibility of game-based learning as a discipline.

  3. ALTEC Learning Games: Successful Integration of Learning and Gaming

    Science.gov (United States)

    Bacon, Melanie A.; Ault, Marilyn M.

    2009-01-01

    Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with…

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

    OpenAIRE

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

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization,...

  5. Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming

    Science.gov (United States)

    Farmer, Lesley S. J.

    2011-01-01

    Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…

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

    OpenAIRE

    Kafai, Yasmin B.; Burke, Quinn

    2016-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions?namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined th...

  7. Creating Physics Aware Games using PyGame and PyODE

    Directory of Open Access Journals (Sweden)

    2010-09-01

    Full Text Available This paper is a tutorial on how to use a popular physics engine and tie it up to a simple 2D game. It is structured as a tutorial for creating a simple game that uses the engine and a graphics library. The graphics library being used will be PyGame (which are Python bindings for the popular SDL library originally developed by Loki Entertainment Software and the physics engine being used will be PyODE (which are Python bindings for the Open Dynamics Engine. A few toy programs will be written and discussed to introduce the components and the bulk of the paper will be the development of a simple game. The game which will be developed is a clone of “The incredible machine” (which is a famous game  published by Sierra Entertainment in 1992.

  8. Teaching Using Computer Games

    Science.gov (United States)

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

    2011-01-01

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

  9. Cooperative Trust Games

    Science.gov (United States)

    2013-01-01

    the more widely recognized competitive (non-cooperative) game theory. Cooperative game theory focuses on what groups of self-interested agents can...provides immediate justification for using non-cooperative game theory as the basis for modeling the purely competitive agents. 2.4. Superadditive...the competitive and altruistic contributions of the subset team. Definition: Given a payoff function ( ) in a subset team game , the total marginal

  10. Problematic gaming exists and is an example of disordered gaming

    Science.gov (United States)

    Griffiths, Mark D.; Kuss, Daria J.; Lopez-Fernandez, Olatz; Pontes, Halley M.

    2017-01-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because “Gaming Disorder” (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization’s International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual’s life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming. PMID:28816501

  11. Learning about the game: designing science games for a generation of gamers

    Science.gov (United States)

    Chmiel, Marjee

    2012-12-01

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as "gamer culture" and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.

  12. Titan's Emergence from Winter

    Science.gov (United States)

    Flasar, F. Michael; Achterberg, Richard; Jennings, Donald; Schinder, Paul

    2011-01-01

    We summarize the changes in Titans thermal structure derived from Cassini CIRS and radio-occultation data during the transition from winter to early spring. Titan's surface, and middle atmosphere show noticeable seasonal change, whereas that in most of the troposphere is mated. This can be understood in terms of the relatively small radiative relaxation time in the middle atmosphere and much larger time scale in the troposphere. The surface exhibits seasonal change because the heat capacity in an annual skin depth is much smaller than that in the lowest scale height of the troposphere. Surface temperatures rise 1 K at raid and high latitudes in the winter northern hemisphere and cool in the southern hemisphere. Changes in in the middle atmosphere are more complicated. Temperatures in the middle stratosphere (approximately 1 mbar) increase by a few kelvin at mid northern latitudes, but those at high latitudes first increase as that region moves out of winter shadow, and then decrease. This probably results from the combined effect of increased solar heating as the suit moves higher in the sky and the decreased adiabatic warming as the sinking motions associated with the cross-equatorial meridional cell weaken. Consistent with this interpretation, the warm temperatures observed higher up at the winter polar stratopause cool significantly.

  13. 77 FR 48167 - Approved Tribal-State Class III Gaming Compact; Indian Gaming

    Science.gov (United States)

    2012-08-13

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Approved Tribal--State Class III Gaming Compact; Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an approval of the gaming compact between...

  14. Clockwork game design

    CERN Document Server

    Burgun, Keith

    2015-01-01

    Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design.Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it.Filled with examples and exe

  15. Natural games

    International Nuclear Information System (INIS)

    Anttila, Jani; Annila, Arto

    2011-01-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem. -- Highlights: → Behavior in the context of game theory is described as a natural process. → The rate of entropy increase, derived from statistical physics of open systems, is identified as the payoff function. → Entropy as the payoff function also clarifies motives of collaboration and subjective nature of decision making. → Evolutionary equation of motion that accounts for the course of a game is inherently unpredictable.

  16. Serious gaming ; onderzoek naar knelpunten en mogelijkheden van serious gaming

    NARCIS (Netherlands)

    Kranenburg, K. van; Mijke Slot, M.; Staal, M.; Leurdijk, A.; Burgmeijer, J.

    2006-01-01

    Gaming is een wereldwijde, omvangrijke industrie geworden. In deze industrie komt uit onverwachte hoek een interessante innovatie: serious gaming. In serious gaming gaat het niet om entertainment, maar staat een nuttige toepassing centraal. De toepassingen zijn zeer divers en kunnen variëren van

  17. The Word Has Become Game : Researching Religion in Digital Games

    NARCIS (Netherlands)

    Bosman, Frank

    2016-01-01

    In this article, the author proposes a multi-layered methodology for researching religion in video games. The author differentiates between five levels at which religion can be encountered in video games and/or video game research: material, referential, reflexive, ritual and meta level. These

  18. Let the Game Begin: Ergodic as an Approach for Video Game Translation

    Directory of Open Access Journals (Sweden)

    Sf. Lukfianka Sanjaya Purnama, Sf. Luthfie Arguby Purnomo, Dyah Nugrahani

    2017-01-01

    Full Text Available This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation.

  19. Mobile Game for Learning Bacteriology

    Science.gov (United States)

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

    2014-01-01

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

  20. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

    T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

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

    Science.gov (United States)

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

    2018-01-01

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

  2. Game over: Asian Americans and video game representation [symposium

    Directory of Open Access Journals (Sweden)

    Thien-bao Thuc Phi

    2009-03-01

    Full Text Available Even video games by Asian creators tend to depict primarily white characters or reference Asian stereotypes such as kung fu fighters or yakuza thugs. Games depicting the Vietnam war are particularly troubling for Asian players expected to identify with white characters. As the game industry continues to expand, its representation of Asians and Asian Americans must change.

  3. Mapping Learning and Game Mechanics for Serious Games Analysis

    Science.gov (United States)

    Arnab, Sylvester; Lim, Theodore; Carvalho, Maira B.; Bellotti, Francesco; de Freitas, Sara; Louchart, Sandy; Suttie, Neil; Berta, Riccardo; De Gloria, Alessandro

    2015-01-01

    Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games,…

  4. Augmenting playspaces to enhance the game experience: A tag game case study

    NARCIS (Netherlands)

    Moreno Celleri, Alejandro Manuel; van Delden, Robertus Wilhelmus; Poppe, Ronald Walter; Reidsma, Dennis; Heylen, Dirk K.J.

    Introducing technology into games can improve players’ game experience. However, it can also reduce the amount of physical activity and social interaction. In this article, we discuss how we enhance the game of tag with technology such that physical and social characteristics of the game are

  5. Introduction to game theory

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

    The basic ideas of game theory were originated from the problems of maximum and minimum given by J.Yon Neumann in 1928. Later, wars accelerated the study of game theory, there are many developments that contributed to the advancement of game theory, many problems of optimum appeared in economic development process. Scientists applied mathematic methods to studying game theory to make the theory more profound and perfect. The axiomatic structure of game theory was nearly complete in 1944. The path of the development of game theory started from finite to infinite, from two players to many players, from expressing gains with quantity to showing the ending of game theory with abstract result, and from certainty problems to random problems. Thus development of game theory is closely related to the economic development. In recent years, the research on the non-differentiability of Shapley value posed by Belgian Mertens is one of the advanced studies in game theory.

  6. Caffeine use in a Super Rugby game and its relationship to post-game sleep.

    Science.gov (United States)

    Dunican, Ian C; Higgins, Charles C; Jones, Maddison J; Clarke, Michael W; Murray, Kevin; Dawson, Brian; Caldwell, John A; Halson, Shona L; Eastwood, Peter R

    2018-05-01

    To examine the relationship between regular game-related caffeine consumption on sleep after an evening Super Rugby game. Twenty elite rugby union players wore a wrist-activity monitor to measure sleep for three days before, three days after and on the night of an evening Super Rugby game (19:00-21:00). Players ingested caffeine as they would normally (i.e. before and sometimes during a game) and saliva samples were collected before (17:00) and after (21:30) the game for caffeine concentration. Compared to the nights leading up to the game, on the night of the game, players went to bed 3 h later (23:08 ± 66 min vs 02:11 ± 114 min; p sleep (5:54 ± 2:59 vs 8:02 ± 1:24 hh:mm; p sleep after the game. Post-game caffeine saliva concentrations were greater than pre-game levels in 17 players (Pre-game 0.40 µg/mL vs Post-game 2.77 µg/mL; p sleep latency (p sleep efficiency (p sleep duration (p = .06) on game night. Caffeine consumption before a Super Rugby game markedly increases post-game saliva caffeine levels. This may contribute to the observed 3.5 h delay in time at sleep onset and the 1.5 h reduction in sleep duration on the night of the game. This study highlights the need for a strategic approach to the use of caffeine within a Super Rugby team considering the potential effect on post-game sleep.

  7. Socializing by Gaming : Revealing Social Relationships in Multiplayer Online Games

    NARCIS (Netherlands)

    Jia, L.; Shen, S.; van de Bovenkamp, R.; Iosup, A.; Kuipers, F.A.; Epema, D.H.J.

    2015-01-01

    Multiplayer Online Games (MOGs) like Defense of the Ancients and StarCraft II have attracted hundreds of millions of users who communicate, interact, and socialize with each other through gaming. In MOGs, rich social relationships emerge and can be used to improve gaming services such as match

  8. In-game marketing

    OpenAIRE

    Neuheisl, Lukáš

    2017-01-01

    The bachelor's thesis is dedicated to the in-game marketing: marketing in digital games. Apart from usual mechanics, such as microtransactions, monthly membership payments, paid downloadable content or in-game advertising this thesis describes the game as a marketing tool and problems related to cybersecurity and persuasive microtransactions. The theoretical part contains recent and distinctive examples of described mechanics. The thesis also contains the evaluation of the questionnaire resea...

  9. 36 CFR 1002.19 - Winter activities.

    Science.gov (United States)

    2010-07-01

    ... RECREATION § 1002.19 Winter activities. (a) Skiing, snowshoeing, ice skating, sledding, innertubing, tobogganing and similar winter sports are prohibited on Presidio Trust roads and in parking areas open to...

  10. Alena Lidzhieva, About Games

    OpenAIRE

    Dovurkaev, Karu; Churyumov, Anton

    2015-01-01

    Alena talks about traditional games, including khorma khotn, tsagan monda, mongn bus, nyarn shinj, and games played with ankle bones. Tsagan monda was a game played at night by several people. The rule is simple: A ball made of white cow skin is pushed into a hole. Games with ankle bones were reserved only for boys. Girls did not play such games. Arcadia

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

    Science.gov (United States)

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

    2015-01-01

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

  12. Models in cooperative game theory crisp, fuzzy, and multi-choice games

    CERN Document Server

    Branzei, Rodica; Tijs, Stef

    2005-01-01

    This book investigates models in cooperative game theory in which the players have the possibility to cooperate partially. In a crisp game the agents are either fully involved or not involved at all in coperation with some other agents, while in a fuzzy game players are allowed to cooperate with infinite many different participation levels, varying from non-cooperation to full cooperation. A multi-choice game describes the intermediate case in which each player may have a fixed number of activity levels. Different set and one-point solution concepts for these games are presented. The propertie

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

    Science.gov (United States)

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

    2013-04-01

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

  14. Game development tool essentials

    CERN Document Server

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

    2014-01-01

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

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

    Science.gov (United States)

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

    2012-09-01

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

  16. Men's harassment behavior in online video games: Personality traits and game factors.

    Science.gov (United States)

    Tang, Wai Yen; Fox, Jesse

    2016-11-01

    Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  17. Towards a Game-Chatbot: Extending the Interaction in Serious Games

    NARCIS (Netherlands)

    Van Rosmalen, Peter; Eikelboom, Johan; Bloemers, Erik; Van Winzum, Kees; Spronck, Pieter

    2012-01-01

    Van Rosmalen, P., Eikelboom, J., Bloemers, E., Van Winzum, K., & Spronck, P. (2012). Towards a Game-Chatbot: Extending the Interaction in Serious Games. In P. Felicia (Ed.), Proceedings of the 6th European Conference on Games Based Learning (pp. 525-532). October, 4-5, 2012, Cork, Ireland. Academic

  18. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

    When designing games with learning purposes used in a classroom, there often occur problems about the lack of learning content or the lack of game contents. Other disadvantages of existing educational games are the difficulty to provide a continual balance between the challenge and the pupils......’ skill to control and solve the given task. In this paper we suggest three different perspectives that need to be communicated across in order to design a useful educational game: teachers, pupils and game designers. It is our intention with this paper to suggest some design principles for educational...... games, and to integrate teachers, pupils and game designers needs and requirements. To set up these design principles for educational games we have used a holistic perspective. This means that the design principles must be seen in coherence within the social and physical environment. The design...

  19. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

    , 2007). Some of these newer formats are developed in partnerships between research and education institutions and game developers and are based on learning theory as well as game design methods. Games well suited for creating narrative framework or simulations where students gain first-hand experience......This paper presents a categorisation of science game formats in relation to the educational possibilities or limitations they offer in science education. This includes discussion of new types of science game formats and gamification of science. Teaching with the use of games and simulations...... in science education dates back to the 1970s and early 80s were the potentials of games and simulations was discussed extensively as the new teaching tool ( Ellington et al. , 1981). In the early 90s the first ITC -based games for exploration of science and technical subjects was developed (Egenfeldt...

  20. Student Learning-Game Designs

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    This article presents new knowledge about how students can implement learning and game elements into analogue and digital learning games as a means of learning and teaching curriculum‐based subject matter. The purpose of the analysis is to identify what learning‐game design elements were used...... in four learning games created by students, to investigate how these elements were em83 ployed, to determine what learning trajectories emerged in the two digital game tools and to offer reflections and suggestions regarding the learning processes students experienced when building the various learning...... trajectories for specific learning goals into the digital games. The article examines how specific features in the two digital game tools, Scratch and RGBMaker, afford creation of learning trajectories in various ways, enabling deep learning and gameplay processes for the players of the games. According...