WorldWideScience

Sample records for war games prosperity

  1. Industrial Partnership Prosperity Game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

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

    1998-02-01

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

  2. University Prosperity Game. Final report

    Energy Technology Data Exchange (ETDEWEB)

    Boyack, K.W.; Berman, M.

    1996-03-01

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

  3. Environmental Prosperity Game. Final report

    Energy Technology Data Exchange (ETDEWEB)

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

    1995-12-01

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

  4. Future{at}Labs.Prosperity Game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

    Beck, D.F.; Boyack, K.W.; Berman, M. [Sandia National Labs., Albuquerque, NM (United States). Innovative Alliances Dept.

    1996-10-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games, Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Future{at}Labs.Prosperity Game{trademark} conducted under the sponsorship of the Industry Advisory Boards of the national labs, the national labs, Lockheed Martin Corporation, and the University of California. Players were drawn from all stakeholders involved including government, industry, labs, and academia. The primary objectives of this game were to: (1) explore ways to optimize the role of the multidisciplinary labs in serving national missions and needs; (2) explore ways to increase collaboration and partnerships among government, laboratories, universities, and industry; and (3) create a network of partnership champions to promote findings and policy options. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning the future of the labs.

  5. Biomedical technology prosperity game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

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

    1996-07-01

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

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

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.

    1994-12-01

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

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

    Energy Technology Data Exchange (ETDEWEB)

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

    1996-02-01

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

  8. Industrial ecology Prosperity Game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

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

    1998-03-01

    Industrial ecology (IE) is an emerging scientific field that views industrial activities and the environment as an interactive whole. The IE approach simultaneously optimizes activities with respect to cost, performance, and environmental impact. Industrial Ecology provides a dynamic systems-based framework that enables management of human activity on a sustainable basis by: minimizing energy and materials usage; insuring acceptable quality of life for people; minimizing the ecological impact of human activity to levels that natural systems can sustain; and maintaining the economic viability of systems for industry, trade and commerce. Industrial ecology applies systems science to industrial systems, defining the system boundary to incorporate the natural world. Its overall goal is to optimize industrial activities within the constraints imposed by ecological viability, globally and locally. In this context, Industrial systems applies not just to private sector manufacturing and services but also to government operations, including provision of infrastructure. Sandia conducted its seventeenth Prosperity Game{trademark} on May 23--25, 1997, at the Hyatt Dulles Hotel in Herndon, Virginia. The primary sponsors of the event were Sandia National Laboratories and Los Alamos National Laboratory, who were interested in using the format of a Prosperity Game to address some of the issues surrounding Industrial Ecology. Honorary game sponsors were: The National Science Foundation; the Committee on Environmental Improvement, American Chemical Society; the Industrial and Engineering Chemistry Division, American Chemical Society; the US EPA--The Smart Growth Network, Office of Policy Development; and the US DOE-Center of Excellence for Sustainable Development.

  9. Cyber-Physical War Gaming

    OpenAIRE

    Colbert, E. J. M.; Sullivan, D. T.; Kott, A

    2017-01-01

    This paper presents general strategies for cyber war gaming of Cyber-Physical Systems (CPSs) that are used for cyber security research at the U.S. Army Research Laboratory (ARL). Since Supervisory Control and Data Acquisition (SCADA) and other CPSs are operational systems, it is difficult or impossible to perform security experiments on actual systems. The authors describe how table-top strategy sessions and realistic, live CPS war games are conducted at ARL. They also discuss how the recorde...

  10. War-gaming application for future space systems acquisition

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2016-05-01

    Recently the U.S. Department of Defense (DOD) released the Defense Innovation Initiative (DII) [1] to focus DOD on five key aspects; Aspect #1: Recruit talented and innovative people, Aspect #2: Reinvigorate war-gaming, Aspect #3: Initiate long-range research and development programs, Aspect #4: Make DOD practices more innovative, and Aspect #5: Advance technology and new operational concepts. Per DII instruction, this paper concentrates on Aspect #2 and Aspect #4 by reinvigorating the war-gaming effort with a focus on an innovative approach for developing the optimum Program and Technical Baselines (PTBs) and their corresponding optimum acquisition strategies for acquiring future space systems. The paper describes a unified approach for applying the war-gaming concept for future DOD acquisition of space systems. The proposed approach includes a Unified Game-based Acquisition Framework (UGAF) and an Advanced Game-Based Mathematical Framework (AGMF) using Bayesian war-gaming engines to optimize PTB solutions and select the corresponding optimum acquisition strategies for acquiring a space system. The framework defines the action space for all players with a complete description of the elements associated with the games, including Department of Defense Acquisition Authority (DAA), stakeholders, warfighters, and potential contractors, War-Gaming Engines (WGEs) played by DAA, WGEs played by Contractor (KTR), and the players' Payoff and Cost functions (PCFs). The AGMF presented here addresses both complete and incomplete information cases. The proposed framework provides a recipe for the DAA and USAF-Space and Missile Systems Center (SMC) to acquire future space systems optimally.

  11. Modeling Cyber Physical War Gaming

    Science.gov (United States)

    2017-08-07

    games share similar constructs. We also provide a game-theoretic approach to mathematically analyze attacker and defender strategies in cyber war...Military Practice of Course-of-Action Analysis 4 2. Game-Theoretic Method 7 2.1 Mathematical Model 7 2.2 Strategy Selection 10 2.2.1 Pure...officers, hundreds of combat and support vehicles, helicopters, sophisticated intelligence and communication equipment and specialists , artillery and

  12. War-gaming application for future space systems acquisition: MATLAB implementation of war-gaming acquisition models and simulation results

    Science.gov (United States)

    Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.

    2017-05-01

    The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.

  13. Evolutionary dynamics of a smoothed war of attrition game.

    Science.gov (United States)

    Iyer, Swami; Killingback, Timothy

    2016-05-07

    In evolutionary game theory the War of Attrition game is intended to model animal contests which are decided by non-aggressive behavior, such as the length of time that a participant will persist in the contest. The classical War of Attrition game assumes that no errors are made in the implementation of an animal׳s strategy. However, it is inevitable in reality that such errors must sometimes occur. Here we introduce an extension of the classical War of Attrition game which includes the effect of errors in the implementation of an individual׳s strategy. This extension of the classical game has the important feature that the payoff is continuous, and as a consequence admits evolutionary behavior that is fundamentally different from that possible in the original game. We study the evolutionary dynamics of this new game in well-mixed populations both analytically using adaptive dynamics and through individual-based simulations, and show that there are a variety of possible outcomes, including simple monomorphic or dimorphic configurations which are evolutionarily stable and cannot occur in the classical War of Attrition game. In addition, we study the evolutionary dynamics of this extended game in a variety of spatially and socially structured populations, as represented by different complex network topologies, and show that similar outcomes can also occur in these situations. Copyright © 2016 Elsevier Ltd. All rights reserved.

  14. Charting African Prosperity Gospel economies

    Directory of Open Access Journals (Sweden)

    Andreas Heuser

    2016-12-01

    Full Text Available This article maps the vital debate on Prosperity Gospel in Africa and its relevance for socioeconomic change. Prosperity Gospel centres mainly on speech acts surrounding faith, wealth and victory, combined with ritual enactments around secondary evidences of divine blessings. Claiming this-worldly success and material well-being as signs of grace it has captured public spheres and has created African religio-scapes of prosperity. The survey on the socioeconomics of African prosperity-oriented Pentecostalism firstly traces the historic genealogy of Prosperity Gospel as transposable message. It appears as a generic formula in paradigmatic reinventions of Pentecostalism in post-second and/or cold war America and in its globalisation in postcolonial Africa. The double resignification of Pentecostal theology - a rereading of ‘mammon’ alongside a new ethic of being in the world - relates to the question of socioeconomic agency. Academic discourse connects Prosperity Gospel social capital with interpretations of its ritual texture thriving around rituals of tithings and offerings. Prosperity Gospel economies are profiled as forms of sacral consumption or sacrificial economy, or else as Pentecostal kleptocracy. Contrarily Prosperity Gospel is portrayed as a variant and porter of African social change. The contextualisation of Prosperity Gospel highlights diverse social agency in different milieus. Rural and peri-urban theologies of survival differ from urban progressive and metropolitan business management Prosperity Gospel. The findings defy generalised views on Prosperity Gospel socioeconomics. African Prosperity Gospel indicates a transformative potential in immediate social relationships, whereas claims of impacting structural parameters of society remain, with a few exceptions, part of Pentecostal imagination.

  15. Current Military Needs. War Gaming Department Perspectives, Connections 2008

    Science.gov (United States)

    2008-03-12

    competitive U 1 : E x t r e m i s m d i s e m p o w e r e d / p a s s i v e s u p e r e m p o w e r e d...Current Military Needs War Gaming Department Perspectives Connections 2008 Stephen Downes-Martin, Ph.D. Professor, Center for Naval Warfare Studies...policy of the War Gaming Department, the CNWS, the U.S. Naval War College, the U.S. Navy,

  16. Global War Game: Second Series, 1984-1988

    National Research Council Canada - National Science Library

    Gile, Robert H

    2004-01-01

    This is the second in a series of monographs synthesizing the primary sources to provide a concise, chronological summary and analysis of the prestigious Global War Games, hosted in Newport from 1979...

  17. “Experience World War II like never before!” : A systematic content analysis of promotional materials surrounding World War II-themed digital games.

    NARCIS (Netherlands)

    Van den Heede, Pieter; Ribbens, Kees; Jeroen, Jansz

    2016-01-01

    Especially since the 1990s, World War II has been one of the most popular historical conflicts to be represented and simulated in digital games (Mobygames, 2016). Yet, in the current body of research about these games, mainly aspects of individual games or game types, such as the World War II-themed

  18. ASSESSING SMALL SAMPLE WAR-GAMING DATASETS

    Directory of Open Access Journals (Sweden)

    W. J. HURLEY

    2013-10-01

    Full Text Available One of the fundamental problems faced by military planners is the assessment of changes to force structure. An example is whether to replace an existing capability with an enhanced system. This can be done directly with a comparison of measures such as accuracy, lethality, survivability, etc. However this approach does not allow an assessment of the force multiplier effects of the proposed change. To gauge these effects, planners often turn to war-gaming. For many war-gaming experiments, it is expensive, both in terms of time and dollars, to generate a large number of sample observations. This puts a premium on the statistical methodology used to examine these small datasets. In this paper we compare the power of three tests to assess population differences: the Wald-Wolfowitz test, the Mann-Whitney U test, and re-sampling. We employ a series of Monte Carlo simulation experiments. Not unexpectedly, we find that the Mann-Whitney test performs better than the Wald-Wolfowitz test. Resampling is judged to perform slightly better than the Mann-Whitney test.

  19. Usage, Utility, and Usability of the Knowledge Wall During the Global 2000 War Game

    National Research Council Canada - National Science Library

    Oonk, H

    2001-01-01

    ...) and at the Naval War College (NWC) for evaluation during the Global 2000 War Game. The prototype KW was designed to meet 14 user requirements identified in a previous cognitive task analysis of potential KW users...

  20. “Boys Play War”: Game as a Way of Mastering the Space of War by Children

    Directory of Open Access Journals (Sweden)

    Ryblova Marina Aleksandrovna

    2014-09-01

    Full Text Available This article investigates various ways to help children adjust to war conditions through games and playful situations. During Soviet times this approach was established to aid children in war conditions. Then these techniques were applied to other areas of the populace. However, they did not take into account the differences in perception of military events between children and adults. It is obvious that there are some differences in the way children would adapt to war using these techniques, mostly because children’s adaptation process would always happen in a playful way. Based on the analysis of the personal sources, the article describes the games of the children of Stalingrad and the way they helped them to adapt to the hardest conditions of one of the bloodiest battles in history, and a way to create a proper child space in chaos and violence of the adult world. The authors also identified gender and age specifics of children’s war games, showing their abilities to deal with the war situation itself and its psychological consequences.

  1. Gaming the Interwar: How Naval War College Wargames Tilted the Playing Field for the U.S. Navy During World War II

    Science.gov (United States)

    2013-12-13

    planners began to concentrate on the island- hopping campaign expected against Japan. By using Midway as an intermediate, unnamed objective, rather...your location. The morality would be debated, old ghosts would be dredged up from World War I, but the tactical framework had been laid from...GAMING THE INTERWAR: HOW NAVAL WAR COLLEGE WARGAMES TILTED THE PLAYING FIELD FOR THE U.S. NAVY DURING WORLD WAR II A thesis

  2. PROSPER

    International Nuclear Information System (INIS)

    Nichols, R.; Perramon, F.

    2003-01-01

    PROSPER is an independent peer review of the operating experience process and its effective use in improving the safety performance of the plant. PROSPER missions are, therefore, both process and performance oriented. The major objectives of PROSPER peer reviews are to determine whether the existing operational experience (OE) process meets best internationally accepted practices, and provides recommendations and suggestions for further improvement. This IAEA (International Atomic Energy Agency) customer oriented service, provides an important tool to the pant and corporate organizations in their efforts to better strengthen and enhance the effective use of the internal and external operating experience in improving the performance of the plant. (Author)

  3. How Opportunity Costs Decrease the Probability of War in an Incomplete Information Game

    OpenAIRE

    Polachek, Solomon; Xiang, Jun

    2008-01-01

    This paper shows that the opportunity costs resulting from economic interdependence decrease the equilibrium probability of war in an incomplete information game. This result is strongly consistent with existing empirical analyses of the inverse trade-conflict relationship, but is the opposite of the conclusion reached by Gartzke et al. (2001), who reject the opportunity cost argument in a game-theoretic framework. As a result of this paper's findings, one cannot dismiss the opportunity cost ...

  4. "In war, not everyone's a soldier." A Review of This War of Mine

    Directory of Open Access Journals (Sweden)

    Charles Ecenbarger

    2016-12-01

    Full Text Available This article works to critically engage This War of Mine as a radically different style of war game that is rarely seen today. War games often glorify what it means to be in battle and have the player, essentially, saving their country or the world. This War of Mine, on the other hand, puts the player in the role of a survivor, someone simply trying to make it through the turmoil. This article examines the ways in which the game creates empathy for the avatar through aesthetic and narrative devices.

  5. Why are you satisfied with an online game?:exploring game attractiveness and gaming climate from a socio-technical perspective

    OpenAIRE

    Zuo, W. (Wangjing)

    2016-01-01

    Abstract Some online games are prosperous and have attracted a large number of players, while others cannot sustain. Both technical and social factors likely affect a player’s satisfaction with an online game. However, there is a clear dearth of studies in which have investigated online games from a socio-technical perspective. This article seeks to address this gap through an empirical study on technical factors (manifesti...

  6. Automatic Observer Script for StarCraft: Brood War Bot Games (technical report)

    OpenAIRE

    Mattsson, Björn Persson; Vajda, Tomáš; Čertický, Michal

    2015-01-01

    This short report describes an automated BWAPI-based script developed for live streams of a StarCraft Brood War bot tournament, SSCAIT. The script controls the in-game camera in order to follow the relevant events and improve the viewer experience. We enumerate its novel features and provide a few implementation notes.

  7. Trends in Modern War Gaming: The Art of Conversation

    Science.gov (United States)

    2014-01-01

    War Gaming: The Art of Conversation 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER 5e. TASK NUMBER...conflict to the sum of its parts. In 1916, frederick lanchester, a brit- ish mathematician , sought to apply two equations—the law of squares to “‘aimed...differences “cannot be comprehended by linear models.”36 the american physicist and author fritjof Capra notes that “the process of model making consists

  8. War Gamers Handbook: A Guide for Professional War Gamers

    Science.gov (United States)

    2015-11-01

    by McCarty Little in 1912 continues today. Others have also contributed to war gaming scholarship. McHugh (1966), a NWC war gamer from the mid-1930s...select areas of particular interest to the sponsor ( McHugh , 1966). The game-specific purposes, more recently referred to as objectives, are discrete...no intent to try to win. Such a design is used mainly to promote participant learning ( McHugh , 1966). Scenario A game scenario is the scenic

  9. German War Gaming

    Science.gov (United States)

    2012-07-01

    This game became known as ajedrez in Spanish, xadres in Portuguese, and zatrikion in Greek. The game was introduced to Western Europe generally by...six companies, one or two cavalry squadrons, and a quarter or a half of a battery.59 A large game en - compassed the tactical exercise of forces up

  10. Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game

    Directory of Open Access Journals (Sweden)

    Shahenda Sarhan

    2016-01-01

    Full Text Available With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI and State-Action-Reward-State-Action (SARSA but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous actions, in order to maximize the total reward over time. So in this paper we proposed a new algorithm based on LSPI called Least-Squares Continuous Action Policy Iteration (LSCAPI. The LSCAPI was implemented and tested on three different games: one board game, the 8 Queens, and two real-time strategy (RTS games, StarCraft Brood War and Glest. The LSCAPI evaluation proved superiority over LSPI in time, policy learning ability, and effectiveness.

  11. The Knowledge Wall for the Global 2000 War Game: Design Solutions to Match JOC User Requirements

    National Research Council Canada - National Science Library

    Smallman, H

    2001-01-01

    ...) for the Global 2000 War Game. What features and content should this new display possess? This report presents a Knowledge Wall design capable of meeting these requirements and elaborates its design features from the 'ground...

  12. Acquisition War-Gaming Technique for Acquiring Future Complex Systems: Modeling and Simulation Results for Cost Plus Incentive Fee Contract

    Directory of Open Access Journals (Sweden)

    Tien M. Nguyen

    2018-03-01

    Full Text Available This paper provides a high-level discussion and propositions of frameworks and models for acquisition strategy of complex systems. In particular, it presents an innovative system engineering approach to model the Department of Defense (DoD acquisition process and offers several optimization modules including simulation models using game theory and war-gaming concepts. Our frameworks employ Advanced Game-based Mathematical Framework (AGMF and Unified Game-based Acquisition Framework (UGAF, and related advanced simulation and mathematical models that include a set of War-Gaming Engines (WGEs implemented in MATLAB statistical optimization models. WGEs are defined as a set of algorithms, characterizing the Program and Technical Baseline (PTB, technology enablers, architectural solutions, contract type, contract parameters and associated incentives, and industry bidding position. As a proof of concept, Aerospace, in collaboration with the North Carolina State University (NCSU and University of Hawaii (UH, successfully applied and extended the proposed frameworks and decision models to determine the optimum contract parameters and incentives for a Cost Plus Incentive Fee (CPIF contract. As a result, we can suggest a set of acquisition strategies that ensure the optimization of the PTB.

  13. AI 3D Cybug Gaming

    OpenAIRE

    Ahmed, Zeeshan

    2010-01-01

    In this short paper I briefly discuss 3D war Game based on artificial intelligence concepts called AI WAR. Going in to the details, I present the importance of CAICL language and how this language is used in AI WAR. Moreover I also present a designed and implemented 3D War Cybug for AI WAR using CAICL and discus the implemented strategy to defeat its enemies during the game life.

  14. War games

    DEFF Research Database (Denmark)

    Kural, René

    2005-01-01

    Artiklen omhandler Imperial War Museum North tegnet af den polsk-amerikanske arkitekt Daniel Libeskind. Det er hans første projekt i Storbritannien og Englands femte krigsmuseum. Libeskind vand konkurrencen allerede i 1997, men først 5. juli 2002 kunne dørene slås op. Artiklen diskuterer om der er...

  15. Computer Games as a Tool for Implementation of Memory Policy (on the Example of Displaying Events of The Great Patriotic War in Video Games

    Directory of Open Access Journals (Sweden)

    Сергей Игоревич Белов

    2018-12-01

    Full Text Available The presented work is devoted to the study of the practice of using computer games as a tool of the memory policy. The relevance of this study determines both the growth of the importance of video games as a means of forming ideas about the events of the past, and a low degree of study of this topic. As the goal of the author's research, the research is to identify the prospects for using computer games as an instrument for implementing the memory policy within the framework of the case of the events of the Great Patriotic War. The empirical base of the work was formed due to the generalization of the content of such video games as “Call of Duty 1”, “Call of Duty 14: WWII”, “Company of Heroes 2” and “Commandos 3: Destination Berlin”. The methodological base of the research is formed due to the involvement of elements of descriptive political analysis, the theory of operant conditioning B.F. Skinner and the concept of social identity H. Tajfel and J. Turner. The author comes to the conclusion that familiarization of users with the designated games contributes to the consolidation in the minds of users of negative stereotypes regarding the participation of the Red Army in the Great Patriotic War. The process of integration of negative images is carried out using the methods of operant conditioning. The integration of the system of negative images into the mass consciousness of the inhabitants of the post-Soviet space makes it difficult to preserve the remnants of Soviet political symbols and elements constructed on their basis identity. The author puts forward the hypothesis that in the case of complete desovietization of the public policy space in the states that emerged as a result of the collapse of the USSR, the task of revising the history of the Great Patriotic War will be greatly facilitated, and with the subsequent departure from the life of the last eyewitnesses of the relevant events, achieving this goal will be only a

  16. War Games: "Ender's Game", "The Monuments Men", and Movies for Peace

    Science.gov (United States)

    Beck, Bernard

    2015-01-01

    The popularity of adolescent fantasy movies about cosmic war and the enjoyment of military adventures that we find in World War II movies suggest the unique importance of war-themed culture in fostering solidarity in large, complex, and factionalized societies. War movies offset the power of sub-cultural movements by emphasizing the togetherness…

  17. Game theory and fish wars

    DEFF Research Database (Denmark)

    Jensen, Frank; Frost, Hans Staby; Thøgersen, Thomas Talund

    2015-01-01

    of the mackerel crisis is based on a statistical estimation of relevant functional relations, and the behavior of the players is explained using a fully specified empirical model. Simple, non-cooperative game theory shows that all players have an incentive to act non-cooperatively, a result that is robust......Simple non-cooperative and cooperative game theory is used to explore the crisis involving the European Union (EU), Norway, Iceland and the Faroe Islands regarding the size and relative allocation of total allowable catches (TACs) in the mackerel fishery in the Northeast Atlantic. The analysis...... to changes in basic assumptions regarding demand and cost functions. Thus, using the estimated parameters and functions, simple, non-cooperative game theory cannot explain the cooperative behavior of EU and Norway during the mackerel crisis. Simple cooperative game theory shows that no player has...

  18. Turkish Independence War and its consequences

    Directory of Open Access Journals (Sweden)

    Alexandru‑Nicolae Cucu

    2014-11-01

    Full Text Available At the end of the First World War, the Ottoman Empire collapsed and the Great Powers came to take the control of its territories. Having a strategic position at the southern gate of Europe, all of Turkish lands were very important for the First World War winners, both to secure European borders and to develop the trade between Europe and Middle East. On the other side, under Mustafa Kemal Atatürk command, a new Turkey with a strong nationalist way decided to fight for emancipating. Winning the war with the Great Powers not only in a military way, but also from a diplomatic perspective, the new Turkey became a modern regional power, having institutions and laws that assured its prosperity and security. Taking into consideration the independence war evolution, this paper wants also to show the diplomatic capability of Turkish leaders to balance between powers involved in the region.

  19. Prosperity gospel: A missiological assessment

    Directory of Open Access Journals (Sweden)

    Eric Z.M. Gbote

    2014-08-01

    Full Text Available The article attempts to establish that prosperity gospel is rooted in the faulty interpretation of several biblical passages. The prosperity gospel portrays wealth and riches as a covenant and the fulfilment of the divine promise of God to his people. The basic teaching of the prosperity gospel is that God wants believers to get rich or healthy, but he cannot bless them unless they first send money known as ‘seed-faith’ to their spiritual leader or pastor who tells them about the plan. This approach was popularised by the American televangelist Oral Roberts in Tulsa Oklahoma in the United States of America (USA. It has now spread to other parts of the world, including Africa. This article investigates the teaching of this theology whilst attempting to offer a biblical foundation of Christian giving for the work of God.

  20. Prosperity gospel: A missiological assessement

    Directory of Open Access Journals (Sweden)

    Eric Z.M. Gbote

    2014-08-01

    Full Text Available The article attempts to establish that prosperity gospel is rooted in the faulty interpretation of several biblical passages. The prosperity gospel portrays wealth and riches as a covenant and the fulfilment of the divine promise of God to his people. The basic teaching of the prosperity gospel is that God wants believers to get rich or healthy, but he cannot bless them unless they first send money known as ‘seed-faith’ to their spiritual leader or pastor who tells them about the plan. This approach was popularised by the American televangelist Oral Roberts in Tulsa Oklahoma in the United States of America (USA. It has now spread to other parts of the world, including Africa. This article investigates the teaching of this theology whilst attempting to offer a biblical foundation of Christian giving for the work of God.

  1. 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.

  2. Games, civil war and mutiny: metaphors of conflict for the nurse-doctor relationship in medical television programmes.

    Science.gov (United States)

    Weaver, Roslyn

    2013-12-01

    Metaphors of medicine are common, such as war, which is evident in much of our language about health-care where patients and healthcare professionals fight disease, or the game, which is one way to frame the nurse-doctor professional relationship. This study analyses six pilot episodes of American (Grey's Anatomy, Hawthorne, Mercy, Nurse Jackie) and Australian (All Saints, RAN) medical television programmes premiering between 1998 and 2009 to assess one way that our contemporary culture understands and constructs professional relationships between nurses and doctors. Analysis shows that these popular television programmes frequently depict conflict, with games, civil war and mutiny between nurses and doctors over patient safety rather than professionals working collaboratively in teams to deliver health-care. Although the benefit of this televised conflict is the implication that nurses are knowledgeable, skilled professionals, the negative connotations include a dysfunctional and dangerous healthcare system, and also ongoing power struggles. Given that popular culture can sometimes influence the public's understanding of real-life nursing practice, it is important to explore what these metaphors of conflict are communicating about the nurse-doctor relationship. © 2013 John Wiley & Sons Ltd.

  3. Global Shipping Game

    Science.gov (United States)

    2011-01-28

    information please contact the Chairman, War Gaming Department, Naval War College, 686 Cushing Road, Newport, RI 02841 or via electronic mail at... Game ……………………………………………...9 c. Overarching Research Question……………………………………………..…10 d. Subsidiary Questions…………………………………………………………...10 e ...An e -SLOC is the “cyber network that supports the global maritime trade network.” Industry Global Shipping Game Report 27 experts felt that

  4. Two-person game theory

    CERN Document Server

    Rapoport, Anatol

    1999-01-01

    Clear, accessible treatment of mathematical models for resolving conflicts in politics, economics, war, business, and social relationships. Topics include strategy, game tree and game matrix, and much more. Minimal math background required. 1970 edition.

  5. The Poker-Litigation Game

    OpenAIRE

    Guerra-Pujol, Enrique

    2015-01-01

    Is litigation a serious search for truth or simply a game of skill or luck? Although the process of litigation has been modeled as a Prisoner's Dilemma, as a War of Attrition, as a Game of Chicken and even as a simple coin toss, no one has formally modeled litigation as a game of poker. This paper is the first to do so. We present a simple "poker-litigation game" and find the optimal strategy for playing this game.

  6. War and Peace: an Economic Liberalist Assessment

    OpenAIRE

    N.M. HUNG

    2009-01-01

    In a simple formal model of two-country, two-good with an elementary Conflict Technology, we use a rudimentary game theoretics to study the matter of war and peace, where under peace, cooperative exchange takes place, and where, in case of war, the winner takes all through appropriation of the whole endowment left after payment of armament expenditures. We provide conditions under which war is inevitable, then go on to characterize situations where war, still probable, is not necessarily the ...

  7. Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German

    Science.gov (United States)

    De Grove, Frederik; Van Looy, Jan; Mechant, Peter

    2013-01-01

    Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…

  8. Star Wars and the History of Transmedia Storytelling

    OpenAIRE

    2017-01-01

    The collection places Star Wars at the center of those studies’ projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, Star Wars and the History of...

  9. Star Wars and the History of Transmedia Storytelling

    NARCIS (Netherlands)

    2017-01-01

    The collection places Star Wars at the center of those studies’ projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its

  10. METABOLIC WAR: A VARIATION FOR METABOLIC BIOCHEMISTRY LEARNING OF A WORLDLY KNOWN BOARD GAME

    Directory of Open Access Journals (Sweden)

    C. M. Anjos

    2008-05-01

    Full Text Available Biomedical careers are highly wished by young students in Brazil. Although future jobs,  academic knowledge and higher earnings  are tempting reasons for this life choice, few of them are aware  of  the difficult path through the  basic classes. Advanced and specific disciplines  are easier to associate with the professional career itself, but few students can identify the importance  of the basic knowledge for their future work. Biochemistry is one of the most difficult  disciplines  for Brazilian students, probably due to the level of abstraction needed to fully learn and understand the topics. Some recent experimental tools, such as bioinformatics, are now helping students with the learning process, providing visual data for understanding biomolecule structure.  In addition to this, biochemical reactions  could be even tougher because of the many variables involved.  To facilitate the learning process for metabolic biochemistry, we created a game based on the board game WAR®,  using Photoshop software. Named Metabolic War, it keeps the same basic rules of WAR®, but with some minor changes. The continents are metabolic pathways (citric acid cycle, glycolysis, beta-oxidation, etc and the countries are metabolic intermediates. Similarly to the original game, players must conquer an objective (one or more metabolic pathways by dominating intermediates. But the desired intermediate must be a possible product from an intermediate the player already owns. This  and other  games were produced by Biomedicine  undergraduate  students  in Metabolic Biochemistry classes. It was presented to other students, who tested and acknowledged it as a great help in understanding metabolic biochemistry,  giving a great understanding of integrative metabolism. Keywords: game; Biochemistry; Metabolic Biochemistry learning; science learning; playful learning.

  11. Teaching Us to Fear: The Violent Video Game Moral Panic and The Politics of Game Research

    Science.gov (United States)

    Markey, Patrick M.; Ferguson, Christopher J.

    2017-01-01

    In this excerpt from their new book, "Moral Combat: Why the War on Violent Video Games Is Wrong" (BenBella Books, 2017), the authors present an argument in defense of video games while dispelling the myth that such games lead to real-world violence. The authors define and examine moral panics and provide guidelines for identifying and…

  12. Tug-of-War Injuries: A Case Report and Review of the Literature

    Directory of Open Access Journals (Sweden)

    Pranit N. Chotai

    2014-01-01

    Full Text Available We report a case of a 10-year-old boy presenting with radial nerve palsy due to injury during a tug-of-war game. Patient was managed nonoperatively and regained radial nerve function. Tug-of-war is a globally popular noncontact sport. Injuries during this game are inevitable and may range from simple sprains to life and limb threatening trauma. Combined hip and knee injuries and soft-tissue injuries involving the back are most frequent. Most injuries occur when tug-of-war was played in an informal setting and where the tug-of-war International Federation rules were less likely to be followed. Measures should be taken to increase the awareness about these safety rules and prevention of consequent injuries. Sports physicians, pediatricians, orthopedic surgeons, general physicians, and athletic trainers should be aware of potential injuries resulting from this game while caring for these athletes, so as to be well prepared for apt management of the injuries associated with TOW.

  13. Interwar-Period Gaming Today for Conflicts Tomorrow: Press Start to Play

    Science.gov (United States)

    2016-04-11

    provided by the late Francis J. McHugh , an influential game designer at the US Naval War College: “A simulation of selected aspects of a military...2015). http://warontherocks.com/2015/12/revitalizing-wargaming-is-necessary-to-be-prepared-for- future-wars/. 2 Francis J. McHugh , Fundamentals of...10 McHugh , Fundamentals of War Gaming, 2. 11 Red “cells” and red “teams” are frequently confused for each other. A red cell is an entity

  14. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

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

  15. Poverty and Shared Prosperity 2016 : Taking on Inequality

    OpenAIRE

    World Bank Group

    2016-01-01

    Poverty and Shared Prosperity 2016 is the first of an annual flagship report that will inform a global audience comprising development practitioners, policy makers, researchers, advocates, and citizens in general with the latest and most accurate estimates on trends in global poverty and shared prosperity. This edition will also document trends in inequality and identify recent country experiences that have been successful in reducing inequalities, provide key lessons from those experien...

  16. New Mexico State University Arrowhead Center PROSPER Project

    Energy Technology Data Exchange (ETDEWEB)

    Peach, James

    2012-12-31

    This document is the final technical report of the Arrowhead Center Prosper Project at New Mexico State University. The Prosper Project was a research and public policy initiative funded by the National Energy Technology Laboratory (NETL) of the U.S. Department of Energy (DOE). The Prosper project (DOE Grant Number DE-NT0004397) began on October 1, 2008 (FY2009, Quarter 1) and ended on December 31, 2012 (FY2013, Quarter 1). All project milestones were completed on time and within the budget. This report contains a summary of ten technical reports resulting from research conducted during the project. This report also contains a detailed description of the research dissemination and outreach activities of the project including a description of the policy impacts of the project. The report also describes project activities that will be maintained after the end of the project.

  17. Ludic mutation: the player’s power to change the game

    NARCIS (Netherlands)

    Schleiner, A.-M.

    2012-01-01

    In recent decades we observe a closer relation between games and activism, between games and war, between games and the city, in other words, a gamification of certain regions of the world. What is the power of the game over life? Often the game imposes a kind of subjectification. The game’s rules

  18. A Sports Franchise Simulation Game

    Science.gov (United States)

    Surdam, David G.

    2009-01-01

    Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…

  19. 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.

  20. Path to Prosperity

    OpenAIRE

    Wolfowitz,Paul

    2006-01-01

    Paul Wolfowitz, President of the World Bank, discussed Singapore's remarkable progress along the road from poverty to prosperity which has also been discovered by many other countries in East Asia and around the world. He spoke of how each country must find its own path for people to pursue the same dreams of the chance to go to school, the security of a good job, and the ability to provide a better future for their children. Throughout the world, and importantly in the developing world, ther...

  1. Power for peace, prosperity, and the environment

    International Nuclear Information System (INIS)

    Eagan J, Robert; Baker B, Arnold; Sanders L, Thomas

    2000-01-01

    The remarkable prosperity and standard of living enjoyed in the US is in large part linked to the use of energy. While high-energy use brings many benefits, it also causes environmental degradation. In the last decade, the potentially devastating effects of degradation of greenhouse gases have received worldwide attention. The tradeoff between sustaining a healthy environment and sustaining a healthy economy is a major challenge of the 21st century. In this paper, the authors explore some of the issues and focus particularly on the option of enhancing nuclear energy as a way to help sustain economic prosperity while decreasing pollution of the atmosphere

  2. National Intelligence and National Prosperity

    Science.gov (United States)

    Hunt, Earl; Wittmann, Werner

    2008-01-01

    What is the relation between the cognitive competence of a national population that nation's economic prosperity? Lynn and Vanhanen [Lynn, R. & Vanhanen, T. (2002). "IQ and the wealth of nations." Westport, CT: Praeger.] presented data pointing to an exceptionally strong relationship between IQ scores and Gross Domestic Product per…

  3. Star Wars in psychotherapy: video games in the office.

    Science.gov (United States)

    Ceranoglu, Tolga Atilla

    2010-01-01

    Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with developmental delays and in cognitive behavioral therapy (CBT). This most popular children's toy may prove a useful tool in dynamic psychotherapy of youth. The author provides a framework for using video games in psychotherapy by considering the characteristics of video games and describes the ways their use has facilitated various stages of therapeutic process. Just as other play techniques build a relationship and encourage sharing of emotional themes, sitting together in front of a console and screen facilitates a relationship and allows a safe path for the patient's conflict to emerge. During video game play, the therapist may observe thought processes, impulsivity, temperament, decision-making, and sharing, among other aspects of a child's clinical presentation. Several features inherent to video games require a thoughtful approach as resistance and transference in therapy may be elaborated differently in comparison to more traditional toys. Familiarity with the video game content and its dynamics benefits child mental health clinicians in their efforts to help children and their families.

  4. Tangible Widgets for a Multiplayer Tablet Game in Comparison to Finger Touch

    DEFF Research Database (Denmark)

    Christensen, Mads Bock; Fisker, Martin; Topp, Kasper Steen Fischer

    2015-01-01

    Tangible widgets are graspable physical objects that can be detected by a capacitive touch screen. These are used as an interaction method in the tablet game "Hover Wars", a 2-player competitive combat game. Hover Wars was designed to work mainly with tangible widgets and the affordances thereof ...... uncovers some advantages and disadvantages of using tangible widgets as an interaction method....

  5. Emotional and Behavioral Problems of Afghan Refugees and War-Zone Adolescents

    Directory of Open Access Journals (Sweden)

    Jalil Babapour-Kheiroddin

    2009-02-01

    Full Text Available "nObjective: Wars' stress and violence can have tremendous effects on children's and adolescents' health and general well being; it may result in patterns of bio-psychosocial problems. The goal of this study was to compare emotional and behavioral problems in Afghan refugees and war-zone adolescents. "n Method: One hundred and eighty high school students (90 students in the refugee group and 90 in the war-zone group in Harat were included in this research. All participants completed the Youth Self-Report (YSR. War zone and refugee adolescents were compared based on their scores on different scales of behavioral and emotional problems. "n Results: War-zone adolescents scored significantly higher on Anxious/Depression, Withdrawn, Somatic Complaints, Attention Problems, and Internalizing Problems scales than refugee adolescents. In this study, no significant difference was found between the two groups on Social Problems, Thought Problems, Delinquent Behavior, Aggressive Behavior, and Externalizing scales. "nConclusion: Findings revealed that although asylum is not an ideal condition for children's and adolescents' psychological development and prosperity, it can have a protective role in comparison with war zone's circumstances. Further investigation is needed, however, to elucidate the lack of significant differences in externalizing scales among war zone and refugee adolescents

  6. NIGERIAN PENTECOSTAL CHURCHES AND THEIR PROSPERITY ...

    African Journals Online (AJOL)

    UWUJA ALEX

    prosperity messages are a safe guard against poverty in Nigeria. .... As the leader of the Pentecostal movement, Seymour (in 1906) received an invitation ... CAC led to the formation of prayer groups and Churches to cushion the effect of the.

  7. Gendered urban prosperity and women’s empowerment in 21st century cities

    Directory of Open Access Journals (Sweden)

    Sylvia Chant

    2013-01-01

    Full Text Available While urban prosperity has been identified as a major issue in recent debates about cities, this paper argues that this must be conceptualised not only in terms of enhancing productivity and generating wealth, but also in addressing equity, equality and participation of which the gendered dimensions of cities are central. It outlines why it is important to take gender in account when trying to foster urban prosperity and why this must also entail consideration of women‟s empowerment in cities in social and political as well as economic terms. In reflecting these arguments, the paper provides a conceptual framework for understanding the intersections between the gendered nature of urban prosperity and women‟s empowerment. This is built on an empirical discussion of the core elements underpinning urban prosperity in relation to conceptualisations of empowerment as well as a discussion of importance of generating gender-equity through exercising formal and informal rights and an outline of the ways on which policies might address gender inequalities in cities. Ultimately, the paper argues that while pro-prosperity measures are important in generating urban prosperity, these must address underlying unequal gendered power relations and issues of social justice that are necessary in order to bring about true empowerment for women in cities today and in the future.

  8. Violent Video Games Recruit American Youth

    Science.gov (United States)

    Lugo, William

    2006-01-01

    An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…

  9. Design of an Interactive Game for Teaching War Ethics

    Science.gov (United States)

    Doukas, Nikolaos; Drigas, Athanasios; Bardis, Nikolaos G.

    This work focuses on the use of computer simulations and computer games for the training of prospective and serving Armed Forces officers. A study of the use of computer simulations and games for teaching and training in the context of both the Armed Forces and civilian applications is presented. The study leads to high level specifications for the design of the proposed training game. The functional design of the proposed game is then explained and its rules are listed. The design is shown to offer the flexibility required for the teaching courses it is meant to serve. Further research necessary for the development of optimization algorithms necessary for the design is described.

  10. PROSPER: an integrated feature-based tool for predicting protease substrate cleavage sites.

    Directory of Open Access Journals (Sweden)

    Jiangning Song

    Full Text Available The ability to catalytically cleave protein substrates after synthesis is fundamental for all forms of life. Accordingly, site-specific proteolysis is one of the most important post-translational modifications. The key to understanding the physiological role of a protease is to identify its natural substrate(s. Knowledge of the substrate specificity of a protease can dramatically improve our ability to predict its target protein substrates, but this information must be utilized in an effective manner in order to efficiently identify protein substrates by in silico approaches. To address this problem, we present PROSPER, an integrated feature-based server for in silico identification of protease substrates and their cleavage sites for twenty-four different proteases. PROSPER utilizes established specificity information for these proteases (derived from the MEROPS database with a machine learning approach to predict protease cleavage sites by using different, but complementary sequence and structure characteristics. Features used by PROSPER include local amino acid sequence profile, predicted secondary structure, solvent accessibility and predicted native disorder. Thus, for proteases with known amino acid specificity, PROSPER provides a convenient, pre-prepared tool for use in identifying protein substrates for the enzymes. Systematic prediction analysis for the twenty-four proteases thus far included in the database revealed that the features we have included in the tool strongly improve performance in terms of cleavage site prediction, as evidenced by their contribution to performance improvement in terms of identifying known cleavage sites in substrates for these enzymes. In comparison with two state-of-the-art prediction tools, PoPS and SitePrediction, PROSPER achieves greater accuracy and coverage. To our knowledge, PROSPER is the first comprehensive server capable of predicting cleavage sites of multiple proteases within a single substrate

  11. "The Hunger Games" and Project-Based Learning

    Science.gov (United States)

    Educational Horizons, 2013

    2013-01-01

    Mary Mobley teaches English and Michael Chambers teaches world history at Manor New Technology High School, a STEM school, in Manor, Texas. In this article, they talk about how they used "The Hunger Games" by Suzanne Collins to teach their students about forms of government between World War I and World War II, and "Edutopia"…

  12. ‘Raising righteous billionaires’: The prosperity gospel reconsidered

    Directory of Open Access Journals (Sweden)

    Ebenezer Obadare

    2016-10-01

    Full Text Available How should we think of development within an ideological format in which individual subjects are abstracted from the constraints and necessities of social policy and the political structure? Using this question as a spark, this article critically deconstructs the Pentecostal prosperity gospel in Africa. Two overlapping arguments are advanced. One is that, in atomising the individual, Pentecostal prosperity gospel discounts power relations and the political, effectively dislocating the individual believer from the social matrix within which his or her agency is forged. Secondly, it is suggested that this attitude towards both the individual and the state puts Pentecostalism firmly within the orbit of neoliberalism. This article leverages this affinity for an understanding of how neoliberal ideas and conceptions of wealth, accumulation and self-actualisation are embedded and reproduced in Pentecostalism. It concludes that, because, on the one hand, it has no lever – historical or philosophical – on which it might be grounded, and on the other hand, since it has developed no cogent political economy to speak of, prosperity gospel, nay Pentecostal spirituality, offers no realistic path out of the African economic crisis.

  13. ‘Raising righteous billionaires’: The prosperity gospel reconsidered

    Directory of Open Access Journals (Sweden)

    Ebenezer Obadare

    2016-05-01

    Full Text Available How should we think of development within an ideological format in which individual subjects are abstracted from the constraints and necessities of social policy and the political structure? Using this question as a spark, this article critically deconstructs the Pentecostal prosperity gospel in Africa. Two overlapping arguments are advanced. One is that, in atomising the individual, Pentecostal prosperity gospel discounts power relations and the political, effectively dislocating the individual believer from the social matrix within which his or her agency is forged. Secondly, it is suggested that this attitude towards both the individual and the state puts Pentecostalism firmly within the orbit of neoliberalism. This article leverages this affinity for an understanding of how neoliberal ideas and conceptions of wealth, accumulation and self-actualisation are embedded and reproduced in Pentecostalism. It concludes that, because, on the one hand, it has no lever – historical or philosophical – on which it might be grounded, and on the other hand, since it has developed no cogent political economy to speak of, prosperity gospel, nay Pentecostal spirituality, offers no realistic path out of the African economic crisis.

  14. Swipe this! the guide to great touchscreen game design

    CERN Document Server

    Rogers, Scott

    2012-01-01

    Learn to design games for tablets from a renowned game designer! Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games. As the creator of such venerable games as God of War, the SpongeBob Squarepants series, and Pac-Man World, to name a few, Rogers writes from personal experience and in this unique book, he hands you the tools to create your own tablet games for the iPad, Android tablets, Ninten

  15. "A man's game": cricket, war and masculinity, South Africa, 1899-1902.

    Science.gov (United States)

    Allen, Dean

    2011-01-01

    As practitioners of the imperial sport of the Victorian age, cricketers rallied whenever war descended upon England and its colonies. The South African War of 1899-1902 was no different. Adding to existing work on cricket's imperial development within South Africa, this study marks a significant contribution to research on the link between masculinity, war and sport during the Victorian era. A concept emerging from the English public schools of the mid- to late nineteenth century, the masculine ethos of sport and military honour had reached colonial South Africa by the outbreak of war in 1899. In its analysis of cricket and masculinity, this essay examines the events surrounding the war in South Africa and provides an example of the distinct relationship that existed between the military and the masculinity of sport and its organisation during this era.

  16. 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.

  17. An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis

    Directory of Open Access Journals (Sweden)

    Hui Chen

    2017-01-01

    Full Text Available The games industry has been growing prosperously with the development of information technology. Recently, with further advances in social networks and mobile services, playing mobile social gaming has gradually changed our daily life in terms of social connection and leisure time spending. What are the determinant factors which affect users intention to play such games? Therefore in this research we present an empirical study on WeChat, China’s most popular mobile social network, and apply a technology acceptance model (TAM to study the reasons beneath the popularity of games in mobile social networks. Furthermore, factors from social and mobile perspective are incorporated into the conventional TAM and their influence and relationships are studied. Experimental study on accumulated online survey data reveals several interesting findings and it is believed that this research offers the researchers in the community further insight in analysing the current popularity and future potential of mobile social games.

  18. Prosperity without growth. Economics for a Finite Planet

    International Nuclear Information System (INIS)

    Jackson, T.

    2010-01-01

    Is more economic growth the solution? Will it deliver prosperity and well-being for a global population projected to reach nine billion? In this explosive book, the author makes a compelling case against continued economic growth in developed nations. No one denies that development is essential for poorer nations. But in the advanced economies there is mounting evidence that ever-increasing consumption adds little to human happiness and may even impede it. More urgently, it is now clear that the ecosystems that sustain our economies are collapsing under the impacts of rising consumption. Unless we can radically lower the environmental impact of economic activity - and there is no evidence to suggest that we can - we will have to devise a path to prosperity that does not rely on continued growth. Economic heresy? Or an opportunity to improve the sources of well-being, creativity and lasting prosperity that lie outside the realm of the market? The author provides a credible vision of how human society can flourish - within the ecological limits of a finite planet. Fulfilling this vision is simply the most urgent task of our times. This book is a substantially revised and updated version of Jackson's controversial study for the Sustainable Development Commission, an advisory body to the UK Government. [nl

  19. Star Wars in Psychotherapy: Video Games in the Office

    Science.gov (United States)

    Ceranoglu, Tolga Atilla

    2010-01-01

    Objective: Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with…

  20. U.S. Naval War College Strategic Plan 2014-2018

    Science.gov (United States)

    2014-06-01

    Weaknesses, Opportunities, and Threats ( SWOT ) ............ 23   Strengths...27   SWOT Net Assessment...enterprise underpins excellence in other mission endeavors. Sophisticated war gaming, research, and analysis will continue to support the Navy’s

  1. The Drinking Game

    Science.gov (United States)

    Poe, Marshall

    2010-01-01

    Americans have been wrestling with college drinking for so long that they've forgotten there was a time when they didn't. Prior to World War II there were a number of "crises" on American campuses--loutish behavior at football games, the introduction of the research-heavy "German Method," the corruption of coeds--but excessive college drinking was…

  2. Gold rush - A swarm dynamics in games

    Science.gov (United States)

    Zelinka, Ivan; Bukacek, Michal

    2017-07-01

    This paper is focused on swarm intelligence techniques and its practical use in computer games. The aim is to show how a swarm dynamics can be generated by multiplayer game, then recorded, analyzed and eventually controlled. In this paper we also discuss possibility to use swarm intelligence instead of game players. Based on our previous experiments two games, using swarm algorithms are mentioned briefly here. The first one is strategy game StarCraft: Brood War, and TicTacToe in which SOMA algorithm has also take a role of player against human player. Open research reported here has shown potential benefit of swarm computation in the field of strategy games and players strategy based on swarm behavior record and analysis. We propose new game called Gold Rush as an experimental environment for human or artificial swarm behavior and consequent analysis.

  3. Turn-Based War Chess Model and Its Search Algorithm per Turn

    Directory of Open Access Journals (Sweden)

    Hai Nan

    2016-01-01

    Full Text Available War chess gaming has so far received insufficient attention but is a significant component of turn-based strategy games (TBS and is studied in this paper. First, a common game model is proposed through various existing war chess types. Based on the model, we propose a theory frame involving combinational optimization on the one hand and game tree search on the other hand. We also discuss a key problem, namely, that the number of the branching factors of each turn in the game tree is huge. Then, we propose two algorithms for searching in one turn to solve the problem: (1 enumeration by order; (2 enumeration by recursion. The main difference between these two is the permutation method used: the former uses the dictionary sequence method, while the latter uses the recursive permutation method. Finally, we prove that both of these algorithms are optimal, and we analyze the difference between their efficiencies. An important factor is the total time taken for the unit to expand until it achieves its reachable position. The factor, which is the total number of expansions that each unit makes in its reachable position, is set. The conclusion proposed is in terms of this factor: Enumeration by recursion is better than enumeration by order in all situations.

  4. Mathematical models, rational choice, and the search for Cold War culture.

    Science.gov (United States)

    Erickson, Paul

    2010-06-01

    A key feature of the social, behavioral, and biological sciences after World War II has been the widespread adoption of new mathematical techniques drawn from cybernetics, information theory, and theories of rational choice. Historians of science have typically sought to explain this adoption either by reference to military patronage, or to a characteristic Cold War culture or discursive framework strongly shaped by the concerns of national security. This essay explores several episodes in the history of game theory--a mathematical theory of rational choice--that demonstrate the limits of such explanations. Military funding was indeed critical to game theory's early development in the 1940s. However, the theory's subsequent spread across disciplines ranging from political science to evolutionary biology was the result of a diverse collection of debates about the nature of "rationality" and "choice" that marked the Cold War era. These debates are not easily reduced to the national security imperatives that have been the focus of much historiography to date.

  5. Ambient Intelligence 2.0: Towards Synergetic Prosperity

    Science.gov (United States)

    Aarts, Emile; Grotenhuis, Frits

    Ten years of research in Ambient Intelligence have revealed that the original ideas and assertions about the way the concept should develop no longer hold and should be substantially revised. Early scenario's in Ambient Intelligence envisioned a world in which individuals could maximally exploit personalized, context aware, wireless devices thus enabling them to become maximally productive, while living at an unprecedented pace. Environments would become smart and proactive, enriching and enhancing the experience of participants thus supporting maximum leisure possibly even at the risk of alienation. New insights have revealed that these brave new world scenarios are no longer desirable and that people are more in for a balanced approach in which technology should serve people instead of driving them to the max. We call this novel approach Synergetic Prosperity, referring to meaningful digital solutions that balance mind and body, and society and earth thus contributing to a prosperous and sustainable development of mankind.

  6. Budaya Populer Game Pokemon Go Sebagai Soft Diplomacy Jepang

    OpenAIRE

    Iqbal, Chadijah Isfariani

    2016-01-01

    Pokemon Go is a smartphone game that blends the real and digital worlds, tasking players with exploring their neighborhoods to find creatures and treasure for in-game use. This research describes the ways Japan uses its soft power in International coorporation relations, particulary through Pokemon Go's game. Based on Joseph S. Nye, Jr, the soft power defined as the ability of country to achieve its goal using cultural attraction rather than coercion and violence. After the World War II, Japa...

  7. Computer game marketing from the view of youtuber

    OpenAIRE

    Gause, Matěj

    2015-01-01

    The goal of the dissertation Marketing of PC game from the view of Youtuber is to characterize the latest practices in influencing masses of players of War Thunder PC game through video service Youtube and social network Facebook. This is a real project during which author created a large community of fans around the game counting more than 10 000 people on Youtube and almost 4 500 people on Facebook. Author applied the latest trends and the most innovative practices in connection with a trad...

  8. The Capitalist World-System and U.S. Cold War Policies in the Core and the Periphery: A Comparative Analysis of Post-World War II American Nation-building in Germany and Korea

    Directory of Open Access Journals (Sweden)

    Y. Hugh Jo

    2015-08-01

    Full Text Available In response to the emerging cold war, why did the United States stress industrial expansion in Western Europe but focus on primary production alongside policing operations in the non-western world? Examining US postwar occupation in Germany and Korea from a world-systems perspective, this article argues that a given country’s standing in the capitalist economy generally shapes American foreign policy toward that particular country in the early cold war years. A paladin of system-wide prosperity and peace, the United States sought to restore the international division of labor after World War II. Reactions varied across the system, however, because of distinct socio-economic developments. The presence of capital-intensive export-dependent industry afforded western Germany flexible labor-management relations. Politics was overall stable there, and America dispensed with heavy-handed intervention. In southern Korea, labor-exploitive tenancy farming rendered interclass compromise virtually impossible. As intransigent peasants threatened the market economy, the United States used force to keep the ally in the system.

  9. Redefining prosperity : resource productivity, economic growth and sustainable development

    OpenAIRE

    Sustainable Development Commission

    2003-01-01

    This report seeks to stimulate debate on how we define prosperity and addresses the inadequacies of standard definitions of Gross Domestic Product and economic growth as yardsticks for well-being. Publisher PDF

  10. On the Effectiveness of Military Institutions: Historical Case Studies from World War I, The Interwar Period and World War II. Volume 2. The Interwar Period

    Science.gov (United States)

    1986-04-01

    Orange Plan (Orange was the color assigned to Japan In war games and planning exercises, prior to World War Z; Mexico was "Green," I Great Britain "Red...204. Renato Cov:no, I Gianpaoio Galio and Enrico )lantovand, "L’industria dali’ economia dl guerra alla ricostruzione" In PIerluJqJ Clocca and Giani...Tonlolo, eds., V . economia Italiana nel periodo fascista (Bologna, 3 1976), p. 189. S ,, ...... ... ... .... ..... .. ..., -. ,.. .. ,, , , ._ 1 398. 5

  11. Tax war in Brazil: aspects and trends; Competicao fiscal no Brasil: aspectos e tendencias

    Energy Technology Data Exchange (ETDEWEB)

    Resende, Fabio Martins; Oliveira, David Brandao de [PETROBRAS S.A., Rio de Janeiro, RJ (Brazil)

    2008-07-01

    This paper issue aspects of tax war since the origin in Brazil until your apply after the tax reform with destiny principle. This work introduce with historical of tax system in Brazil. Besides approach the tax war with the game theory and practical examples to explain the advantage and disadvantage under fiscal responsibility law. Finally, we will discuss if will be continue the tax war developed in possible scenario the tax reform charging on the destiny state (author)

  12. Combining AI Methods for Learning Bots in a Real-Time Strategy Game

    OpenAIRE

    Robin Baumgarten; Simon Colton; Mark Morris

    2009-01-01

    We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have implemented an AI-bot that uses these techniques to form a novel approach for planning fleet movements and attacks in DEFCON, a nuclear war simulation strategy game released in 2006 by Introversion Software Ltd. The AI-bot retrieves plans from a case-base of recorded games, then uses these to generat...

  13. A Simulated Learning Environment of History Games for Enhancing Players' Cultural Awareness

    Science.gov (United States)

    Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun

    2015-01-01

    This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…

  14. Contributing to Peace, Health and Prosperity

    International Nuclear Information System (INIS)

    Amano, Yukiya

    2013-01-01

    This issue of the IAEA Bulletin edition considers the ideas and innovations that led to the IAEA’s formation and influenced its evolution. In this issue of the IAEA Bulletin, you will learn more about how countries use nuclear technology to improve health and prosperity and protect the environment through the technical cooperation programme. Together, the Member States and the IAEA are making a lasting contribution to achieving the Millennium Development Goals that challenge us to significantly reduce hunger, poverty and disease

  15. Twenty years later: The war did (not begin at Maksimir an anthropological analysis of the media narratives about a never ended football game

    Directory of Open Access Journals (Sweden)

    Đorđević Ivan

    2012-01-01

    Full Text Available The aim of this work is an analysis of the media narratives about the never ended football match between Dynamo Zagreb and Red Star Belgrade on May 13 1990. The article focuses on the media coverage twenty years after the incident in the context of the game's acquired mythic status, symbolically marking the beginning of the war in former Yugoslavia. The object of the analysis are Serbian and Croatian media with the aim of revealing the strategies of representing this event in the period of the normalization of the relations in the region. [Projekat Ministarstva nauke Republike Srbije, br. 177026: Cultural Heritage and Identity

  16. Prosperity against ecology? The environment in the America of G.W. Bush

    International Nuclear Information System (INIS)

    Delbard, O.

    2006-03-01

    The author analysis replaces the Bush administration positions in their socio-cultural context and shows the two faces of the USA, the choice of the prosperity facing the ecology and in parallel a country of many free spaces with powerful groups for the environment preservation. After a presentation of the Bush policy in favor of the prosperity facing the environment, he shows the initiatives of movements in favor of the ecology and the environment, and concludes on the today mutations of the public opinion and some enterprises in theses domains. (A.L.B.)

  17. Game-Changer: The Illusion of War Without Risk

    Science.gov (United States)

    2017-04-28

    War. Cambridge, MA: Harvard University Press, 1985. _____. A History of Strategy: From Sun Tzu to William S. Lind. Kuovola, Finland: Castalia House...Selected Bibliography 24 iii Paper Abstract In the late 1980s and early 1990s, the “Revolution in Military Affairs” (RMA) argued...SELECTED BIBLIOGRAPHY Books Bernstein, Peter L. Against the Gods: The Remarkable Story of Risk. New York: John Wiley & Sons, Inc., 1998

  18. “Invading Your Hearts and Minds”: Call of Duty®and the (ReWriting of Militarism in U.S. Digital Games and Popular Culture

    Directory of Open Access Journals (Sweden)

    Frédérick Gagnon 1

    2010-11-01

    Full Text Available The goal of this article is to discuss how digital war games such as the Call of Duty series elicit consent for the U.S. military, militarism and the wars waged by the U.S. and its allies abroad. Building bridges between the humanities approach to Game Studies, American Studies, International Relations and Critical Geopolitics, we start from the assumption that digital games are more than “kid’s games”; they are sophisticated vehicles inhabiting and disseminating specific ideologies (Leonard 2004. Accordingly, our goal is to conduct a content analysis (Sisler 2008 of Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare 2 to show how these games contain images and narratives that (1 resonate with and reinforce a tabloid imaginary of post-9/11 geopolitics (Debrix 2008; (2 glorify military power and elicit consent for the idea that state violence and wars are inevitable; and (3 encourage our myopia by depicting a sanitized vision of war and downplaying the negative consequences of state violence (Stahl 2006. The conclusion invites players to think about ways to criticize the way games like Call of Duty employ and deploy values that (rewrite the militarist mindset that has often pervaded the post-9/11 U.S. national security debate.

  19. Video Game Characters. Theory and Analysis

    Directory of Open Access Journals (Sweden)

    Felix Schröter

    2014-06-01

    Full Text Available This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012, the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011, and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014.

  20. The other face of the prosperity

    International Nuclear Information System (INIS)

    Carta Petrolera

    2001-01-01

    The petroleum Colombian exports and their derived overcame the 4.000 million dollars in the 2000, the highest figure reached by a product in the history of the country. Behind this prosperity that was translated in figures record in the revenues of Ecopetrol and in the transfers for the nation, there was a joint that happened inadvertent and that it also brought big benefits for the company and for the international trade of the country: the increment of the export of refined products as they are the ACPM, turbo-fuel or fuel-oil

  1. Performance assessment of the PNM Prosperity electricity storage project

    Energy Technology Data Exchange (ETDEWEB)

    Roberson, Dakota [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Ellison, James F. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Bhatnagar, Dhruv [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Schoenwald, David A. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2014-05-01

    The purpose of this study is to characterize the technical performance of the PNM Prosperity electricity storage project, and to identify lessons learned that can be used to improve similar projects in the future. The PNM Prosperity electricity storage project consists of a 500 kW/350 kWh advanced lead-acid battery with integrated supercapacitor (for energy smoothing) and a 250 kW/1 MWh advanced lead-acid battery (for energy shifting), and is co-located with a 500 kW solar photovoltaic (PV) resource. The project received American Reinvestment and Recovery Act (ARRA) funding. The smoothing system is e ective in smoothing intermittent PV output. The shifting system exhibits good round-trip efficiencies, though the AC-to-AC annual average efficiency is lower than one might hope. Given the current utilization of the smoothing system, there is an opportunity to incorporate additional control algorithms in order to increase the value of the energy storage system.

  2. Continent at a Crossroads: Prosperity, Justice, and Security in South America

    National Research Council Canada - National Science Library

    Scott, Frances K

    2006-01-01

    This Special Bibliography Series, Number 107, "Continent at the Crossroads: Prosperity, Justice, and Security in South America," was developed by Social Sciences Bibliographer and Reference Librarian Frances K...

  3. Massively Multiplayer Online Games as a Sandbox for Leadership: The Relationship between in and out of Game Leadership Behaviors

    Science.gov (United States)

    Mendoza, Sean Henry Veloria

    2014-01-01

    Given society's increasingly technology centric play and workplace environment, Massively Multiplayer Online Games (MMOs) can be an excellent sandbox to develop future leaders of teams, which are the lifeblood of any organization. MMOs like World of WarCraft provide rich immersive experiences that allow leaders and followers the ability to create…

  4. Neutrosophic Game Theoretic Approach to Indo-Pak Conflict over Jammu-Kashmir

    Directory of Open Access Journals (Sweden)

    Surapati Pramanik

    2014-03-01

    Full Text Available The study deals with the enduring conflict between India and Pakistan over Jammu and Kashmir since 1947. The ongoing conflict is analyzed as an enduring rivalry; characterized by three major wars (1947-48, 1965, 1971, low intensity military conflict (Siachen, mini war at Kargil (1999, internal insurgency, cross border terrorism. We examine the progress and the status of the dispute, as well as the dynamics of the India Pakistan relationship by considering the influence of USA and China in crisis dynamics. We discuss the possible solutions offered by the various study groups and persons. Most of the studies were done in crisp environment. Pramanik and Roy (S. Pramanik and T.K. Roy, Game theoretic model to the Jammu-Kashmir conflict between India and Pakistan. International Journal of Mathematical Archive (IJMA, 4(8 (2013, 162-170. studied game theoretic model toJammu and Kashmir conflict in crisp environment. In the present study we have extended the concept of the game theoric model of the Jammu and Kashmir conflict in neutrosophic envirorment. We have explored the possibilities and developed arguments for an application of principle of neutrosophic game theory to understand properly of the Jammu and Kashmir conflict in terms of goals and strategy of either side. Standard 2×2 zero-sum game theoretic model used to identify an optimal solution.

  5. SIMULATIONS AND GAMES IN MANAGEMENT EDUCATION: TOWARDS A MULTI-DIMENSIONAL EXPERIENCE

    Directory of Open Access Journals (Sweden)

    Jorge Paulo Sequeira

    2013-06-01

    Full Text Available Games and simulations have been used in the field of education for many years, particularly in the areas of business, training staff in financial and economic skills, combat training and war gaming. Internet-based games are also commonly used in the areas of education, business and policy to provide a safe but realistic experience of the real world. This paper explores some of the rationale that a team of lecturers at the Lisbon School of Accounting and Administration (ISCAL think should underpin simulation and game usage in an educational context, specifically in management education. Our aim with this work is about promoting learning and knowledge building through one of the latest evolved socio-cultural artifact: online simulations and games.

  6. Improving Operational Wargaming: Its All Fun and Games Until Someone Loses a War

    Science.gov (United States)

    2016-05-26

    consciously or subconsciously bias the game towards a particular side or outcome if they step outside of their role as an impartial arbiter.32...wargame designer to ensure the selected objectives are appropriate to wargaming, are not conflicting, and do not bias the wargame toward a...organizations supporting the game, to name a few. Observers can induce pathologies by actively influencing the game, or unintentionally biasing participants

  7. Leveraging Game Consoles for the Delivery of TBI Rehabilitation

    Science.gov (United States)

    Super, Taryn; Mastaglio, Thomas; Shen, Yuzhong; Walker, Robert

    2011-01-01

    Military personnel are at a greater risk for traumatic brain injury (TBI) than the civilian population. In addition, the increase in exposure to explosives, i.e. , improvised explosive devices, in the Afghanistan and Iraq wars, along with more effective body armor, has resulted in far more surviving casualties suffering from TBI than in previous wars. This effort presents the results of a feasibility study and early prototype of a brain injury rehabilitation delivery system (BIRDS). BIRDS is designed to provide medical personnel treating TBI with a capability to prescribe game activities for patients to execute using a commercially available game console, either in a clinical setting or in their homes. These therapeutic activities will contribute to recovery or remediation of the patients' cognitive dysfunctions. Solutions such as this that provide new applications for existing platforms have significant potential to address the growing incidence of TBI today.

  8. The Israeli Navy’s Application of Operational Art in the Yom Kippur War: A Study in Operational Design

    Science.gov (United States)

    2017-05-12

    thrusts, on night combat, on the indirect approach, on aggressively taking the war to the enemy, and on guerilla warfare.”35F36 These tenets of...and war gamed relentlessly by leadership, the Navy’s operational objectives were established before the rest of the IDF could even figure out what...post Six Day War, June 1967 Source: Center for online Judaic Studies. Accessed April 24, 2017. http://cojs.org/israel_after_1967/. include the

  9. On a Markov chain roulette-type game

    International Nuclear Information System (INIS)

    El-Shehawey, M A; El-Shreef, Gh A

    2009-01-01

    A Markov chain on non-negative integers which arises in a roulette-type game is discussed. The transition probabilities are p 01 = ρ, p Nj = δ Nj , p i,i+W = q, p i,i-1 = p = 1 - q, 1 ≤ W < N, 0 ≤ ρ ≤ 1, N - W < j ≤ N and i = 1, 2, ..., N - W. Using formulae for the determinant of a partitioned matrix, a closed form expression for the solution of the Markov chain roulette-type game is deduced. The present analysis is supported by two mathematical models from tumor growth and war with bargaining

  10. Analisis Semiotika Komunikasi Virtual Player Game Dota 2 dalam Menerapkan Strategi Psywar

    OpenAIRE

    Andreyano, Dimas; ", Suyanto

    2017-01-01

    DotA 2 game is one of the online game played by millions of people around the world. That vast scale led to the birth of huge online community so that the only way for them to communicate with each other is through virtual communication. Dota 2 players assume that winning the game is their priority so that they will do various way to be win, one of those is by applying psywar strategy that means war by words through the chat and interaction through the web. This study aimed to fiind out the m...

  11. Replication of LDL GWAs hits in PROSPER/PHASE as validation for future (pharmacogenetic analyses

    Directory of Open Access Journals (Sweden)

    Stott David J

    2011-10-01

    Full Text Available Abstract Background The PHArmacogenetic study of Statins in the Elderly at risk (PHASE is a genome wide association study in the PROspective Study of Pravastatin in the Elderly at risk for vascular disease (PROSPER that investigates the genetic variation responsible for the individual variation in drug response to pravastatin. Statins lower LDL-cholesterol in general by 30%, however not in all subjects. Moreover, clinical response is highly variable and adverse effects occur in a minority of patients. In this report we first describe the rationale of the PROSPER/PHASE project and second show that the PROSPER/PHASE study can be used to study pharmacogenetics in the elderly. Methods The genome wide association study (GWAS was conducted using the Illumina 660K-Quad beadchips following manufacturer's instructions. After a stringent quality control 557,192 SNPs in 5,244 subjects were available for analysis. To maximize the availability of genetic data and coverage of the genome, imputation up to 2.5 million autosomal CEPH HapMap SNPs was performed with MACH imputation software. The GWAS for LDL-cholesterol is assessed with an additive linear regression model in PROBABEL software, adjusted for age, sex, and country of origin to account for population stratification. Results Forty-two SNPs reached the GWAS significant threshold of p = 5.0e-08 in 5 genomic loci (APOE/APOC1; LDLR; FADS2/FEN1; HMGCR; PSRC1/CELSR5. The top SNP (rs445925, chromosome 19 with a p-value of p = 2.8e-30 is located within the APOC1 gene and near the APOE gene. The second top SNP (rs6511720, chromosome 19 with a p-value of p = 5.22e-15 is located within the LDLR gene. All 5 genomic loci were previously associated with LDL-cholesterol levels, no novel loci were identified. Replication in WOSCOPS and CARE confirmed our results. Conclusion With the GWAS in the PROSPER/PHASE study we confirm the previously found genetic associations with LDL-cholesterol levels. With this proof

  12. A new growth path for Europe : Generating prosperity and jobs

    NARCIS (Netherlands)

    Jaeger, C.C.; et al.,; Paroussos, L.; Kupers, R.T.L.; Mangalagiu, D.

    2011-01-01

    The synthesis report of the study “A New Growth Path for Europe. Generating Prosperity and Jobs in the Low-Carbon Economy” has generated unusually strong interest and intense debate. It was performed by researchers from the Potsdam Institute for Climate Impact Research, Oxford University, Université

  13. 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...

  14. Using Self-Adaptive Evolutionary Algorithms to Evolve Dynamism-Oriented Maps for a Real Time Strategy Game

    OpenAIRE

    Lara-Cabrera, Raúl; Cotta, Carlos; Fernández Leiva, Antonio J.

    2013-01-01

    This work presents a procedural content generation system that uses an evolutionary algorithm in order to generate interesting maps for a real-time strategy game, called Planet Wars. Interestingness is here captured by the dynamism of games (i.e., the extent to which they are action-packed). We consider two different approaches to measure the dynamism of the games resulting from these generated maps, one based on fluctuations in the resources controlled by either player and another one based ...

  15. PROSPER guidelines: Guidelines for peer review and for plant self-assessment of operational experience feedback process

    International Nuclear Information System (INIS)

    2003-01-01

    Effective use of operational performance information is an important element in any plant operator's arrangements for enhancing the operational safety of a nuclear power plant (NPP). This has been recognized in the IAEA Safety Fundamental, The Safety of Nuclear Installations (Safety Series No. 110). Under the technical aspects of safety, one of the principles of operation and maintenance is that the operating organization and the regulatory body shall establish complementary programmes to analyse operating experience to ensure that lessons are learned and acted upon. Such experience shall be shared with relevant national and international bodies. The Convention on Nuclear Safety, which entered into force in July 1996, also recognized the importance of operational experience feedback as a tool of high importance for the safety of nuclear plant operation and its further enhancement. It follows that the arrangements and results achieved under the operation experience feedback process in Member States will be covered by the national report under the Convention and will be subject to periodical review. These principles are further expanded in the IAEA Safety Standards Safety of Nuclear Power Plants: Operation (Safety Standard Series No. NS-R-2, year 2000) under the Feedback of The IAEA-led Peer Review of the effectiveness of the Operational Safety Performance Experience Review process (PROSPER) and associated guidelines have been developed to provide advice and assistance to utilities or individual power plants to strengthen and enhance the effectiveness of operational experience programmes in achieving these fundamental objectives. The objectives of the former IAEA Assessment of Significant Safety Events Team (ASSET) service have been expanded to include an evaluation of the effective use of all operating performance information available to the plant (e.g. external operating experience, internal low-level and near miss event reports and other relevant operating

  16. Wartime rugby and football: sports elites, French military teams and international meets during the First World War.

    Science.gov (United States)

    Waquet, Arnaud; Vincent, Joris

    2011-01-01

    The First World War is traditionally considered in history as a temporary halt for cultural and sporting activities. If the Olympic Games and the Tour de France were actually cancelled, football and rugby were in fact stimulated by the circumstances of war. Indeed, the gathering of allied nations behind the Western Front emerged as the main factor in the development of these two sports. Reading the sporting press and military archives shows that international sporting exchanges were stimulated during the Great War. To be specific, France benefited from the golden opportunity provided by the presence of the masters of the game to strengthen its practices and affirm its status as a sporting nation. Inter-allied sporting exchanges were primarily characterised by informal encounters between military selections. Then, following the recognition of these sports by the military authorities, the number of exchanges increased. At the end of 1917, the official status acquired by sport within the military forces created the conditions for the structuring of the French sporting elite. From that point, we can witness the birth of the first French military rugby and football teams, as they demonstrate, through their good performances during the demobilisation period, the progressive build-up of the international dimension of French sport during the war years.

  17. Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game

    OpenAIRE

    Sarhan, Shahenda; Abu ElSoud, Mohamed; Rashed, Hebatullah

    2016-01-01

    With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA) but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of ...

  18. Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating

    Science.gov (United States)

    Souders, Dustin J.; Boot, Walter R.; Charness, Neil; Moxley, Jerad H.

    2017-01-01

    Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided. PMID:29033698

  19. Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating.

    Science.gov (United States)

    Souders, Dustin J; Boot, Walter R; Charness, Neil; Moxley, Jerad H

    2016-01-01

    Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided.

  20. Replication of LDL GWAs hits in PROSPER/PHASE as validation for future (pharmaco)genetic analyses

    LENUS (Irish Health Repository)

    Trompet, Stella

    2011-10-06

    Abstract Background The PHArmacogenetic study of Statins in the Elderly at risk (PHASE) is a genome wide association study in the PROspective Study of Pravastatin in the Elderly at risk for vascular disease (PROSPER) that investigates the genetic variation responsible for the individual variation in drug response to pravastatin. Statins lower LDL-cholesterol in general by 30%, however not in all subjects. Moreover, clinical response is highly variable and adverse effects occur in a minority of patients. In this report we first describe the rationale of the PROSPER\\/PHASE project and second show that the PROSPER\\/PHASE study can be used to study pharmacogenetics in the elderly. Methods The genome wide association study (GWAS) was conducted using the Illumina 660K-Quad beadchips following manufacturer\\'s instructions. After a stringent quality control 557,192 SNPs in 5,244 subjects were available for analysis. To maximize the availability of genetic data and coverage of the genome, imputation up to 2.5 million autosomal CEPH HapMap SNPs was performed with MACH imputation software. The GWAS for LDL-cholesterol is assessed with an additive linear regression model in PROBABEL software, adjusted for age, sex, and country of origin to account for population stratification. Results Forty-two SNPs reached the GWAS significant threshold of p = 5.0e-08 in 5 genomic loci (APOE\\/APOC1; LDLR; FADS2\\/FEN1; HMGCR; PSRC1\\/CELSR5). The top SNP (rs445925, chromosome 19) with a p-value of p = 2.8e-30 is located within the APOC1 gene and near the APOE gene. The second top SNP (rs6511720, chromosome 19) with a p-value of p = 5.22e-15 is located within the LDLR gene. All 5 genomic loci were previously associated with LDL-cholesterol levels, no novel loci were identified. Replication in WOSCOPS and CARE confirmed our results. Conclusion With the GWAS in the PROSPER\\/PHASE study we confirm the previously found genetic associations with LDL-cholesterol levels. With this proof

  1. Poverty Reduction and Shared Prosperity in Moldova : Progress and Prospects

    OpenAIRE

    World Bank Group

    2016-01-01

    Moldova has experienced rapid economic growth in the past decade, which has been accompanied by reductions in poverty and good performance in shared prosperity. Nonetheless, Moldova remains one of the poorest countries in Europe and faces challenges in sustaining the progress. The challenges for progress include spatial and cross-group inequalities, particularly because of unequal access t...

  2. CARMAX 83, A Joint War Gaming Research Project.

    Science.gov (United States)

    1983-06-01

    DUtone of Lne stuaeics were Key i.zmDer :rit C",AX :eam and ielt 1 L Le’ -0-1 no- miss t, is phase o Lne game -Lay. Th L Cter.ts were misbing bome...will also write an fera:-2a r?-- porL which describc.a how Lhe exNercise was, planned, howl it Was atUQlly aav, cu, lessons learned, and...be of such a rigor, that they would satisfy the writing requirements nerder! for the Military Studies Program. COL Pappas agreed with our assessment

  3. Selected Jesus sayings on materialism according to the Sermon on the Mount (Matt. 5-7) in judging the so-called prosperity theology

    OpenAIRE

    2008-01-01

    Prosperity theology is a variegated movement that overlaps both the Charismatic and non-Charismatic spectrums. This theology certainly has a Charismatic flavouring, but it is by no means limited to Pentecostalism. The prosperity message is being preached world-wide on TBN Television, radio and printed media. This gospel focuses on human potential for successful living, emphasizing health and wealth. There is a clear shift notable from theocentric providence to anthropocentric prosperity in th...

  4. Video Games and the Militarisation of Society: Towards a Theoretical and Conceptual Framework

    OpenAIRE

    Martino , John

    2012-01-01

    Part 4: Section 3: ICT for Peace and War; International audience; This paper outlines the relationship between military themed or oriented video and computer games and the process of militarisation. A theoretical and analytical framework which draws on elements of sociology, cultural studies and media analysis is required to help to understand the complex interplay between entertainment in the form of playable media, the military and the maintenance of Empire. At one level games can be descri...

  5. Determinants of mortality transition in developing countries before and after the Second World War: Some evidence from Cuba.

    Science.gov (United States)

    Díaz-Briquets, S

    1981-11-01

    Few studies provide an insight into what factors contributed to declines in the mortality rates of developing countries before the Second World War. In this paper, statistics on causes of death from Cuba, particularly Havana, are used to investigate what may have been some of the principal determinants of mortality decline in the developing world before the arrival of modern drugs and insecticides. Trends in cause-specific mortality are examined in the light of Cuba's social, economic, medical and public health history. The Cuban experience strongly suggests that in this country public health and sanitary reforms and nutritional improvements were largely responsible for initial declines in mortality throughout the first half of the twentieth century. One important finding is that the impact of these reforms and improved nutrition was greatly influenced by prevailing economic conditions. Periods of economic prosperity facilitated declines in mortality; but in times of adversity, the reverse occurred. It appears that during prosperous periods the maintenance and expansion of public health and sanitary facilities were made possible by increased public and private revenues, and that individuals had access to a more abundant diet. The severe economic crisis of the Great Depression had the opposite effect. With the appearance of sulphonamides in the late 1930s, antibiotics, and residual insecticides and other specific measures at the end of the Second World War, the relevance of economic conditions as a determinant of mortality decline diminished. Although this analysis points to the aforementioned trends, the Cuban experience also suggests that other factors enter into the process of declining mortality and that this phenomenon can only be explained as the result of the complex interplay of many forces.

  6. THE BATTLE BETWEEN ARJUNA AND KARNA IN MAHABHARATA COMICS BY R. A. KOSASIH AND KURUKSHETRA GAME: AN ADAPTATION STUDY

    Directory of Open Access Journals (Sweden)

    Kriswanda Krishnapatria

    2017-12-01

    Full Text Available This paper examined an adaptation study of the longest Sanskrit epic, Mahabharata, from a novel by C. Rajagopalachari to comics by R. A. Kosasih and an online game named Kurukshetra by 7Seas Technologies Ltd. This paper only focused on the battle between Arjuna and Karna in Bharatayuddha War. This Great War, a conflict that arose from a dynastic succession struggle between two groups of cousins, the Kauravs and Pandavs for the throne of Hastinapura, lasted eighteen day taking place in the famous battlefield: Kurukshetra. The framework used to analyse the media was taken from books and lecture notes, and the theory used is based on Ellestrom of modalities by analyzing the element changes in the adaptation study. The conclusion is that both comics and game are adapted differently from the original novel. The findings also show how the comic and the game made few changes due to their different media nature and purposes.   Key Words: Arjuna and Karna, Mahabharata comics, online game, Kurukshetra, adaptation study

  7. Pathways to Sustainability: 8-year follow-up from the PROSPER Project

    Science.gov (United States)

    Welsh, Janet A.; Chilenski, Sarah M.; Johnson, Lesley; Greenberg, Mark T.; Spoth, Richard L.

    2016-01-01

    The large-scale dissemination of evidence-based practices (EBPs) is often hindered by problems with sustaining initiatives past a period of initial grant funding. Communities often have difficulty generating resources needed to sustain and grow their initiatives, resulting in limited public health impact. The PROSPER project, initiated in 2001, provided community coalitions with intensive technical assistance around marketing, communications, and revenue generating strategies. Past reports from PROSPER have indicated that these coalitions were successful with sustaining their programming, and that sustainability could be predicted by early aspects of team functioning and leadership. The current study examines financial sustainability eight years following the discontinuation of grant funding, with an emphasis on sources of revenue and the relationships between revenue generation, team functioning, and EBP participation. This study used four waves of data related to resource generation collected between 2004-2010 by PROSPER teams in Iowa and Pennsylvania. Teams reported annually on the amount and sources of funding procured, as well as annual reports of team functioning and leadership and annual reports of EBP participation by youth and parents. Data revealed that teams' overall revenue generation increased over time. There was significant variation in success with revenue generation at both the community level and across the two states. Teams accessed a variety of sources. Cash revenue generation was positively and predictively associated with EBP participation, but relationships with team functioning and leadership ratings varied significantly by state. State level differences in in-kind support were also apparent. The results indicated that there are different pathways to sustainability, and that no one method works for all teams. The presence of state level infrastructures available to support prevention appeared to account for significant differences in

  8. From Campus Tug-of-War to Pulling Together: Using the Lean Approach

    Science.gov (United States)

    MacIntyre, Stephen; Meade, Kelly; McEwen, Melissa

    2009-01-01

    Some days seem like bouts in an endless game of tug-of-war. At one end of the rope, facilities professionals must do more--tackle deferred maintenance, develop a climate strategy, and meet the energy and operational needs for a complex mix of building types and stakeholders. Tugging on the other end are the obstacles of less money, staff, and…

  9. War Games: Staging the Histories in an American Presidential Year

    Directory of Open Access Journals (Sweden)

    Bradley Kath

    2017-12-01

    Full Text Available This paper examines the ways in which the seldom performed collaborative play, Edward III, was re-contextualised by Barbara Gaines, Artistic Director of the Shakespeare Theater of Chicago, in order to create a specifically presentist piece of theatre making a forceful political statement during the 2016 US presidential election. Edward III formed the opening section of a trilogy entitled Tug of War: Foreign Fire, which continued with Henry V, and Henry VI Part I. The second trilogy, Tug of War: Civil Strife, comprised the remaining two parts of Henry VI and Richard III. The paper will address the rationale behind the selection of these specific plays, and why it was felt unnecessary to fill the historical lacuna created by the exclusion of Richard II and Henry IV Parts I and II. In addition, it will also examine the limitations inherent in the available archival material when researching an ephemeral theatrical event, particularly one which has been edited and directed in order to address issues of immediate political concern. Selected extracts from my own review of the first of these two trilogies will seek to offer a more detailed response than is possible for journalistic reviewers and to provide sufficient background to prove of benefit for future researchers.

  10. Prospering in Tough Economic Times Through Loyal Customers

    Directory of Open Access Journals (Sweden)

    Anderson Rolph

    2014-10-01

    Full Text Available In severe economic downturns, only a few business leaders have the courage and wisdom to invest in customer loyalty to increase profits instead of reflexively cutting costs to try to maintain falling profit margins. Moreover, the usual research and advice tends to focus on how companies can effectively and efficiently reduce costs in order to survive an economic decline. This study contributes to the literature by offering a fresh look at how best to respond in tough economic times by examining companies who have responded traditionally with cost cutting strategies versus companies who instead have invested in customer loyalty. We make the unique and contrarian argument that the latter strategy can be the superior business strategy, which underscores the originality of this investigation. Thus, the purpose of this study is to highlight why investing resources in creating and retaining loyal customers is the best strategy for companies to survive and prosper in tough economic conditions while simultaneously gaining longer-run competitive advantage. Based on quantitative and qualitative survey research methodology, the study findings identify and explain key customer loyalty measures, including: customization for customers, communication interactivity, nurturing of customers, commitment to customers, customer sharing networks, customer focused product assortments, facile exchanges, and customer engagement. Perceptive company executives will measure, benchmark, and regularly compare their performances on these key customer loyalty measures with different customer groups versus their company's past performances, managerial goals, and competitors, then make appropriate adjustments to retain their loyal customers and prosper during tough economic times.

  11. More a plowshare than a sword: the legacy of US Cold War agricultural diplomacy.

    Science.gov (United States)

    McGlade, Jacqueline

    2009-01-01

    Recently, agriculture has assumed an elevated role in world diplomacy due to pressing issues like international poverty relief, changing environmental conditions, farm trade imbalances, rising food prices, and the diversion of crops into bio-fuel production. Consequently, agricultural interests and production have become increasingly entwined with the politics of national protectionism and identity, domestic security, and the preservation of trading advantage in developed and developing countries alike. This study examines the current impasse in world agricultural negotiations as an outgrowth of US foreign aid and trade policymaking as it evolved during the Cold War. In particular, it chronicles the historic shift in US foreign policy away from "give-away" food aid and surplus sales and toward the championing of global agricultural redevelopment under such programs as the Marshall Plan and PL 480, the Food for Peace program. As more a plowshare than a sword, the American Cold War push for worldwide agricultural modernization led many countries to experience new levels of food self-efficiency and export capabilities. Along with production parity, however, has come escalating levels of trade competition and national protectionism, which challenges again the achievement of world agricultural stability and prosperity.

  12. Pravastatin and cognitive function in the elderly. Results of the PROSPER study.

    LENUS (Irish Health Repository)

    Trompet, Stella

    2010-01-01

    Observational studies have given conflicting results about the effect of statins in preventing dementia and cognitive decline. Moreover, observational studies are subject to prescription bias, making it hard to draw definite conclusions from them. Randomized controlled trials are therefore the preferred study design to investigate the association between statins and cognition. Here we present detailed cognitive outcomes from the randomized placebo-controlled PROspective Study of Pravastatin in the Elderly at Risk (PROSPER). Cognitive function was assessed repeatedly in all 5,804 PROSPER participants at six different time points during the study using four neuropsychological performance tests. After a mean follow-up period of 42 months, no difference in cognitive decline at any of the cognitive domains was found in subjects treated with pravastatin compared to placebo (all p > 0.05). Pravastatin treatment in old age did not affect cognitive decline during a 3 year follow-up period. Employing statin therapy in the elderly in an attempt to prevent cognitive decline therefore seems to be futile.

  13. Game Theoretical Analysis on Cooperation Stability and Incentive Effectiveness in Community Networks.

    Science.gov (United States)

    Song, Kaida; Wang, Rui; Liu, Yi; Qian, Depei; Zhang, Han; Cai, Jihong

    2015-01-01

    Community networks, the distinguishing feature of which is membership admittance, appear on P2P networks, social networks, and conventional Web networks. Joining the network costs money, time or network bandwidth, but the individuals get access to special resources owned by the community in return. The prosperity and stability of the community are determined by both the policy of admittance and the attraction of the privileges gained by joining. However, some misbehaving users can get the dedicated resources with some illicit and low-cost approaches, which introduce instability into the community, a phenomenon that will destroy the membership policy. In this paper, we analyze on the stability using game theory on such a phenomenon. We propose a game-theoretical model of stability analysis in community networks and provide conditions for a stable community. We then extend the model to analyze the effectiveness of different incentive policies, which could be used when the community cannot maintain its members in certain situations. Then we verify those models through a simulation. Finally, we discuss several ways to promote community network's stability by adjusting the network's properties and give some proposal on the designs of these types of networks from the points of game theory and stability.

  14. Game Theoretical Analysis on Cooperation Stability and Incentive Effectiveness in Community Networks.

    Directory of Open Access Journals (Sweden)

    Kaida Song

    Full Text Available Community networks, the distinguishing feature of which is membership admittance, appear on P2P networks, social networks, and conventional Web networks. Joining the network costs money, time or network bandwidth, but the individuals get access to special resources owned by the community in return. The prosperity and stability of the community are determined by both the policy of admittance and the attraction of the privileges gained by joining. However, some misbehaving users can get the dedicated resources with some illicit and low-cost approaches, which introduce instability into the community, a phenomenon that will destroy the membership policy. In this paper, we analyze on the stability using game theory on such a phenomenon. We propose a game-theoretical model of stability analysis in community networks and provide conditions for a stable community. We then extend the model to analyze the effectiveness of different incentive policies, which could be used when the community cannot maintain its members in certain situations. Then we verify those models through a simulation. Finally, we discuss several ways to promote community network's stability by adjusting the network's properties and give some proposal on the designs of these types of networks from the points of game theory and stability.

  15. Hoarding and community in Star Wars Card Trader

    Directory of Open Access Journals (Sweden)

    Jeremy Groskopf

    2016-09-01

    Full Text Available Transitioning collectibles from the physical to the digital sphere changes the culture of collecting by increasing the accessibility of trading partners and adding digital limitations on personal interaction. In this analysis, I examine the collecting game Star Wars Card Trader (2015 and its culture of mass hoarding—the collecting of vast quantities of a single, valueless digital object—through which players reintroduce elements of personality, camaraderie, and nonrivalrous collecting into a system designed primarily for anonymous profitable acquisition. Via an analysis of player behaviors both within the game itself and in online venues, I argue that mass hoarding—a user invention—acts as the central community-building behavior in this digital realm. Mass hoarding is thus a clear indication that even in the digital realm, human personalities and relationships are vital to the construction of collecting as a pastime that is more complex than an investment opportunity.

  16. Brain activity and desire for Internet video game play.

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F

    2011-01-01

    Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, "War Rock" (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal

  17. Fun and Games: The Suppression of Architectural Authoriality and the Rise of the Reader

    Directory of Open Access Journals (Sweden)

    Elizabeth Keslacy

    2015-12-01

    Full Text Available Between the Roarkian caricature of the heroic modernist and the spectre of the contemporary starchitect, there was a period of resistance in which architectural authoriality came under fire. One of the most explicit challenges was issued through the use of gaming and simulation in both architectural education and practice in the 1960s and the 1970s, particularly in the work of Juan Pablo Bonta and Henry Sanoff - both of them architectural scholars, educators, and game enthusiasts.  By tracing the importation of gaming and simulation techniques into architecture, this paper will show how architectural games sought to refigure the architect as a collaborative figure embedded in a network of experts, participants and constituents, and to modulate the architect’s design authority by foregrounding the contributions of viewer-interpreters to the creation of meaning. Situating their work within gaming precedents, from war and business games to urban planning gaming-simulations, I show how architecture games - particularly design games - worked to develop the architectural reader as a creative force, in some quarters going so far as to posit interpretation as the basis of design. 

  18. [The war at home: "war amenorrhea" in the First World War].

    Science.gov (United States)

    Stukenbrock, Karin

    2008-01-01

    In 1917, the Göttingen gynaecologist Dietrich published a short article about a phenomenon which he called "war amenorrhea" ("Kriegsamenorrhoe"). The article attracted the attention of his colleagues. While the affected women did not pay much attention to their amenorrhea, the physicians considered the phenomenon a new disease which was mainly caused by the war. This new disease gave the gynaecologists the opportunity to present their specialty as a discipline with high relevance for medicine in times of war. Nevertheless, there was no consensus about the importance, the incidence, the diagnostic criteria, the causes and the appropriate therapy of"war amenorrhea". Although the gynaecologists failed to define a uniform clinical syndrome, they maintained the construction of "war amenorrhea" after the war and subsumed it under well known types of amenorrhea. We can conclude that under the conditions of war a new disease emerged which was not sharply defined.

  19. Military computer games and the new American militarism: what computer games teach us about war

    OpenAIRE

    Thomson, Matthew Ian Malcolm

    2009-01-01

    Military computer games continue to evoke a uniquely contradictory public, intellectual, and critical response. Whilst denigrated as child’s play, they are played by millions of adults; whilst dismissed as simplistic, they are used in education, therapy, and military training; and whilst classed as meaningless, they arouse fears over media effects and the propagandist influence of their representations of combat. They remain the object of intense suspicion, and as part of a new and growing ma...

  20. New paradigms of Game Theory from globalization

    Directory of Open Access Journals (Sweden)

    Francisco Javier Esquivel

    2015-06-01

    Full Text Available Games Theory constitutes a model by means every player tries to predict what they will make the other players in reply to his own actions, and to optimize the result of the above mentioned actions in his benefit knowing that the others are thinking to about the same form. The development of the theory supposed a boom after the World War II, which happened of analyzing exclusively competitive behaviors to considering situations with competitive and cooperative characteristics. Nevertheless, the advance of the humanity and the disappearance of both geopolitical blocks have eliminated the balance of power and have produced the emergence of a world the most based on the exclusive conquest of the power. This has originated the model change and dilemmas, happening from the most cooperative models (Prisoner’s Dilemma or from the models of the Cold War (Dilemma of the Gallina up to reaching the dilemmas of the Leader or of the Hero. This change of paradigm owes to the extension of the globalization, which originates an immeasurable loss of economic, social, political power, of human rights, which they have affected negatively to the poor people. In this paper is studied the change of paradigm caused by the consequences of the globalization and the geopolitical transformations in a monopolar world, analyzing the consequences on the basis of the Theory of Games.

  1. Athenian fiscal expansionary policy and peace versus war strategy

    OpenAIRE

    Economou, Emmanouel/Marios/Lazaros; Kyriazis, Nicholas

    2015-01-01

    In the present essay, we develop at first a model of choice by actors to show how a society can take decisions on specific issues according to how flexible or rigid it is in new ideas and trends. Then, by utilizing game theory we explain how the Athenian society abandoned war in favour of a peace grand strategy during the second half of the 4th century BCE. To achieve this, two visionary Athenian policymakers Eubulus and Lycurgus introduced fiscal expansionary policy programs which proved ben...

  2. Brain activity and desire for internet video game play

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A.; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F.

    2010-01-01

    Objective Recent studies have suggested that the brain circuitry mediating cue induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for internet video games during cue presentation would activate similar brain regions to those which have been linked with craving for drugs or pathological gambling. Methods This study involved the acquisition of diagnostic MRI and fMRI data from 19 healthy male adults (ages 18–23 years) following training and a standardized 10-day period of game play with a specified novel internet video game, “War Rock” (K-network®). Using segments of videotape consisting of five contiguous 90-second segments of alternating resting, matched control and video game-related scenes, desire to play the game was assessed using a seven point visual analogue scale before and after presentation of the videotape. Results In responding to internet video game stimuli, compared to neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (FDR video game (MIGP) cohort showed significantly greater activity in right medial frontal lobe, right and left frontal pre-central gyrus, right parietal post-central gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the internet video game in the MIGP cohort was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. Discussion The present findings suggest that cue-induced activation to internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathological gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex, parahippocampal gyrus, and thalamus. PMID:21220070

  3. The Interference of Politics in the Olympic Games, and How the U.S. Media Contribute to It

    Directory of Open Access Journals (Sweden)

    Anthony Moretti

    2013-12-01

    Full Text Available In February 2014, Russia will host the Olympic Games for only the second time in its history. Once again, the Olympic spirit—as defined and espoused by the International Olympic Committee—will clash with the political interests that overshadow the Games. This paper examines the political undertones of the 1980 Summer Olympics, hosted by Moscow and which took place during an ice-cold period of the Cold War, and asks whether similar undertones will be on display next year. The 1980 Games were a phenomenal success for Soviet athletes and their Eastern European colleagues. However, in the absence of the United States and more than 50 other nations, the political frame from a Western context was that of athletes from a corrupt system competing alongside their comrades. The boycott of these Games demonstrated the power of the White House and the often lapdog quality of the American media. Now as the Games return to Russia, the issue of whether a Cold War-like mentality will influence U.S. media reporting of the 2014 Sochi Olympics must be asked. The conflicting images in Western news media discourse of Russian president Vladimir Putin and his “Communist past” combined with a tepid diplomatic relationship between his government and the Obama administration provide evidence that a negative portrayal of Russia and therefore its athletes will be displayed in February 2014. And yet there is no impetus for a boycott next year. This paper explores why.

  4. Geo-economics and geo-strategic agendas in the Security and Prosperity Partnership of North America (SPPNA questioning the Neo-liberal model

    Directory of Open Access Journals (Sweden)

    Jaime Preciado Coronado

    2009-10-01

    Full Text Available Burn in 2005, in the context of post-9/11 crisis, and eleven years past of NAFTA’s beginning functions, the SPPNA emphasizes the security agenda of the United States of America, with a partial vision of anti terrorism, the preventive war, and the homeland security based upon anti immigrants policies and “sealed” frontiers. The results of that Partnership means an aggressive inter-American policy (geostrategics against the left inspired governments in Latin-America, it also means a struggle against narcotic dealers and producers, that ends in the criminalization of the protestors social movements, and finally means a hardest control of the immigration policies, through the enhancement of military forces at the frontiers space. In the other hand, the SPPNA has a perverse impact on the Latin-American integration by the way of a kind of geoeconomics of fragmentation. The “Prosperity” agenda, suppose to adopt the free trade agreements within the neo-liberal orthodoxy, which means without a social agenda and against the communitarian experiences that are growing at Latin America. Prosperity is the key word in the USA hegemony upon the energetic and natural resources of the region.

  5. War-gaming application for future space systems acquisition part 2: acquisition and bidding war-gaming modeling and simulation approaches for FFP and FPIF

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2017-05-01

    This paper describes cooperative and non-cooperative static Bayesian game models with complete and incomplete information for the development of optimum acquisition strategies associated with the Program and Technical Baseline (PTB) solutions obtained from Part 1 of this paper [1]. The optimum acquisition strategies discussed focus on achieving "Affordability" by incorporating contractors' bidding strategies into the government acquisition strategies for acquiring future space systems. The paper discusses System Engineering (SE) frameworks, analytical and simulation approaches and modeling for developing the optimum acquisition strategies from both the government and contractor perspectives for Firm Fixed Price (FFP) and Fixed Price Incentive Firm (FPIF) contract types.

  6. Terminating America's wars : the Gulf War and Kosovo

    OpenAIRE

    Musser, William G.

    2002-01-01

    Approved for public release; distribution is unlimited This thesis asks two questions: 1) What factors have contributed to the termination of recent United States wars? and 2) How can elements of national power be applied successfully to terminate the future wars of the United States? To answer these questions, this thesis offers a model of war termination and applies it to cases of war termination, in the Gulf War and in Kosovo. These case studies indicate that termination of future wars ...

  7. Security and Prosperity: Reexamining the Connection Between Economic, Homeland and National Security

    Science.gov (United States)

    2015-09-01

    security enterprise NAFTA North American Free Trade Agreement NATO North Atlantic Treaty Organization NS national security NSS National Security...all hazards, outcome driven, national security) of the person being asked. Some advocate a more holistic description that encompasses law enforcement...department rather than maintaining the artificial separation. 3. Create a Department of Prosperity The Preamble to the Constitution defines our federal

  8. Case Studies: Improving Environmental Performance and Economic Prosperity at Ports and in Near-Port Communities

    Science.gov (United States)

    Case Study links for improving environmental performance and economic prosperity at ports and in near-port communities. Case studies on equipment upgrades, jobs and benefits, land use and transportation, port-community engagement, and citizen science.

  9. [Georg Friedrich Nicolai: war physician against war].

    Science.gov (United States)

    van Bergen, L

    2017-01-01

    Georg Friedrich Nicolai was a German professor and heart specialist who was one of the few who protested against the war at the beginning of World War I. As a result, he lost his job and was convicted. After the war, right-wing nationalist students and lack of support from his university superiors made it impossible for him to teach. He left Germany in 1922, never to return. In his book, Die Biologie des Krieges (The Biology of War), which was published in neutral Switzerland in 1917, he contradicted the social Darwinist idea - supported by many physicians as well - that war strengthened humanity, people and races, physically and mentally. On the contrary, he argued, war is biologically counterproductive.

  10. Cyber Crime & Cyber War – "Part of the Game": Cyber Security, Quo Vadis?

    Directory of Open Access Journals (Sweden)

    Karl H. Stingeder

    2015-09-01

    Full Text Available Welche Rolle spielt Cyber Crime gegenwärtig? Was unterscheidet Cyber Crime von Cyber War? Wie muss Cyber Security gestaltet sein, um effektiven Schutz nachhaltig zu gewährleisten? Cyber Crime-Aktivitäten kennzeichnen sich häufig durch eine einfache Zugänglichkeit von betrügerischem Know-How und technischen Hilfsmitteln. Bedingt durch eine schleppende und mangelhafte Umsetzung von koordinierten Gegenmaßnahmen, resultieren Cyber-Delikte in einem Low-Risk und High-Reward Szenario für Cyber-Kriminelle. Je organisierter und spezialisierter ein Cyber-Crime-Netzwerk gestaltet ist, desto größer wird das Schadenspotenzial. Cyber Crime ist der Überbegriff für betrügerische Aktivitäten über das Internet. Diese stützen sich auf das Vorbild von "traditionellen" Offline-Kriminalitätsverhaltensmustern, welche durch das technologische Spektrum des Internets einfach zugänglich sind. Nichtsdestoweniger ist es die technische Ausführung der Delikte, die ein wesentliches Unterscheidungsmerkmal zwischen Online- und Offline-Betrug bildet. Auch steht die für organisierte, kriminelle Verbindungen, so auch für Regierungen oder Terrororganisationen geringere Hemmschwelle für eine militärische Instrumentalisierung des Internets im Brennpunkt von Cyber Security. Erfolgen Cyber Crime Aktivitäten unter dem Anspruch der Verfolgung politischer Ziele, sprechen wir von Cyber War. Nachhaltige, gegen Cyber Crime und Cyber War gerichtete Cyber Security-Maßnahmen finden in einem hochdynamischen Umfeld statt. Cyber-Kriminelle sind im Regelfall logistisch und finanziell gut ausgestattet. Viele werden von Regierungen unterstützt. Cyber Crime-Player verfügen über weitreichende technische Fähigkeiten, sodass sie maßgeschneiderte Schadprogramme (Malware für ihre Ziele entwickeln können. Aktuell fehlt vielen Unternehmen und öffentlichen Institutionen das Bewusstsein für die Notwendigkeit von Abwehrsystemen. Ein Cyber Security-Fokus auf Pr

  11. A Game-Theoretic Interpretation of Sun Tzu's the Art of War

    OpenAIRE

    Niou, Emerson M. S.; Ordeshook, Peter C.

    1990-01-01

    Over twenty five hundred years ago the Chinese scholar Sun Tzu, in The Art of War, attempted to codify the general strategic character of conflict and, in the process, offer practical advice about how to win military conflicts. His advice is credited with having greatly influenced both Japanese military and business practices, as well as Mao Tse-Tung's approach to conflict and revolution. The question, however, is whether or to what extent Sun Tzu anticipated the implications of the contempor...

  12. Material wealth in 3D: Mapping multiple paths to prosperity in low- and middle- income countries.

    Science.gov (United States)

    Hruschka, Daniel J; Hadley, Craig; Hackman, Joseph

    2017-01-01

    Material wealth is a key factor shaping human development and well-being. Every year, hundreds of studies in social science and policy fields assess material wealth in low- and middle-income countries assuming that there is a single dimension by which households can move from poverty to prosperity. However, a one-dimensional model may miss important kinds of prosperity, particularly in countries where traditional subsistence-based livelihoods coexist with modern cash economies. Using multiple correspondence analysis to analyze representative household data from six countries-Nepal, Bangladesh, Ethiopia, Kenya, Tanzania and Guatemala-across three world regions, we identify a number of independent dimension of wealth, each with a clear link to locally relevant pathways to success in cash and agricultural economies. In all cases, the first dimension identified by this approach replicates standard one-dimensional estimates and captures success in cash economies. The novel dimensions we identify reflect success in different agricultural sectors and are independently associated with key benchmarks of food security and human growth, such as adult body mass index and child height. The multidimensional models of wealth we describe here provide new opportunities for examining the causes and consequences of wealth inequality that go beyond success in cash economies, for tracing the emergence of hybrid pathways to prosperity, and for assessing how these different pathways to economic success carry different health risks and social opportunities.

  13. Material wealth in 3D: Mapping multiple paths to prosperity in low- and middle- income countries.

    Directory of Open Access Journals (Sweden)

    Daniel J Hruschka

    Full Text Available Material wealth is a key factor shaping human development and well-being. Every year, hundreds of studies in social science and policy fields assess material wealth in low- and middle-income countries assuming that there is a single dimension by which households can move from poverty to prosperity. However, a one-dimensional model may miss important kinds of prosperity, particularly in countries where traditional subsistence-based livelihoods coexist with modern cash economies. Using multiple correspondence analysis to analyze representative household data from six countries-Nepal, Bangladesh, Ethiopia, Kenya, Tanzania and Guatemala-across three world regions, we identify a number of independent dimension of wealth, each with a clear link to locally relevant pathways to success in cash and agricultural economies. In all cases, the first dimension identified by this approach replicates standard one-dimensional estimates and captures success in cash economies. The novel dimensions we identify reflect success in different agricultural sectors and are independently associated with key benchmarks of food security and human growth, such as adult body mass index and child height. The multidimensional models of wealth we describe here provide new opportunities for examining the causes and consequences of wealth inequality that go beyond success in cash economies, for tracing the emergence of hybrid pathways to prosperity, and for assessing how these different pathways to economic success carry different health risks and social opportunities.

  14. Cacao Intensification in Sulawesi: A Green Prosperity Model Project

    Energy Technology Data Exchange (ETDEWEB)

    Moriarty, K.; Elchinger, M.; Hill, G.; Katz, J.; Barnett, J.

    2014-09-01

    NREL conducted eight model projects for Millennium Challenge Corporation's (MCC) Compact with Indonesia. Green Prosperity, the largest project of the Compact, seeks to address critical constraints to economic growth while supporting the Government of Indonesia's commitment to a more sustainable, less carbon-intensive future. This study evaluates techniques to improve cacao farming in Sulawesi Indonesia with an emphasis on Farmer Field Schools and Cocoa Development Centers to educate farmers and for train the trainer programs. The study estimates the economic viability of cacao farming if smallholder implement techniques to increase yield as well as social and environmental impacts of the project.

  15. War on!

    OpenAIRE

    Simon , Jonathan

    2008-01-01

    Abstract 'War on' is the leading form of anti-policy in the United States. Since the late 1950s we have seen wars on cancer, poverty, drugs and terror. Thus far, the most far-reaching of these, the war on crime, has transformed American democracy since the 1960s. The deformation of our population and institutions now requires not simply an end to that war and its extension (the 'War on Terror'), but the deployment of a new 'war on' to stimulate change in the governmentalities which...

  16. Being at war: Cognitive Approaches to Observational War Documentaries

    DEFF Research Database (Denmark)

    Bondebjerg, Ib

    2017-01-01

    : Janus Metz’s Danish ‘Armadillo’ (2010) following a group of soldiers to Afghanistan, and Andreas Dalsgaard and Obiada Zytoon’s Danish-Syrian ‘The War Show’ following a group of young Syrians during the Syrian spring to the civil war and beyond. Based on theories of cognition and emotion and evolutionary......In this article I primarily analyse observational war documentaries in order to deal with how this particular form of documentary contribute to our understanding of how it is to be at war as a soldier or as a civilian in a war zone. I analyse two very different observational war documentaries...... biology the article argues for the importance of this type of documentaries in developing and understanding of what war really is and it is experience, how it is to be at war. The article also puts the films in the broader context of both fictional and documentary war genres trying to map how...

  17. Globalizing Contemporary War

    OpenAIRE

    Melissa Zisler

    2009-01-01

    There are a plethora of social problems present throughout theworld in which America has deemed a type of ‘war.’ Some of theseunconventional wars include: The War on Poverty presented in 1964; The War on Drugs announced in 1971; The War on Cancer commencing in1971; The War Against Illiteracy beginning in the 1970s; and afterSeptember 11, 2001 The War on Terror was announced (Raz, 2008).These contemporary ‘wars’ have transformed the meaning of the word‘war.’ Labeling these missions ‘wars,’ pre...

  18. 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

  19. 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.

  20. The Macroeconomic Effects of War Finance in the United States: World War II and the Korean War.

    OpenAIRE

    Ohanian, Lee E

    1997-01-01

    During World War II, government expenditures were financed primarily by issuing debt. During the Korean War, expenditures were financed almost exclusively by higher taxes, reflecting President Truman's preference for balanced budgets. This paper evaluates quantitatively the economic effects of the different policies used to finance these two wars. Counterfactual experiments are used to explore the implications of financing World War II like the Korean War, and financing the Korean War like Wo...

  1. Power law for the duration of recession and prosperity in Latin American countries

    Science.gov (United States)

    Redelico, Francisco O.; Proto, Araceli N.; Ausloos, Marcel

    2008-11-01

    Ormerod and Mounfield [P. Ormerod, C. Mounfield, Power law distribution of duration and magnitude of recessions in capitalist economies: Breakdown of scaling, Physica A 293 (2001) 573] and Ausloos et al. [M. Ausloos, J. Mikiewicz, M. Sanglier, The durations of recession and prosperity: Does their distribution follow a power or an exponential law? Physica A 339 (2004) 548] have independently analyzed the duration of recessions for developed countries through the evolution of the GDP in different time windows. It was found that there is a power law governing the duration distribution. We have analyzed data collected from 19 Latin American countries in order to observe whether such results are valid or not for developing countries. The case of prosperity years is also discussed. We observe that the power law of recession time intervals, see Ref. [1], is valid for Latin American countries as well. Thus an interesting point is discovered: the same scaling time is found in the case of recessions for the three data sets (ca. 1 year), and this could represent a universal feature. Other time scale parameters differ significantly from each other.

  2. The impact of a prevention delivery system on perceived social capital: the PROSPER project.

    Science.gov (United States)

    Chilenski, Sarah M; Ang, Patricia M; Greenberg, Mark T; Feinberg, Mark E; Spoth, Richard

    2014-04-01

    The current study examined the impact of the PROSPER delivery system for evidence-based prevention programs on multiple indicators of social capital in a rural and semi-rural community sample. Utilizing a randomized blocked design, 317 individuals in 28 communities across two states were interviewed at three time points over the course of 2.5 years. Bridging, linking, and the public life skills forms of social capital were assessed via community members' and leaders' reports on the perceptions of school functioning and the Cooperative Extension System, collaboration among organizations, communication and collaboration around youth problems, and other measures. Longitudinal mixed model results indicate significant improvements in some aspects of bridging and linking social capital in PROSPER intervention communities. Given the strength of the longitudinal and randomized research design, results advance prevention science by suggesting that community collaborative prevention initiatives can significantly impact community social capital in a rural and semi-rural sample. Future research should further investigate changes in social capital in different contexts and how changes in social capital relate to other intervention effects.

  3. War and Power

    DEFF Research Database (Denmark)

    Carter, Dale

    2018-01-01

    Whether as context or prospect, reference or substance, warfare invariably features in Pynchon’s fiction: the war of American independence in Mason & Dixon; colonial wars in V.; world war one in Against the Day; world war two in Gravity’s Rainbow; the cold war in The Crying of Lot 49; various...... culture wars – hippies against straights, dopers versus The Man, nerds contra jocks – in Vineland and Inherent Vice; and the war on terror in Bleeding Edge. In these novels warfare occasions, illuminates and interrogates the lineaments of power, not only political or military but also social...... and representational – that mark the post-imperial, cold (and post-cold) war order; from the concentration camps and nuclear explosions of world war two to the ballistic missiles of the cold war, the irregular engagements of terrorism and counter-terrorism, and the digitalized fall-out of cyber-warfare....

  4. 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

  5. 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.

  6. The War on Illegal Drug Production and Trafficking: An Economic Evaluation of Plan Colombia

    OpenAIRE

    Daniel Mejía; Pascual Restrepo

    2008-01-01

    This paper provides a thorough economic evaluation of the anti-drug policies implemented in Colombia between 2000 and 2006 under the so-called Plan Colombia. The paper develops a game theory model of the war against illegal drugs in producer countries. We explicitly model illegal drug markets, which allows us to account for the feedback effects between policies and market outcomes that are potentially important when evaluating large scale policy interventions such as Plan Colombia. We use ava...

  7. Prosperous pacifists: The effects of development on initiators and targets of territorial conflict

    OpenAIRE

    Erik Gartzke; Dominic Rohner

    2010-01-01

    Scholars have suggested several ways in which economic development could affect interstate conflict. Supply side arguments view modern economies as more difficult to subdue or exploit through force (i.e., development creates states that are 'bitter pills'). The demand side perspective argues in contrast that development lessens the appeal of conquest among potential aggressors (i.e., development creates 'prosperous pacifists'). We offer a formal model that isolates contrasting consequences of...

  8. Wealth and happiness across the world: material prosperity predicts life evaluation, whereas psychosocial prosperity predicts positive feeling.

    Science.gov (United States)

    Diener, Ed; Ng, Weiting; Harter, James; Arora, Raksha

    2010-07-01

    The Gallup World Poll, the first representative sample of planet Earth, was used to explore the reasons why happiness is associated with higher income, including the meeting of basic needs, fulfillment of psychological needs, increasing satisfaction with one's standard of living, and public goods. Across the globe, the association of log income with subjective well-being was linear but convex with raw income, indicating the declining marginal effects of income on subjective well-being. Income was a moderately strong predictor of life evaluation but a much weaker predictor of positive and negative feelings. Possessing luxury conveniences and satisfaction with standard of living were also strong predictors of life evaluation. Although the meeting of basic and psychological needs mediated the effects of income on life evaluation to some degree, the strongest mediation was provided by standard of living and ownership of conveniences. In contrast, feelings were most associated with the fulfillment of psychological needs: learning, autonomy, using one's skills, respect, and the ability to count on others in an emergency. Thus, two separate types of prosperity-economic and social psychological-best predict different types of well-being.

  9. The War on War League: A South African pacifist movement, 1914 ...

    African Journals Online (AJOL)

    ... of the Communist Party. This article however contends that it needs to be understood in its own terms, as a pacifist movement, reflecting a political moment of resistance to the plunge into global war. Keywords: War on War League, South Africa, Pacifism, Anti-War Movement, First World War, Syndicalism, Internationalism, ...

  10. Costing Household Surveys for Monitoring Progress Toward Ending Extreme Poverty and Boosting Shared Prosperity

    OpenAIRE

    Kilic, Talip; Serajuddin, Umar; Uematsu, Hiroki; Yoshida, Nobuo

    2017-01-01

    On October 15, 2015, World Bank Group President Jim Yong Kim announced the World Bank Group’s commitment to support the 78 poorest countries to implement a multi-topic household survey every three years between 2016 and 2030, for monitoring progress toward ending extreme poverty and boosting shared prosperity. This paper estimates the resource requirements to achieve the objectives of impl...

  11. Combining AI Methods for Learning Bots in a Real-Time Strategy Game

    Directory of Open Access Journals (Sweden)

    Robin Baumgarten

    2009-01-01

    Full Text Available We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have implemented an AI-bot that uses these techniques to form a novel approach for planning fleet movements and attacks in DEFCON, a nuclear war simulation strategy game released in 2006 by Introversion Software Ltd. The AI-bot retrieves plans from a case-base of recorded games, then uses these to generate a new plan using a method based on decision tree learning. In addition, we have implemented more sophisticated control over low-level actions that enable the AI-bot to synchronize bombing runs, and used a simulated annealing approach for assigning bombing targets to planes and opponent cities to missiles. We describe how our AI-bot operates, and the experimentation we have performed in order to determine an optimal configuration for it. With this configuration, our AI-bot beats Introversion's finite state machine automated player in 76.7% of 150 matches played. We briefly introduce the notion of ability versus enjoyability and discuss initial results of a survey we conducted with human players.

  12. New wars, new morality?

    NARCIS (Netherlands)

    Akkerman, T.

    2009-01-01

    Has war fundamentally changed? If so, it may be time for reconsidering accepted moral standards for waging wars and for conduct in war. The new war thesis holds that wars have fundamentally altered since the end of the Cold War. Proponents such as Kaldor and Weiss hold that wars today are intrastate

  13. 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....

  14. Gaming science innovations to integrate health systems science into medical education and practice.

    Science.gov (United States)

    White, Earla J; Lewis, Joy H; McCoy, Lise

    2018-01-01

    Health systems science (HSS) is an emerging discipline addressing multiple, complex, interdependent variables that affect providers' abilities to deliver patient care and influence population health. New perspectives and innovations are required as physician leaders and medical educators strive to accelerate changes in medical education and practice to meet the needs of evolving populations and systems. The purpose of this paper is to introduce gaming science as a lens to magnify HSS integration opportunities in the scope of medical education and practice. Evidence supports gaming science innovations as effective teaching and learning tools to promote learner engagement in scientific and systems thinking for decision making in complex scenarios. Valuable insights and lessons gained through the history of war games have resulted in strategic thinking to minimize risk and save lives. In health care, where decisions can affect patient and population outcomes, gaming science innovations have the potential to provide safe learning environments to practice crucial decision-making skills. Research of gaming science limitations, gaps, and strategies to maximize innovations to further advance HSS in medical education and practice is required. Gaming science holds promise to equip health care teams with HSS knowledge and skills required for transformative practice. The ultimate goals are to empower providers to work in complex systems to improve patient and population health outcomes and experiences, and to reduce costs and improve care team well-being.

  15. Linking Political Systems and War Systems

    DEFF Research Database (Denmark)

    Harste, Gorm

    2009-01-01

    Decisive parts of the Western political system have demonstrated a seemingly surprising misinterpretation of military might. As Madelaine Albright has suggested, the mighty perceived themselves as "almighty". Political power seems to have invested in instrumental coercive power relations and found...... military coercion to be the appropriate mean. Using the system theory and the theory of systemic risks displayed by the German sociologist Niklas Luhmann the article demonstrates how military systems due to their own autonomy and autopoiesis do not fit into the idea of political government....... The Clausewitzian ideal of a political system that could continue its power games by means of war was moderated by Clausewitz' own analysis of "friction". How can a political system be so blind towards the possibilities of another system? What are the risks of systemic blind spots? The argument of the paper...

  16. A Case Study of the In-Class Use of a Video Game for Teaching High School History

    Science.gov (United States)

    Watson, William R.; Mong, Christopher J.; Harris, Constance A.

    2011-01-01

    This study examines the case of a sophomore high school history class where "Making History", a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school…

  17. 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

  18. 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

  19. 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

  20. State-Building and Democracy: Prosperity Representation and Security in Kosovo

    OpenAIRE

    Silander, Daniel; Janzekovitz, John

    2012-01-01

    The traditional assumption of the state sovereignty norm has been that an international society of states will structure the international order to safeguard the interests of the state. The end of the Cold War era transformed international relations and led to a discussion on how states interacted with their populations. From the early 1990s, research on international relations, war and peace, and security studies identified the growing problem of failing states. Such states ar...

  1. The public knowledge challenge:Where the management of cities and business converge towards innovation and prosperity

    NARCIS (Netherlands)

    Rijn, van S.; Tissen, R.J.

    2009-01-01

    The creative and innovative power of cities and regions is of decisive importance in materializing the Knowledge Based Economy on such a scale, that it will ultimately have a positive impact on the prosperity of citizens. (Grotenhuis 2007, Van Winden, Van den Berg en Pol 2007, Florida 2005, Landers

  2. Russian War Prisoners of the First World War in German Camps

    OpenAIRE

    Gulzhaukhar Kokebayeva; Erke Kartabayeva; Nurzipa Alpysbayeva

    2014-01-01

    The article considers the problem of the custody of Russian war prisoners in German camps. The German authorities treated Russian war prisoners in accordance with the ‘Provision of War Prisoners Custody’, approved by the Emperor on 11 August, 1914. The content of this document mainly corresponded to the Hague Convention Respecting the Laws and Customs of War on Land. But German authorities discriminated the war prisoners of different nationalities.

  3. A Prospective Study of Pravastatin in the Elderly at Risk (PROSPER): Screening Experience and Baseline Characteristics.

    LENUS (Irish Health Repository)

    Ford, Ian

    2002-05-20

    BACKGROUND: PROSPER was designed to investigate the benefits of treatment with pravastatin in elderly patients for whom a typical doctor might consider the prescription of statin therapy to be a realistic option. METHODS: The PROspective Study of Pravastatin in the Elderly at Risk (PROSPER) is a randomised, double blind, placebo-controlled trial to test the hypothesis that treatment with pravastatin (40 mg\\/day) will reduce the risk of coronary heart disease death, non-fatal myocardial infarction, and fatal or non-fatal stroke in elderly men and women with pre-existing vascular disease or with significant risk of developing this condition. RESULTS: In Scotland, Ireland, and the Netherlands, 23,770 individuals were screened, and 5,804 subjects (2,804 men and 3,000 women), aged 70 to 82 years (average 75 years) and with baseline cholesterol 4.0-9.0 mmol\\/l, were randomised. Randomised subjects had similar distributions with respect to age, blood pressure, and body mass index when compared to the entire group of screenees, but had a higher prevalence of smoking, diabetes, hypertension, and a history of vascular disease. The average total cholesterol level at baseline was 5.4 mmol\\/l (men) and 6.0 mmol\\/l (women). CONCLUSIONS: Compared with previous prevention trials of cholesterol-lowering drugs, the PROSPER cohort is significantly older and for the first time includes a majority of women. The study, having achieved its initial goal of recruiting more than 5,500 elderly high-risk men and women, aims to complete all final subject follow-up visits in the first half of 2002 with the main results being available in the fourth quarter of 2002.

  4. A Prospective Study of Pravastatin in the Elderly at Risk (PROSPER): Screening Experience and Baseline Characteristics

    Science.gov (United States)

    Ford, Ian; Blauw, Gerard Jan; Murphy, Michael B; Shepherd, James; Cobbe, Stuart M; Bollen, Edward LEM; Buckley, Brendan M; Jukema, J Wouter; Hyland, Michael; Gaw, Allan; Lagaay, A Margot; Perry, Ivan J; Macfarlane, Peter; Norrie, John; Meinders, A Edo; Sweeney, Brian J; Packard, Chris J; Westendorp, Rudi GJ; Twomey, Cillian; Stott, David J

    2002-01-01

    Background PROSPER was designed to investigate the benefits of treatment with pravastatin in elderly patients for whom a typical doctor might consider the prescription of statin therapy to be a realistic option. Methods The PROspective Study of Pravastatin in the Elderly at Risk (PROSPER) is a randomised, double blind, placebo-controlled trial to test the hypothesis that treatment with pravastatin (40 mg/day) will reduce the risk of coronary heart disease death, non-fatal myocardial infarction, and fatal or non-fatal stroke in elderly men and women with pre-existing vascular disease or with significant risk of developing this condition. Results In Scotland, Ireland, and the Netherlands, 23,770 individuals were screened, and 5,804 subjects (2,804 men and 3,000 women), aged 70 to 82 years (average 75 years) and with baseline cholesterol 4.0–9.0 mmol/l, were randomised. Randomised subjects had similar distributions with respect to age, blood pressure, and body mass index when compared to the entire group of screenees, but had a higher prevalence of smoking, diabetes, hypertension, and a history of vascular disease. The average total cholesterol level at baseline was 5.4 mmol/l (men) and 6.0 mmol/l (women). Conclusions Compared with previous prevention trials of cholesterol-lowering drugs, the PROSPER cohort is significantly older and for the first time includes a majority of women. The study, having achieved its initial goal of recruiting more than 5,500 elderly high-risk men and women, aims to complete all final subject follow-up visits in the first half of 2002 with the main results being available in the fourth quarter of 2002. PMID:12097148

  5. A Prospective Study of Pravastatin in the Elderly at Risk (PROSPER: Screening Experience and Baseline Characteristics

    Directory of Open Access Journals (Sweden)

    Lagaay A Margot

    2002-05-01

    Full Text Available Abstract Background PROSPER was designed to investigate the benefits of treatment with pravastatin in elderly patients for whom a typical doctor might consider the prescription of statin therapy to be a realistic option. Methods The PROspective Study of Pravastatin in the Elderly at Risk (PROSPER is a randomised, double blind, placebo-controlled trial to test the hypothesis that treatment with pravastatin (40 mg/day will reduce the risk of coronary heart disease death, non-fatal myocardial infarction, and fatal or non-fatal stroke in elderly men and women with pre-existing vascular disease or with significant risk of developing this condition. Results In Scotland, Ireland, and the Netherlands, 23,770 individuals were screened, and 5,804 subjects (2,804 men and 3,000 women, aged 70 to 82 years (average 75 years and with baseline cholesterol 4.0–9.0 mmol/l, were randomised. Randomised subjects had similar distributions with respect to age, blood pressure, and body mass index when compared to the entire group of screenees, but had a higher prevalence of smoking, diabetes, hypertension, and a history of vascular disease. The average total cholesterol level at baseline was 5.4 mmol/l (men and 6.0 mmol/l (women. Conclusions Compared with previous prevention trials of cholesterol-lowering drugs, the PROSPER cohort is significantly older and for the first time includes a majority of women. The study, having achieved its initial goal of recruiting more than 5,500 elderly high-risk men and women, aims to complete all final subject follow-up visits in the first half of 2002 with the main results being available in the fourth quarter of 2002.

  6. A social theory of war: Clausewitz and war reconsidered

    DEFF Research Database (Denmark)

    Sharma, Vivek

    2014-01-01

    of war. I then show how this framework helps us understand some key problems in the political science literature on war and conflict. I attempt to show two main things: (1) that there are different types of wars (and that these differences are not necessarily related to the standing of the actors, i......This article presents a new theory of war that is grounded in the insights of Clausewitz on the social nature of conflict. Clausewitz had argued that war is a political process; he therefore distinguished between ‘war’—understood in political terms—and warfare—understood as fighting. He...... then created a typology covering a spectrum of war ranging from total to limited, the political stakes of a conflict determining where it would fall on the spectrum. I develop and modify this basic framework by arguing that the social organization of the actors has a determining role in predicting the stakes...

  7. 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

  8. The "War Poets": Evolution of a Literary Conscience in World War I.

    Science.gov (United States)

    Galambos, Ellen

    1983-01-01

    Pre-World War I poetry often used picturesque images which blinded people to the actual horrors of war. The war poets, who experienced the destruction of World War I, led the way in expressing new images of the devastation and death of war, rather than focusing on honor and glory. (IS)

  9. Russian War Prisoners of the First World War in German Camps

    Directory of Open Access Journals (Sweden)

    Gulzhaukhar Kokebayeva

    2014-09-01

    Full Text Available The article considers the problem of the custody of Russian war prisoners in German camps. The German authorities treated Russian war prisoners in accordance with the ‘Provision of War Prisoners Custody’, approved by the Emperor on 11 August, 1914. The content of this document mainly corresponded to the Hague Convention Respecting the Laws and Customs of War on Land. But German authorities discriminated the war prisoners of different nationalities.

  10. 15th Annual P3 Awards: A National Student Design Competition Focusing on People, Prosperity and the Planet

    Science.gov (United States)

    The U.S. Environmental Protection Agency (EPA) – as part of its People, Prosperity and the Planet (P3) Award Program – is seeking applications proposing to research, develop, design, and demonstrate solutions to real world challenges

  11. World War I psychoneuroses: hysteria goes to war.

    Science.gov (United States)

    Tatu, Laurent; Bogousslavsky, Julien

    2014-01-01

    During the First World War, military physicians from the belligerent countries were faced with soldiers suffering from psychotrauma with often unheard of clinical signs, such as camptocormia. These varied clinical presentations took the form of abnormal movements, deaf-mutism, mental confusion, and delusional disorders. In Anglo-Saxon countries, the term 'shell shock' was used to define these disorders. The debate on whether the war was responsible for these disorders divided mobilized neuropsychiatrists. In psychological theories, war is seen as the principal causal factor. In hystero-pithiatism, developed by Joseph Babinski (1857-1932), trauma was not directly caused by the war. It was rather due to the unwillingness of the soldier to take part in the war. Permanent suspicion of malingering resulted in the establishment of a wide range of medical experiments. Many doctors used aggressive treatment methods to force the soldiers exhibiting war neuroses to return to the front as quickly as possible. Medicomilitary collusion ensued. Electrotherapy became the basis of repressive psychotherapy, such as 'torpillage', which was developed by Clovis Vincent (1879-1947), or psychofaradism, which was established by Gustave Roussy (1874-1948). Some soldiers refused such treatments, considering them a form of torture, and were brought before courts-martial. Famous cases, such as that of Baptiste Deschamps (1881-1953), raised the question of the rights of the wounded. Soldiers suffering from psychotrauma, ignored and regarded as malingerers or deserters, were sentenced to death by the courts-martial. Trials of soldiers or doctors were also held in Germany and Austria. After the war, psychoneurotics long haunted asylums and rehabilitation centers. Abuses related to the treatment of the Great War psychoneuroses nevertheless significantly changed medical concepts, leading to the modern definition of 'posttraumatic stress disorder'.

  12. Preprint of the Cloud Impacts on DoD Operations and Systems 1997 Conference (CIDOS-97), U.S. Naval War College - Sims Hall, Nolt Auditorium Newport, Rhode Island, 23-25 September 1997

    National Research Council Canada - National Science Library

    Tattelman, Paul

    1997-01-01

    .... The theme of CIDOS-97 is 'Cloud Effects in War Gaming, Modeling and Simulation.' Three days of CIDOS-97 were devoted to oral and poster presentations in seven sessions: (1) Introduction; (2) Program Reviews; (3) Cloud...

  13. WAR HORSES:

    DEFF Research Database (Denmark)

    War Horses: Helhesten and the Danish Avant-Garde During World War II This exhibition is the first to explore the history and significance of the accomplishments of Danish artists working during the Nazi occupation of their country (1940-45), who called themselves Helhesten, such as Ejler Bille......-1951), which they became part of. Cobra greatly influenced the development of European modern art after World War II. The exhibition includes over 100 works and reconstructs for the first time the most important exhibition these artists staged in Denmark during the war, 13 Artists in a Tent (1941). It draws...

  14. The Falkland Islands War: An Image of War in the 21st Century

    National Research Council Canada - National Science Library

    Allard, J

    1997-01-01

    .... By any reckoning, it was a war that should never have been fought. It was a war unlike any other war in the twentieth century, and since 1945 it was the first war to erupt outside the construct of the Cold War paradigm...

  15. First application of a partially automated road header at Prosper-Haniel colliery; Ersteinsatz einer teilautomatisierten Teilschnittmaschine auf dem Bergwerk Prosper-Haniel

    Energy Technology Data Exchange (ETDEWEB)

    Reinewardt, Klaus-Juergen [Bergwerk Prosper-Haniel, Bottrop (Germany). Betrieb Produktion; Achilles, Peter [RAG Deutsche Steinkohle AG, Herne (Germany). Abt. PPE-V Vorleistungstechnik

    2010-09-15

    Mechanical road heading in the RAG Deutsche Steinkohle mines makes use of AM 105 road headers. Within the scope of an EU-subsidised R and D project the machine has been subjected to an automation of its control features and an integration of sensors for seam position identification and for navigation. The focal points of the automation are: - the scheduled performance of automated cutting operations, - the adherence to a defined loading height due to seam position identification and - the incorporation of first auxiliary functions for navigation (position sensing). In addition, the machine is expected to determine its respective functional state and recognised potential functional faults by itself, and - subject to its present load condition - it is to deliver the basis for a maintenance scheme geared to its current condition. This paper describes above-mentioned development steps and reports on the experience gathered in the underground use of that machine in the Prosper-Haniel colliery. (orig.)

  16. Fuel prices around the world: From prosperity to turmoil

    International Nuclear Information System (INIS)

    Anon.

    1992-01-01

    This issue examines price changes of petroleum products in some 40 countries around the world. Both political turmoil and economic prosperity shape government policy in managing consumer prices of petroleum products. Brazil has experienced extreme political and economic instability that sent prices skyrocketing and the national currency plummeting. Meanwhile, economic growth in South Korea has given the population the wealth for automobiles and stretched the country's ability to supply its unquenchable demand. Fuel prices around the world were higher in July 1992 than in January 1992, mainly due to higher crude prices. This issue also presents the following: (1) the ED Refining Netback Data Series for the US Gulf and West Coasts, Rotterdam, and Singapore as of October 23, 1992; and (2) the ED Fuel Price/Tax Series for countries of the Eastern Hemisphere, October 1992 edition

  17. The NMCSSC Quick-Reacting General War Gaming System (QUICK). Analytical Manual. Volume I - Data Base Preparation. Change

    Science.gov (United States)

    1972-02-21

    yield of all successful weapons, and a formatted history which is in a form suitable for game output summarization. Thc. AGZ tape is subsequent- ly...Overlay’ NUMDESIC Program (Optional) Data Base Upe-ate (QIBAE) Game(QUIKAS E)Data !Basen (QU IKEAS E) Fig. 3. Data Assembly Pr -Data Flow 4 C1--2 The...minutes) between successive vehicle launches from the same base (missile or bomber) subject to the simultaneous launch condition *-LEGNO Index to line

  18. The American Home Front. Revolutionary War, Civil War, World War 1, World War 2

    Science.gov (United States)

    1983-01-01

    Union officer become Supreme Court Justice, spoke of the Civil War’s psychic effect on those who had fought. Determined to act greatly, Holmes and his...than psychic and hardiy limited to those who, like himself, had served in the Union armies. Institutions as well as individuals had emerged from the war...to match unemployed workers with vacant jobs. 39 If by the close of 1918, the government reacted to possible strikes with threatened removal of a

  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. Prosperity without growth. Economics for a Finite Planet; Welvaart zonder groei. Economie voor een eindige planeet

    Energy Technology Data Exchange (ETDEWEB)

    Jackson, T.

    2010-07-01

    Is more economic growth the solution? Will it deliver prosperity and well-being for a global population projected to reach nine billion? In this explosive book, the author makes a compelling case against continued economic growth in developed nations. No one denies that development is essential for poorer nations. But in the advanced economies there is mounting evidence that ever-increasing consumption adds little to human happiness and may even impede it. More urgently, it is now clear that the ecosystems that sustain our economies are collapsing under the impacts of rising consumption. Unless we can radically lower the environmental impact of economic activity - and there is no evidence to suggest that we can - we will have to devise a path to prosperity that does not rely on continued growth. Economic heresy? Or an opportunity to improve the sources of well-being, creativity and lasting prosperity that lie outside the realm of the market? The author provides a credible vision of how human society can flourish - within the ecological limits of a finite planet. Fulfilling this vision is simply the most urgent task of our times. This book is a substantially revised and updated version of Jackson's controversial study for the Sustainable Development Commission, an advisory body to the UK Government. [Dutch] De auteur stelt de noodzaak van economische groei ter discussie en wat het betekent welvarend te zijn. Hij biedt ons alternatieven om vol aan het leven deel te nemen zonder een beroep te hoeven doen op een onhoudbare accumulatie van materiele dingen. Hij biedt ons een perspectief op een transitie naar een ecologisch geletterde macro-economie, een verzoening van een goed leven met een eindige planeet.

  1. Robust Intelligence (RI) Under Uncertainty: Mathematical Foundations of Autonomous Hybrid (Human-Machine-Robot) Teams, Organizations and Systems

    Science.gov (United States)

    2013-01-01

    seeds of chaos. Stability and internal peace bring prosperity; prosperity causes population increase. Demographic growth leads to overpopulation ... overpopulation causes lower wages, higher land rents, and falling per-capita incomes … [Eventually, the] collapse of order brings … famine, war...one of the most innovative, competitive and largest firms in the world (e.g., Investors Business Daily, 2000, 10/31; Bloomberg’s Businessweek, 2001, 9

  2. Cooperation and punishment in an adversarial game: How defectors pave the way to a peaceful society

    Science.gov (United States)

    Short, M. B.; Brantingham, P. J.; D'Orsogna, M. R.

    2010-12-01

    The evolution of human cooperation has been the subject of much research, especially within the framework of evolutionary public goods games, where several mechanisms have been proposed to account for persistent cooperation. Yet, in addressing this issue, little attention has been given to games of a more adversarial nature, in which defecting players, rather than simply free riding, actively seek to harm others. Here, we develop an adversarial evolutionary game using the specific example of criminal activity, recasting the familiar public goods strategies of punishers, cooperators, and defectors in this light. We then introduce a strategy—the informant—with no clear analog in public goods games and show that individuals employing this strategy are a key to the emergence of systems where cooperation dominates. We also find that a defection-dominated regime may be transitioned to one that is cooperation-dominated by converting an optimal number of players into informants. We discuss these findings, the role of informants, and possible intervention strategies in extreme adversarial societies, such as those marred by wars and insurgencies.

  3. Biomarker Discovery in Gulf War Veterans: Development of a War Illness Diagnostic Panel

    Science.gov (United States)

    2016-12-01

    Award Number: W81XWH-12-1-0382 TITLE: Biomarker Discovery in Gulf War Veterans: Development of a War Illness Diagnostic Panel PRINCIPAL...SUBTITLE Biomarker Discovery in Gulf War Veterans: Development of a War Illness Diagnostic Panel 5a. CONTRACT NUMBER W81XWH-12-1-0382 5b. GRANT...of the 1990-1991 Gulf War are affected by Gulf War illness (GWI), the chronic condition currently defined only by veterans’ self-reported symptoms

  4. Dardanel Wars

    Directory of Open Access Journals (Sweden)

    Ahmet EYİCİL

    2009-06-01

    Full Text Available The reason for the opening of the Dardanel Front was to establish a link between allies and Russia and to push The Ottoman Empire out of the war. In order to reach this cause, upon Churchill’s suggestion, the English War Commitee met on 28 January 1915 and decided to attack the Dardanels on February 19. The allies fleet tried to pass the Dardanels several times but they failed. Their biggest attack for the Straits took place on 18 March, which was failed and the fleet lost one third of its power. After the failure on the sea to pass the Straits the allies landed on Gallipoli to invade İstanbul. Landing took place from April 1 to December 22 the wars on lands lasted more than 8 months, during which Turkish army fought heroic battles. Fierce battles took place on Kabatepe, Seddülbahir, Alçıtepe, Kilitbahir, Anafartalar, Arıburnu. Upon failure on the land the allies started to withdraw from this front on 8 January 1915. The Dardanels wars which was lost by the allies caused the First World War to continue two more years. Tsarist regime was collapsed in Russia and its place Bolshevik regime came. The Turks put aside bad results of the Balkan Wars and became again a heroic nation. Because of his successes Mustafa Kemal became a genious commander. Most importantly Dardanels wars gave its honours to the Turkish army

  5. Cyber Crime & Cyber War – "Part of the Game": Cyber Security, Quo Vadis?

    OpenAIRE

    Karl H. Stingeder

    2015-01-01

    Welche Rolle spielt Cyber Crime gegenwärtig? Was unterscheidet Cyber Crime von Cyber War? Wie muss Cyber Security gestaltet sein, um effektiven Schutz nachhaltig zu gewährleisten? Cyber Crime-Aktivitäten kennzeichnen sich häufig durch eine einfache Zugänglichkeit von betrügerischem Know-How und technischen Hilfsmitteln. Bedingt durch eine schleppende und mangelhafte Umsetzung von koordinierten Gegenmaßnahmen, resultieren Cyber-Delikte in einem Low-Risk und High-Reward Szenario für Cyber-Krimi...

  6. The World of Wars

    DEFF Research Database (Denmark)

    Harste, Gorm

    2014-01-01

    The world of the future will not be one without wars. The many hopes we have about a future peace governed by a more or less confederal state will not make wars obsolete. Regular wars and irregular wars will continue and probably about different subjects than we are used to. The article proposes...... that the form of war will be more about temporalities, i.e. fast interchanges or, rather, more risky protracted wars of attrition and exhaustion and less about tactical well defined territories. The West can neither dominate such wars nor establish one world that is ruled or even governed. The risk is that we...

  7. 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?

  8. The public knowledge challenge : Where the management of cities and businesses converge towards creativity, innovation and prosperity

    NARCIS (Netherlands)

    Rijn, van S.; Tissen, R.J.

    2010-01-01

    The creative and innovative power of cities and regions is of decisive importance in materialising the knowledge-based economy on such a scale, that it will ultimately have a positive impact on the prosperity of citizens (Grotenhuis 2007, Van Winden et al. 2007, Florida 2005). Similar to what

  9. Being at war: Cognitive Approaches to Observational War Documentaries

    DEFF Research Database (Denmark)

    Bondebjerg, Ib

    2017-01-01

    biology the article argues for the importance of this type of documentaries in developing and understanding of what war really is and it is experience, how it is to be at war. The article also puts the films in the broader context of both fictional and documentary war genres trying to map how...... the different genres address different parts of our cognition and emotion....

  10. 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

  11. The Thirty Years War as a prototype of hybrid wars

    OpenAIRE

    A. V. Bagaeva

    2015-01-01

    The idea of the article is to show that the phenomenon of hybrid war, which confidently entered the scientific and official discourse, has a long history. In author’s opinion, the Thirty Years’ War in Central Europe can be characterized as one of the first historical examples of hybrid war.

  12. 14th Annual P3 Awards: A National Student Design Competition for Sustainability Focusing on People, Prosperity and the Planet

    Science.gov (United States)

    EPA as part of its People, Prosperity and the Planet (P3) Award Program – is seeking applications proposing to research, develop, and design solutions to real world challenges involving sustainability.

  13. Commemoration of a cold war

    DEFF Research Database (Denmark)

    Farbøl, Rosanna

    2015-01-01

    This article brings together the fields of Cold War studies and memory studies. In Denmark, a remarkable institutionalisation of Cold War memory has taken place in the midst of a heated ideological battle over the past and whether to remember the Cold War as a ‘war’. Using Danish Cold War museums...... and heritage sites as case studies, this article sheds new light on the politics of history involved in Cold War commemoration. It suggests that the Cold War is commemorated as a war, yet this war memory is of a particular kind: it is a war memory without victims....

  14. Shortfall online: The development of an educational computer game for teaching sustainable engineering to Millennial Generation students

    Science.gov (United States)

    Gennett, Zachary Andrew

    Millennial Generation students bring significant learning and teaching challenges to the classroom, because of their unique learning styles, breadth of interests related to social and environmental issues, and intimate experiences with technology. As a result, there has been an increased willingness at many universities to experiment with pedagogical strategies that depart from a traditional "learning by listening" model, and move toward more innovative methods involving active learning through computer games. In particular, current students typically express a strong interest in sustainability in which economic concerns must be weighed relative to environmental and social responsibilities. A game-based setting could prove very effective for fostering an operational understanding of these tradeoffs, and especially the social dimension which remains largely underdeveloped relative to the economic and environmental aspects. Through an examination of the educational potential of computer games, this study hypothesizes that to acquire the skills necessary to manage and understand the complexities of sustainability, Millennial Generation students must be engaged in active learning exercises that present dynamic problems and foster a high level of social interaction. This has led to the development of an educational computer game, entitled Shortfall, which simulates a business milieu for testing alternative paths regarding the principles of sustainability. This study examines the evolution of Shortfall from an educational board game that teaches the principles of environmentally benign manufacturing, to a completely networked computer game, entitled Shortfall Online that teaches the principles of sustainability. A capital-based theory of sustainability is adopted to more accurately convey the tradeoffs and opportunity costs among economic prosperity, environmental preservation, and societal responsibilities. While the economic and environmental aspects of sustainability

  15. The Thirty Years War as a prototype of hybrid wars

    Directory of Open Access Journals (Sweden)

    A. V. Bagaeva

    2015-01-01

    Full Text Available The idea of the article is to show that the phenomenon of hybrid war, which confidently entered the scientific and official discourse, has a long history. In author’s opinion, the Thirty Years’ War in Central Europe can be characterized as one of the first historical examples of hybrid war.

  16. United Campuses to Prevent Nuclear War: Nuclear War Course Summaries.

    Science.gov (United States)

    Journal of College Science Teaching, 1983

    1983-01-01

    Briefly describes 46 courses on nuclear war available from United Campuses to Prevent Nuclear War (UCAM). These courses are currently being or have been taught at colleges/universities, addressing effects of nuclear war, arms race history, new weapons, and past arms control efforts. Syllabi (with assignments/reading lists) are available from UCAM.…

  17. 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.

  18. Empirical research on complex networks modeling of combat SoS based on data from real war-game, Part I: Statistical characteristics

    Science.gov (United States)

    Chen, Lei; Kou, Yingxin; Li, Zhanwu; Xu, An; Wu, Cheng

    2018-01-01

    We build a complex networks model of combat System-of-Systems (SoS) based on empirical data from a real war-game, this model is a combination of command & control (C2) subnetwork, sensors subnetwork, influencers subnetwork and logistical support subnetwork, each subnetwork has idiographic components and statistical characteristics. The C2 subnetwork is the core of whole combat SoS, it has a hierarchical structure with no modularity, of which robustness is strong enough to maintain normal operation after any two nodes is destroyed; the sensors subnetwork and influencers subnetwork are like sense organ and limbs of whole combat SoS, they are both flat modular networks of which degree distribution obey GEV distribution and power-law distribution respectively. The communication network is the combination of all subnetworks, it is an assortative Small-World network with core-periphery structure, the Intelligence & Communication Stations/Command Center integrated with C2 nodes in the first three level act as the hub nodes in communication network, and all the fourth-level C2 nodes, sensors, influencers and logistical support nodes have communication capability, they act as the periphery nodes in communication network, its degree distribution obeys exponential distribution in the beginning, Gaussian distribution in the middle, and power-law distribution in the end, and its path length obeys GEV distribution. The betweenness centrality distribution, closeness centrality distribution and eigenvector centrality are also been analyzed to measure the vulnerability of nodes.

  19. Specters of War in Pyongyang: The Victorious Fatherland Liberation War Museum in North Korea

    Directory of Open Access Journals (Sweden)

    Suzy Kim

    2015-03-01

    Full Text Available While North Korea accused South Korea of starting a “civil war” (naeran during the Korean War, it has now moved away from such depictions to paint the war as an American war of imperialist aggression against Korea that was victoriously thwarted under the leadership of Kim Il Sung. In this regard, it may be more than a coincidence that the Victorious Fatherland Liberation War Museum in Pyongyang was built in the early 1970s, just as the Vietnam War drew to a close with a Vietnamese victory. This article examines the memorialization of the Korean War in North Korea at two pivotal historical points—the end of the Vietnam War in the 1970s and the end of the Cold War in the 1990s—with a particular focus on contemporary exhibitions at the war museum in Pyongyang. Rather than offering a simple comparison of divergent narratives about the war, the article seeks to illustrate that North Korea’s conception of history and its account of the war are staunchly modernist, with tragic consequences.

  20. Virtual realities: The use of violent video games in U.S. military recruitment and treatment of mental disability caused by war

    Directory of Open Access Journals (Sweden)

    John Derby

    2016-03-01

    Full Text Available This article critically analyzes the U.S. military's contradictory use of violent video gaming technologies for recruiting young gamers to the military, training soldiers for combat, and clinically treating soldiers for posttraumatic stress disorder (PTSD caused by military service. Using a Disability Studies lens, I discuss the commercial video game Full Spectrum Leader/Warrior, the U.S. Army's free video game America's Army, and the virtual reality exposure therapy application Virtual Iraq. I also discuss missions and omissions from the literature on these gaming technologies, which bolsters the underlying ableism of military culture that inhibits soldiers from recovering from PTSD.

  1. 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.

  2. Civil War

    OpenAIRE

    Christopher Blattman; Edward Miguel

    2010-01-01

    Most nations have experienced an internal armed conflict since 1960. The past decade has witnessed an explosion of research into the causes and consequences of civil wars, belatedly bringing the topic into the economics mainstream. This article critically reviews this interdisciplinary literature and charts productive paths forward. Formal theory has focused on a central puzzle: why do civil wars occur at all when, given the high costs of war, groups have every incentive to reach an agreement...

  3. 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

  4. 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

  5. Jemen - the Proxy War

    Directory of Open Access Journals (Sweden)

    Magdalena El Ghamari

    2015-12-01

    Full Text Available The military operation in Yemen is significant departure from Saudi Arabia's foreign policy tradition and customs. Riyadh has always relied on three strategies to pursue its interests abroad: wealth, establish a global network and muslim education and diplomacy and meadiation. The term "proxy war" has experienced a new popularity in stories on the Middle East. A proxy war is two opposing countries avoiding direct war, and instead supporting combatants that serve their interests. In some occasions, one country is a direct combatant whilst the other supporting its enemy. Various news sources began using the term to describe the conflict in Yemen immediately, as if on cue, after Saudi Arabia launched its bombing campaign against Houthi targets in Yemen on 25 March 2015. This is the reason, why author try to answer for following questions: Is the Yemen Conflict Devolves into Proxy War? and Who's fighting whom in Yemen's proxy war?" Research area includes the problem of proxy war in the Middle East. For sure, the real problem of proxy war must begin with the fact that the United States and its NATO allies opened the floodgates for regional proxy wars by the two major wars for regime change: in Iraq and Libya. Those two destabilising wars provided opportunities and motives for Sunni states across the Middle East to pursue their own sectarian and political power objectives through "proxy war".

  6. Prevalence of Gulf war veterans who believe they have Gulf war syndrome: questionnaire study

    Science.gov (United States)

    Chalder, T; Hotopf, M; Unwin, C; Hull, L; Ismail, K; David, A; Wessely, S

    2001-01-01

    Objectives To determine how many veterans in a random sample of British veterans who served in the Gulf war believe they have “Gulf war syndrome,” to examine factors associated with the presence of this belief, and to compare the health status of those who believe they have Gulf war syndrome with those who do not. Design Questionnaire study asking British Gulf war veterans whether they believe they have Gulf war syndrome and about symptoms, fatigue, psychological distress, post-traumatic stress, physical functioning, and their perception of health. Participants 2961 respondents to questionnaires sent out to a random sample of 4250 Gulf war veterans (69.7%). Main outcome measure The proportion of veterans who believe they have Gulf war syndrome. Results Overall, 17.3% (95% confidence interval 15.9 to 18.7) of the respondents believed they had Gulf war syndrome. The belief was associated with the veteran having poor health, not serving in the army when responding to the questionnaire, and having received a high number of vaccinations before deployment to the Gulf. The strongest association was knowing another person who also thought they had Gulf war syndrome. Conclusions Substantial numbers of British Gulf war veterans believe they have Gulf war syndrome, which is associated with psychological distress, a high number of symptoms, and some reduction in activity levels. A combination of biological, psychological, and sociological factors are associated with the belief, and these factors should be addressed in clinical practice. What is already known on this topicThe term Gulf war syndrome has been used to describe illnesses and symptoms experienced by veterans of the 1991 Gulf warConcerns exist over the validity of Gulf war syndrome as a unique entityWhat this study adds17% of Gulf war veterans believe they have Gulf war syndromeHolding the belief is associated with worse health outcomesKnowing someone else who believes they have Gulf war syndrome and receiving

  7. Environmental consequences of nuclear war

    International Nuclear Information System (INIS)

    Harwell, M.A.; Hutchinson, T.C.; Cropper, W.P. Jr.; Harwell, C.C.; Grover, H.D.

    1989-01-01

    This book addresses the ecological, agricultural, and human effects of nuclear war. The topics covered include: Ecological principles relevant to nuclear war; Vulnerability of ecological systems to climatic effects on nuclear war; Additional potential effects of nuclear war on ecological systems; Potential effects of nuclear war on agricultural productivity; Food availability after nuclear war; and Experiences and extrapolations from Hiroshima and Nagasaki

  8. 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

  9. 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.

  10. 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.

  11. 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...

  12. Virtual realities: The use of violent video games in U.S. military recruitment and treatment of mental disability caused by war

    OpenAIRE

    John Derby

    2016-01-01

    This article critically analyzes the U.S. military's contradictory use of violent video gaming technologies for recruiting young gamers to the military, training soldiers for combat, and clinically treating soldiers for posttraumatic stress disorder (PTSD) caused by military service. Using a Disability Studies lens, I discuss the commercial video game Full Spectrum Leader/Warrior, the U.S. Army's free video game America's Army, and the virtual reality exposure therapy application Virtual Iraq...

  13. Vietnam: Historians at War

    Science.gov (United States)

    Moyar, Mark

    2008-01-01

    Although the Vietnam War ended more than thirty years ago, historians remain as divided on what happened as the American people were during the war. Mark Moyar maps the ongoing battle between "orthodox" and "revisionist" Vietnam War historians: the first group, those who depict Vietnam as a bad war that the United States should…

  14. 13th Annual P3 Awards: A National Student Design Competition for Sustainability Focusing on People, Prosperity and the Planet

    Science.gov (United States)

    The EPA, as part of the P3-People, Prosperity and the Planet Award Program, is seeking applications proposing to research, develop, and design solutions to real world challenges involving the overall sustainability of human society.

  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. Japan's Colonial Policies--From National Assimilation to the Kominka Movement: A Comparative Study of Primary Education in Taiwan and Korea (1937-1945)

    Science.gov (United States)

    Peng, Huan-Sheng; Chu, Jo-Ying

    2017-01-01

    The eight-year-long period from Japan's initiation of the Second Sino-Japanese War in 1937 to its unconditional surrender in 1945 forced Japan to invest its national economy and industrial and scientific technologies in the war. In addition, in the name of the Greater East Asia Co-Prosperity Sphere, Japan initiated its assimilation and Kominka…

  17. Mathematicians at War

    CERN Document Server

    Mazliak, Laurent

    2009-01-01

    Italian mathematician Volterra struggled to carry Italy into the World War I in May 1915 and then developed a frenetic activity to support the war effort. This activity found an adequate echo what did his French colleagues Borel, Hadamard and Picard. This book proposes the transcription of the correspondence they exchanged during the war

  18. 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 ...

  19. White paper on science and technology, 1995. Fifty years of postwar science and technology in Japan

    International Nuclear Information System (INIS)

    1995-07-01

    This August marks 50 years since the end of World War II. Japan emerged from the ruins to overcome the post-war devastation to achieve a high level of economic growth and become the second largest economy in the world. Science and technology have played major roles as a driving force behind this quest for prosperity. However, it seems as though true prosperity is not necessarily being enjoyed by citizens of Japan today. Japan is becoming an aging society. To realize a truly rich and prosperous society in which people can live comfortably, it is important to further raise the level of science and technology. It is also necessary to ensure this development by revitalizing the economy, and to continue to utilize science and technology as an endless resource to create assets for society as a whole which will be inherited by future generations. With this viewpoint in mind, this White Paper looks back on Japan's scientific and technological development over the last 50 years, and considers the future of science and technology with a view toward realizing the true prosperity for its people. It is our hope that this White Paper will be helpful for considering the scientific and technological activities needed to bring about a Japan whose people are truly prosperous, and we will, as a government, continually increase our efforts toward the promotion of science and technology. (J.P.N.)

  20. China's good terms and prosperity with ASEAN

    OpenAIRE

    Lu Jianren

    2006-01-01

    The 15 years since dialogue was established between China and the Association of Southeast Asian Nations (ASEAN) have witnessed steadily improving relations between the two sides. ASEAN, founded in 1967, includes Thailand, Laos, Myanmar, Viet Nam, Cambodia, Malaysia, Singapore, Indonesia, the Philippines and Brunei. Despite being close neighbours, China and ASEAN did not have official relations until 1991, due largely to the negative influence of the Cold War. China and ASEAN's member countri...

  1. Influence of World Wars on the Development of International Law on War Prisoners

    Directory of Open Access Journals (Sweden)

    Sidorov Sergey

    2014-11-01

    Full Text Available The Regulations on laws and customs of land warfare of 1907 that existed during World War I did not protect war prisoners. The tragic experience forced us to return tothe problem of protection of the rights of the victims of war. The Geneva Convention on the war prisoners of 1929 was the first document of international law in which the status of war prisoners was determined in detail. The Soviet Union did not join the states which had signed the Convention, and during the World War II it was guided by its national legislation confirmed by the Soviet Government on July 1, 1941. On the whole, the items of the Regulations on War Prisoners adopted in 1941 corresponded to the Geneva Convention. But non-recognition of the international convention provided the heads of fascist Germany with the reason for inhuman treatment of the Soviet captives. Serious consequences of war compelled the world community to pay the closest attention to the issues of military captivity again. On August 12, 1949 in Geneva the Soviet Union joined the new Convention on prisoners.

  2. 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

  3. 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...

  4. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

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

  5. 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…

  6. The great war and the cinema The great war and the cinema

    Directory of Open Access Journals (Sweden)

    Tom Burns

    2008-04-01

    Full Text Available Aside from documentary films of the First World War, fiction films may be categorized as period films, cinematic aptations of classic war novels, and, much the greatest in number, fiction films made after the war. The period films are useful for their clues to public attitudes during or in the decades immediately after the conflict. For example, silent films made during the war, like D.W. Griffith’s Hearts of the World (1918, which used actual footage, were propaganda evidently intended to induce the United States to progress from economic assistance to active military participation on the side of the Allies. The story of the young man, Ben Herron, going off to war would become typical in fiction films made thereafter, since such stories have elements that a mass audience, many of whom had fathers, sons, husbands, brothers, etc. in the military, can actually identify with. As propaganda, such movies—and this would be the case with the Second World War even more—may serve an important political end, by arguably having a much greater influence on public consciousness than official government propaganda, which usually arouses more suspicion. In fact, the US government during both world wars would make a direct appeal to Hollywood producers. Aside from documentary films of the First World War, fiction films may be categorized as period films, cinematic aptations of classic war novels, and, much the greatest in number, fiction films made after the war. The period films are useful for their clues to public attitudes during or in the decades immediately after the conflict. For example, silent films made during the war, like D.W. Griffith’s Hearts of the World (1918, which used actual footage, were propaganda evidently intended to induce the United States to progress from economic assistance to active military participation on the side of the Allies. The story of the young man, Ben Herron, going off to war would become typical in fiction films

  7. 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...

  8. 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...

  9. Ain't Gonna Study War No More? Explorations of War through Picture Books

    Science.gov (United States)

    Crawford, Patricia A.; Roberts, Sherron Killingsworth

    2009-01-01

    At the height of the Vietnam War, Down by the Riverside was transformed from a traditional folk song to a popular anti-war anthem. The raucous and repetitive chorus, "I ain't gonna study war no more ...," became a rallying cry for those who wanted nothing to do with the war and the pain and controversy that surrounded it. Although it seems…

  10. 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.

  11. 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.

  12. A Multiagent Potential Field-Based Bot for Real-Time Strategy Games

    Directory of Open Access Journals (Sweden)

    Johan Hagelbäck

    2009-01-01

    Full Text Available Bots for real-time strategy (RTS games may be very challenging to implement. A bot controls a number of units that will have to navigate in a partially unknown environment, while at the same time avoid each other, search for enemies, and coordinate attacks to fight them down. Potential fields are a technique originating from the area of robotics where it is used in controlling the navigation of robots in dynamic environments. Although attempts have been made to transfer the technology to the gaming sector, assumed problems with efficiency and high costs for implementation have made the industry reluctant to adopt it. We present a multiagent potential field-based bot architecture that is evaluated in two different real-time strategy game settings and compare them, both in terms of performance, and in terms of softer attributes such as configurability with other state-of-the-art solutions. We show that the solution is a highly configurable bot that can match the performance standards of traditional RTS bots. Furthermore, we show that our approach deals with Fog of War (imperfect information about the opponent units surprisingly well. We also show that a multiagent potential field-based bot is highly competitive in a resource gathering scenario.

  13. The Notion of a "Pre-emptive War:" the Six Day War Revisited

    OpenAIRE

    Kurtulus, Ersun N

    2007-01-01

    The article presents a critical assessment of the widespread conceptualization of the June 1967 War between Israel and its neighboring Arab states as a pre-emptive war both in academic and non-academic writing. Tracing the origins of the notion of pre-emptive war to international law, the article identifies three necessary conditions for such a war to be classified as pre-emptive: acute crisis combined with high alert levels; vulnerable offensive weapons; and strategic parity as regards to of...

  14. 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...

  15. Gulf War

    DEFF Research Database (Denmark)

    Dalgaard-Nielsen, Anja

    2003-01-01

    As it became a non‐permanent member of the UN Security Council in January 2003, Germany stepped up its opposition to war with Iraq. The stage was set for a repeat of Germany's uncomfortable position during the 1991 Gulf War. At that time, as most of Germany's allies rallied behind Washington......, Germany made only financial contributions, and hundreds of thousands of Germans took to the streets to protest against the war. Yet, since 1991, Germany had come a long way in its attitudes towards military force. From a policy of complete abstention from military deployments beyond NATO's area (so...

  16. 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...

  17. Active war in Sri Lanka: Children's war exposure, coping, and posttraumatic stress disorder symptom severity.

    Science.gov (United States)

    Soysa, Champika K; Azar, Sandra T

    2016-01-01

    Posttraumatic stress disorder (PTSD) in response to active war is understudied among Sinhalese children in Sri Lanka. We investigated PTSD symptom severity in children using child (n = 60) and mother (n = 60) reports; child-reported war exposure and coping; as well as self-reported maternal PTSD symptom severity. The study addressed active war in 2 rural locations (acute and chronic community war exposure). Child-reports were significantly greater than mother-reports of child PTSD symptom severity. Furthermore, children's war exposure, child-reported and mother-reported child PTSD symptom severity, and maternal PTSD symptom severity were significantly greater in the acute versus chronic community war exposure location, but children's approach and avoidance coping did not significantly differ, indicating a potential ceiling effect. Children's war exposure significantly, positively predicted child-reported child PTSD symptom severity, controlling for age, gender, and maternal PTSD symptom severity, but only maternal PTSD symptom severity significantly, positively predicted mother-reported child PTSD symptom severity. Avoidance coping (in both acute and chronic war) significantly positively mediated the children's war exposure-child-reported child PTSD symptom severity relation, but not mother-reports of the same. Approach coping (in chronic but not acute war) significantly, positively mediated the children's war exposure-child-reported and mother-reported child PTSD symptom severity relations. We advanced the literature on long-term active war by confirming the value of children's self-reports, establishing that both approach and avoidance coping positively mediated the war-exposure-PTSD symptom severity relation, and that the mediation effect of approach coping was situationally moderated by acute verses chronic community war exposure among Sri Lankan children. (PsycINFO Database Record (c) 2016 APA, all rights reserved).

  18. A Nation at War. Annual Strategy Conference (17th) Held at Carlisle Barracks, PA on 11-13 April 2006

    Science.gov (United States)

    2007-01-01

    Studies Institute,122 Forbes Avenue,Carlisle,PA,17013-5244 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING/ MONITORING AGENCY NAME(S) AND ADDRESS...Soviet Union, there is an idea of global control, this time in a Muslim “caliphate.”10 As in the Cold War, there also is a sense of a zero -sum game...phenomena—more women in the workplace, telecommuting , changing careers, 64 people working longer—will need to be reflected in the military structure

  19. 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...

  20. 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. 

  1. 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.

  2. War in European history

    International Nuclear Information System (INIS)

    Howard, M.

    1981-01-01

    War history as a modern historic discipline is by far no longer a mere history of arms technique or a chronicle of battles. It deals with the change of warfare, shows how the wars of the various ages had determined society, and vice versay investigates the influence of social, economic, and -concerning mentality-historical changes on war. With this survey, which covers the period between the Middle Ages and the recent past, the author has presented a small masterpiece of the history of war. A book like this is particularly important and instructive in a time when all depends on the preventing of wars. (orig.) [de

  3. PROSPERE (SPM 211) - A code for spectrum and effective cross-section calculations in a cell with several media and with one or two moderators

    International Nuclear Information System (INIS)

    Tran Tuc Vi

    1969-12-01

    The PROSPERE code uses the CADILHAC model for neutron thermalization and the so-called 'zone-source' method for space treatment. First flight collision probabilities are calculated rapidly enough to allow fuel to be divided in concentric annuli. The ABH method is still used in the moderator (except in the case of thin moderators). Two moderators can be treated: one of them can be introduced in any media, eventually with variable densities. The PROSPERE code simplifies energy and space treatment and, as such, brings considerable computer-time savings with respect to THERMOS, in most cases with an accuracy of the same order. (author) [fr

  4. Commemorating a war that never came

    DEFF Research Database (Denmark)

    Farbøl, Rosanna

    2017-01-01

    and activated in the representations stem from cultural memories of the Second World War. In the proccesses of establishing this Cold War cultural memory as a war memory, it has become part of a transcultural passion for memories of traumatic pasts, but the Cold War as cultural memory is a counter-factual war......The Cold War never became the global World War III. It was a war that never broke out. Nevertheless, in some countries like for instance Denmark it is commemorated as exactly that: a war. This is particularly apparent at museums and heritage sites, where the narrative and mnemonic frame works used...... memory. Because the war never broke out, it is a malleable and usable past with a great potential for contestation – and counter-factuality. In Denmark, the Cold War has, moreover, become part of a fierce competition between rivaling memory communities, preventing a common commemoration culture...

  5. 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…

  6. 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.

  7. The Fukushima War

    International Nuclear Information System (INIS)

    Pelletier, Philippe

    2012-01-01

    We know that henceforth there will be a 'before' and an 'after' Fukushima, just as there is a before and an after Hiroshima-Nagasaki. However, these two nuclear-related events are quite different in nature, and the characteristics they do share are not those we might expect. Although atomic fission is the common denominator, the consequences of their respective origins diverge - an industrial accident for Fukushima, military attacks for Hiroshima-Nagasaki - even (paradoxically, as we shall see) with respect to radioactivity. Yet their catastrophic proportions and geopolitical implications draw them together. Represented in Japan by well-known numbers that refer to the dates on which they occurred - 3.11 for March 11, 2011; 8.6 and 8.9 for August 6 and 9, 1945 - Fukushima and Hiroshima-Nagasaki are geopolitical markers, each having both a temporal and a spatial dimension. In other words, to quote the late Pierre Gentelle, these are major spatial events generating widespread repercussions, both locally and globally, and affecting political action and ideological discourse in a number of countries. Their geography is fully fledged in that it comprises a physical and geophysical dimension, thus reflecting natural phenomena, nature itself, and the individualized perception that everyone has of it - scientists, individuals, and populations alike. This is also about war. An actual war that ended with Hiroshima and Nagasaki. And a war now being fought against the invisible enemy of radiation at Fukushima and in other areas of Japan, with the country's 'hot spots' (hotto supoto), 'evacuation zones' (hinan kuiki), and other such 'exclusion zones' (haijo kuiki). A war with devastated landscape, theoretically unaffected hinterland, and a division of the land dictated by emerging battlefields; and with its front lines and a population caught in the crossfire or forced to leave. In this war against radiation, the 2011 US military (Japan's occupiers in 1945) limited Operation

  8. Looking East but learning from the West? Mass tourism and emerging nations

    OpenAIRE

    Harrison, David

    2016-01-01

    In the United Kingdom, domestic mass tourism began in the mid- nineteenth century during a period of peace and increased prosperity. It was facilitated by the railways, that enabled the rapid movement of people in bulk, and later by mass production of the motor car. Similarly, international mass tourism emerged in Europe and North America after the second World War, with stability, increasing prosperity, and advances in air transport. Similar socio-economic and political conditions led first ...

  9. Critique of the War Reason

    DEFF Research Database (Denmark)

    Harste, Gorm

    was soldier and prisoner of war from age 15-17, would not write a “Der Krieg der Gesellschaft”. Yet the attempt to narrow this lacuna is indeed a heavy burden and a difficult task, in which, firstly, it is methodologically decisive to get the basic distinctions right about a second order observation of war......, and in social theory and sociology as well, there is a missing link in the lack of a sociology of war. A number of German systems theoreticians use Luhmann’s theory to fulfil that gap (Gertrud Brücher; Krysztof Matuszek; Rasmus Beckmann; Barbara Kuchler; Tobias Kohl; Klaus Dammann) Luhmann (born 1927), who...... as a conflict system – to be distinct from a military organisational system. This, I do initially with a reconceptualization of Carl von Clausewitz’ form analysis and self-description of war from Vom Kriege (1832). The central point, then, is to observe the self-reference of war, or how war became war about war...

  10. Specters of War in Pyongyang: The Victorious Fatherland Liberation War Museum in North Korea

    OpenAIRE

    Suzy Kim

    2015-01-01

    While North Korea accused South Korea of starting a “civil war” (naeran) during the Korean War, it has now moved away from such depictions to paint the war as an American war of imperialist aggression against Korea that was victoriously thwarted under the leadership of Kim Il Sung. In this regard, it may be more than a coincidence that the Victorious Fatherland Liberation War Museum in Pyongyang was built in the early 1970s, just as the Vietnam War drew to a close with a Vietnamese victory. T...

  11. 77 FR 43117 - Meeting of the Cold War Advisory Committee for the Cold War Theme Study

    Science.gov (United States)

    2012-07-23

    ... the Cold War Advisory Committee for the Cold War Theme Study AGENCY: National Park Service, Interior... Committee Act, 5 U.S.C. Appendix, that the Cold War Advisory Committee for the Cold War Theme Study will... National Park Service (NPS) concerning the Cold War Theme Study. DATES: The teleconference meeting will be...

  12. 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.

  13. An Evaluative Look Behind the Curtain : World Bank Group Staff's Early Experience with the Shared Prosperity Goal

    OpenAIRE

    Smets, Lodewijk; Bogetic, Zeljko

    2018-01-01

    In 2013, the Board of Executive Directors of the World Bank Group endorsed two ambitious goals: eliminating extreme poverty in the world by 2030 and boosting shared prosperity. The latter is defined as fostering the growth in the income of the poorest 40 percent of the population in each country. In 2016-17, the World Bank's Independent Evaluation Group conducted an evaluation on how well ...

  14. 36 CFR 1229.12 - What are the requirements during a state of war or threatened war?

    Science.gov (United States)

    2010-07-01

    ... during a state of war or threatened war? 1229.12 Section 1229.12 Parks, Forests, and Public Property... § 1229.12 What are the requirements during a state of war or threatened war? (a) Destruction of records... war between the United States and any other nation or when hostile action appears imminent, the head...

  15. [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.

  16. 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.

  17. 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

  18. “All the Other Players Want to Look at My Pad”: Grime, Gaming, and Digital Identity

    Directory of Open Access Journals (Sweden)

    Rob Gallagher

    2017-12-01

    Full Text Available A fusion of jungle, garage, hip-hop and Jamaican sound system culture, grime emerged from the housing estates of East London in the early 2000s. The genre has always had strong ties to gaming, from producers who cut their compositional teeth on Mario Paint (Nintendo RD1, 1992 to MCs who incorporate videogame references into their lyrics, album titles and aliases. This article traces grime’s relationship with gaming from the genre’s inception to the present, focusing on two case studies: veteran London MC D Double E’s 2010 track “Street Fighter Riddim” and Senegalese-Kuwaiti musician Fatima Al Qadiri’s 2012 Desert Strike EP, a “soundtrack” to her experiences of the first Gulf War. Showing how players build videogames into their life stories and identities, these case studies affirm that gaming was never the exclusive preserve of “nerdy” white middle-class males while foregrounding the ludic dimensions of digital musicianship and the musical dimensions of digital play.

  19. War of Images and Images of War: Rape and Sacrifice in the Iraq War

    Directory of Open Access Journals (Sweden)

    Carmem Rial

    2007-01-01

    Full Text Available This article addresses one of the great issues about which global media remains silent: the rape of Muslim women by U.S. soldiers in Iraq. Contemporary mediascape is prolix. But some silences remain, such as the issue of rape during war. With an anthropological approach to the meaning of war and through the analysis of images, the article focuses on the participation of women in this male space.

  20. Weiqi games as a tree: Zipf's law of openings and beyond

    Science.gov (United States)

    Xu, Li-Gong; Li, Ming-Xia; Zhou, Wei-Xing

    2015-06-01

    Weiqi is one of the most complex board games played by two persons. The placement strategies adopted by Weiqi players are often used to analog the philosophy of human wars. Contrary to the western chess, Weiqi games are less studied by academics partially because Weiqi is popular only in East Asia, especially in China, Japan and Korea. Here, we propose to construct a directed tree using a database of extensive Weiqi games and perform a quantitative analysis of the Weiqi tree. We find that the popularity distribution of Weiqi openings with the same number of moves is distributed according to a power law and the tail exponent increases with the number of moves. Intriguingly, the superposition of the popularity distributions of Weiqi openings with a number of moves not higher than a given number also has a power-law tail in which the tail exponent increases with the number of moves, and the superposed distribution approaches the Zipf law. These findings are the same as for chess and support the conjecture that the popularity distribution of board game openings follows the Zipf law with a universal exponent. We also find that the distribution of out-degrees has a power-law form, the distribution of branching ratios has a very complicated pattern, and the distribution of uniqueness scores defined by the path lengths from the root vertex to the leaf vertices exhibits a unimodal shape. Our work provides a promising direction for the study of the decision-making process of Weiqi playing from the perspective of directed branching tree.

  1. 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...

  2. 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.

  3. Forms of War

    Energy Technology Data Exchange (ETDEWEB)

    Vogel, H. [Asklepios Klinik St. Georg, Roentgenabteilung, Lohmuehlenstrasse 5, 20099 Hamburg (Germany)], E-mail: Hermann.vogel@ak-stgeorg.lbk-hh.de; Bartelt, D. [Asklepios Klinik St. Georg, Roentgenabteilung, Lohmuehlenstrasse 5, 20099 Hamburg (Germany)

    2007-08-15

    Purpose: Under war conditions, employed weapons can be identified on radiographs obtained in X-ray diagnostic. The analysis of such X-ray films allows concluding that there are additional information about the conditions of transport and treatment; it shall be shown that there are X-ray findings which are typical and characteristic for certain forms of warfare. Material and method: The radiograms have been collected during thirty years; they come from hospitals, where war casualties had been treated, and personal collections. Results: The material is selected, because in war X-ray diagnostic will be limited and the interest of the opposing parties influence the access to the material; furthermore the possibilities to publish or to communicate facts and thoughts are different. Citizens of the USA, GB, France, or Israel will have easier access to journals than those of Vietnam, Chad, and Zimbabwe. Under war conditions, poor countries, like North Vietnam may develop own concepts of medical care. There are X-ray findings which are typical or even characteristic for air warfare, guerrilla warfare, gas war, desert warfare, conventional warfare, and annihilation warfare, and city guerrilla warfare/civil war. The examples demonstrate that weapons and the conditions of transport and treatment can be recognized by X-ray findings. The radiogram can be read like a document. Conclusion: In War, there are differences between a treatment and imaging diagnostic in countries, which control the air space and in those who do not. Medical care of the poor, i.e. in countries (in general those opposing the western nations) will hardly be published, and poverty has no advocate.

  4. Forms of War

    International Nuclear Information System (INIS)

    Vogel, H.; Bartelt, D.

    2007-01-01

    Purpose: Under war conditions, employed weapons can be identified on radiographs obtained in X-ray diagnostic. The analysis of such X-ray films allows concluding that there are additional information about the conditions of transport and treatment; it shall be shown that there are X-ray findings which are typical and characteristic for certain forms of warfare. Material and method: The radiograms have been collected during thirty years; they come from hospitals, where war casualties had been treated, and personal collections. Results: The material is selected, because in war X-ray diagnostic will be limited and the interest of the opposing parties influence the access to the material; furthermore the possibilities to publish or to communicate facts and thoughts are different. Citizens of the USA, GB, France, or Israel will have easier access to journals than those of Vietnam, Chad, and Zimbabwe. Under war conditions, poor countries, like North Vietnam may develop own concepts of medical care. There are X-ray findings which are typical or even characteristic for air warfare, guerrilla warfare, gas war, desert warfare, conventional warfare, and annihilation warfare, and city guerrilla warfare/civil war. The examples demonstrate that weapons and the conditions of transport and treatment can be recognized by X-ray findings. The radiogram can be read like a document. Conclusion: In War, there are differences between a treatment and imaging diagnostic in countries, which control the air space and in those who do not. Medical care of the poor, i.e. in countries (in general those opposing the western nations) will hardly be published, and poverty has no advocate

  5. Arms Diffusion and War

    OpenAIRE

    Bas, Muhammet Ali; Coe, A. J.

    2012-01-01

    The authors present a model of the relationship between the spread of new military technologies and the occurrence of war. A new technology could shift the balance of power, causing anticipatory war as one side tries to prevent the other from obtaining it. When one side already has it, war is more likely when the shift in power is large, likely, and durable. When neither side has it, war is more likely when the expected shift is asymmetric (e.g., one side is more likely to get it) and when th...

  6. 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.

  7. 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

  8. 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.

  9. Children and war.

    Science.gov (United States)

    Pearn, J

    2003-04-01

    Children bear disproportionate consequences of armed conflict. The 21st century continues to see patterns of children enmeshed in international violence between opposing combatant forces, as victims of terrorist warfare, and, perhaps most tragically of all, as victims of civil wars. Innocent children so often are the victims of high-energy wounding from military ordinance. They sustain high-energy tissue damage and massive burns - injuries that are not commonly seen in civilian populations. Children have also been deliberately targeted victims in genocidal civil wars in Africa in the past decade, and hundreds of thousands have been killed and maimed in the context of close-quarter, hand-to-hand assaults of great ferocity. Paediatricians serve as uniformed military surgeons and as civilian doctors in both international and civil wars, and have a significant strategic role to play as advocates for the rights and welfare of children in the context of the evolving 'Laws of War'. One chronic legacy of contemporary warfare is blast injury to children from landmines. Such blasts leave children without feet or lower limbs, with genital injuries, blindness and deafness. This pattern of injury has become one of the post-civil war syndromes encountered by all intensivists and surgeons serving in four of the world's continents. The continued advocacy for the international ban on the manufacture, commerce and military use of antipersonnel landmines is a part of all paediatricians' obligation to promote the ethos of the Laws of War. Post-traumatic stress disorder remains an undertreated legacy of children who have been trapped in the shot and shell of battle as well as those displaced as refugees. An urgent, unfocused and unmet challenge has been the increase in, and plight of, child soldiers themselves. A new class of combatant comprises these children, who also become enmeshed in the triad of anarchic civil war, light-weight weaponry and drug or alcohol addiction. The

  10. The unwanted heroes: war invalids in Poland after World War I.

    Science.gov (United States)

    Magowska, Anita

    2014-04-01

    This article focuses on the unique and hitherto unknown history of disabled ex-servicemen and civilians in interwar Poland. In 1914, thousands of Poles were conscripted into the Austrian, Prussian, and Russian armies and forced to fight against each other. When the war ended and Poland regained independence after more than one hundred years of partition, the fledgling government was unable to provide support for the more than three hundred thousand disabled war victims, not to mention the many civilians left injured or orphaned by the war. The vast majority of these victims were ex-servicemen of foreign armies, and were deprived of any war compensation. Neither the Polish government nor the impoverished society could meet the disabled ex-servicemen's medical and material needs; therefore, these men had to take responsibility for themselves and started cooperatives and war-invalids-owned enterprises. A social collaboration between Poland and America, rare in Europe at that time, was initiated by the Polish community in the United States to help blind ex-servicemen in Poland.

  11. 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.

  12. A key to prosperity in hypercompetitive markets: organizational “hyperflexibility”

    Directory of Open Access Journals (Sweden)

    James Carlopio

    2012-12-01

    Full Text Available Today’s global business mindset requires flexibility and the ability to make changes to our organization, at all levels, quickly. Organizational flexibility is achieved when any component of an organization, and any individual within an organization, can be flexible if and when needed We have been limiting ourselves by equating organizational flexibility with specific, narrowly conceived types of flexibility, such as strategic, operational or labor flexibility. In this paper, we apply the classic Katz and Kahn1 open systems conceptualization of an organization and its subsystems in order to more broadly conceive the concept of organizational flexibility. We then illustrate how the types of flexibility that have been discussed in the literature to date fit into these subsystems, and that the application of the open systems framework both grounds the concept of organizational flexibility in open systems theory and illuminates the ways in which organizations and individuals need to be flexible in order to prosper in today’s hypercompetitive markets.

  13. Addressing the Needs of Children and Youth in the Context of War and Terrorism: the Technological Frontier.

    Science.gov (United States)

    Saltzman, Leia Y; Solomyak, Levi; Pat-Horenczyk, Ruth

    2017-06-01

    This paper reviews recent literature on the mental health needs of youth in the context of war and terrorism. A human rights lens is used to explore issues of accessibility and sustainability in service utilization during times of crisis. The authors present the evolution of services over the last several decades, progressing through individual, school-based, and community-wide interventions by exploring models that focus on symptom reduction and building resilience. This paper highlights the benefits and limitations of traditional intervention methods and proposes a new frontier of intervention development and research. The authors focus on the emerging field of e-mental health services and specifically highlight the utility of virtual reality games in treating trauma-exposed youth. The rapid and easily accessible nature of e-mental health models is presented as one potential solution to barriers in accessibility that can help promote the human rights of youth exposed to war and terrorism.

  14. 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.

  15. “The War Took Its Origins in a Mistake”: The Third War of ...

    African Journals Online (AJOL)

    The early colonial wars on the Cape Colony's eastern borderlands and western Xhosaland, such as the 1799–1803 war, have not received as much attention from military historians as the later wars. This is unexpected since this lengthy conflict was the first time the British army fought indigenous people in southern Africa.

  16. State Strategies for Sustaining and Scaling Grades 9-14 Career Pathways: Toward a Policy Set for Pathways to Prosperity

    Science.gov (United States)

    Cahill, Charlotte; Hoffman, Nancy; Loyd, Amy; Vargas, Joel

    2014-01-01

    This brief begins with a discussion of the composition of state leadership teams and organizing structures for supporting a Pathways to Prosperity Network initiative, and then describes effective strategies currently at play in the network states for jumpstarting work in the regions. It goes on to review state policies that support 9-14…

  17. 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 ...

  18. A Self-Adaptive Evolutionary Approach to the Evolution of Aesthetic Maps for a RTS Game

    OpenAIRE

    Lara-Cabrera, Raúl; Cotta, Carlos; Fernández-Leiva, Antonio J.

    2014-01-01

    Procedural content generation (PCG) is a research eld on the rise,with numerous papers devoted to this topic. This paper presents a PCG method based on a self-adaptive evolution strategy for the automatic generation of maps for the real-time strategy (RTS) game PlanetWars. These maps are generated in order to ful ll the aesthetic preferences of the user, as implied by her assessment of a collection of maps used as training set. A topological approach is used for the characterization of th...

  19. 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

  20. [Publicly employed physicians--war years and post-war judicial process].

    Science.gov (United States)

    Schiøtz, A

    1995-12-10

    During the Second World War, publicly employed medical officers in Norway were given a role which disharmonized in many ways with the role they had before 9 April 1940. They had been employed on terms which included loyalty towards employer, colleagues and patients. After the outbreak of the war and for five years to come, loyalties were put to the test. At the same time their actual services became more demanding. Their daily work was complicated by various laws and regulations, and the political situation in general hindered personal and professional development and free communication between doctors and patients, and between colleagues. After the war the central medical administration was relentless and the sanctions against those who had supported the occupying powers were exceptionally hard. The author emphasizes the doctors' personal experiences during the war and the first postwar years. The most important sources are personal testimonies, as they come forth in public records, biographies and interviews.

  1. Civil War and Inoperativity

    DEFF Research Database (Denmark)

    Flohr, Mikkel

    2017-01-01

    This article analyses the penultimate publication in Giorgio Agambens Homo Sacer-series Stasis: Civil War as a Political Paradigm. It compares and contrasts the paradigm of civil war with the preceding paradigm of the exception, and identifies a significant displacement in the relationship between...... civil war and the sovereign state, in spite of Agamben’s insistence on their continuity. Agamben’s decoupling of civil war and the sovereign state facilitates novel political possibilities that unfortunately remain underdeveloped in the book. The article proceeds to develop Agamben’s brief intimations...... of inoperativity towards a concept of destituent power drawing on his other writings. It makes the argument for thinking civil war and inoperativity – stasis and stasis – together to derive a concept of destituent power as a form of revolution against the sovereign state, which does not constitute a new sovereign...

  2. Terrorism, war, and peace

    Directory of Open Access Journals (Sweden)

    JÜRGEN STOLZENBER

    2006-01-01

    Full Text Available The article tries first to analyse the different use of the concept of war made by George W. Bush with reference to the terrorist attack of 09/11 and to the invasion of Afghanistan. In order to do this, the paper will start from an analysis of the concept of terrorism itself and from the question whether terrorist acts can be designed as acts of war. It turns secondly to the more philosophical aspects of the question of terrorism, war and peace, starting from questions about the applicability of just war theories to the so called “war on terrorism” and discussing finally what is called “The Kantian Project”, that is the Kantian arguments for the establishment of “eternal peace” among the states of the world.

  3. 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

  4. Reexamining Fourth Generation War as a Paradigm for Future War

    Science.gov (United States)

    2014-12-04

    Charter of the League of Nations and the subsequent Kellogg -Briand Pact “to renounce war as an instrument of national policy.” To demonstrate...twenty-years after the Kellogg -Briand Pact. Although the 1945-1991 period did see a decline in major interstate war relative to the immediately

  5. America's Holy War

    National Research Council Canada - National Science Library

    Parker, John

    2006-01-01

    .... He also contends that the Global War On Terrorism (GWOT) is intrinsically a strategy to combat a "tactic" used by Islamic Extremists versus focusing on the true enemy, the Muslim people who support this Holy War in the name of Islam...

  6. 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.

  7. 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....

  8. 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.

  9. 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

  10. 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 ...

  11. The Angolan Proxy War: A Study of Foreign Intervention and Its Impact on War Fighting

    National Research Council Canada - National Science Library

    Bissonnette, Brian

    2008-01-01

    .... This study examines the influence of foreign intervention on war fighting during the Angolan Civil War and analyzes how the various levels of support impacted the successes and failures of the internal warring factions...

  12. 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...

  13. Legalisation of Civil Wars

    DEFF Research Database (Denmark)

    Buhl, Kenneth Øhlenschlæger

    2009-01-01

    This article is concerned with the legal challenges of regulating civil wars in international humanitarian law. Civil war is not a term used in international law; it falls however, withing the context of the legal term 'armed conflicts not of an international character', although the shorter 'non......-international armed conflict' is used here. Civil wars are usually limited to the territory of a state. Considering that international law is generally concerned with the legal relations between states – being a legal system based on the system of states with states as its subjects – the main question is how civil...... wars as internal conflicts have become subject to international humanitarian law....

  14. 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.

  15. 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.

  16. 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

  17. The Vietnam War

    DEFF Research Database (Denmark)

    Godbolt, James; Larsen, Chris Holmsted; Rasmussen, Søren Hein

    2009-01-01

    This article investigates the role of the Vietnam War in Danish and Norwegian politics. We argue that Danish and Norwegian membership in NATO and an unstable parliamentary situation may explain why these countries, unlike Sweden, did not take on the lead in the international protest against the war....... Non-socialistic coalitions came to power in Norway and Denmark in the latter half of the 1960s which to an extent explains why the social democratic parties in both countries became more critical of the US. By the end of the 1960s, foreign policy as well as public attitudes towards the war converged...... in Denmark, Sweden and Norway, and in all three countries powerful protest movements emerged that were remarkably similar. The Vietnam War strengthened the left in general and promoted a leftist politics of solidarity that influenced Swedish, Danish and Norwegian foreign policy-making of the 1970s....

  18. 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

  19. Bath of my home (50 yeras report No.1); Wagaya no ofuro (50 nenshi No.1)

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1996-01-10

    Looking back at the history of bath after the war, the fuel, water heating method, hot water method, bathtub, shape of bathroom, bathing tools and bathing method have undergone surprising changes, from the period just after the war for which the number of households having their baths was small and public baths were at the height of their prosperity, to the present period for which households are generally equipped with a shower and bathtub. This paper describes the history of bath after the war in Japan, including the bathing methods and goods which came to stay in each period, placing the focus on the bathing acts and equipment. For 10 years since 1945, the housing shortage had been serious, and public baths had prospered. For this period, the bath heating fuel was mainly coal and firewood, and soap was still valuable. Since 1955, the housing situation had changed better, and the time had entered the age of bath-at-home. Since this period, aluminum bath furnaces had been mass-produced. Neutral shampoo appeared on the market and were sold like hot cakes.

  20. 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

  1. 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.

  2. 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....

  3. 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

  4. 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....

  5. 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

  6. A Lyrical War: Gallipoli War through Poetry in Anzac Diaries

    Directory of Open Access Journals (Sweden)

    Mehmet Ali Çelikel

    2017-12-01

    Full Text Available During the First World War, Dardanelles witnessed one of the fiercest clashes in history between the British and the Turkish forces. This eight-month-war caused the settlement of British army that included Australian and New Zealand Army Corps known as Anzacs on particularly the Gallipoli Peninsula. The Australian and New Zealander soldiers and officers constantly kept diaries and wrote letters that in a sense recorded history from the personal perspective contributing to history with individual observation. If Anzac diaries kept during the Gallipoli clashes in 1915 function as secondary historical sources, they also do function as reminiscences of military officers who found consolation in expressing themselves lyrically during harsh conflicts. Some Anzac officers quote poems in their diaries and some write their own poetry to cope with the violence of war using the aestheticism of poetry. Their poems, on the other hand, remain not only as the lyrical reflections of a deadly reality but also as even more painful portrayals of war. This paper aims to read poems either quoted or written in the diaries of Anzac soldiers and officers in order to analyse the emotional effects of war on individuals. The poems will be analysed through the perspective of cultural landscape and question the influence of landscape on the perception of war in the minds of the Anzacs. From the new historicist perspective, the diaries bearing poetry will be read not as the sources of historical information but as the texts that use history as the material for poetry. The paper will also question whether or not the individual observations change the perception of official history that does not become the main impulse behind the writing of poetry but turns merely into one of its sources.

  7. The World of WarsRisky systems

    DEFF Research Database (Denmark)

    Harste, Gorm

      The world of the future will not be one without wars. The many hopes we have about a future peace governed by a more or less confederal state will not make wars obsolete. Regular wars and irregular wars will continue and probably on different subjects than we are used to. The paper proposes...... that the form of war will be more about temporalities, i.e. fast interchanges or, rather, more risky protracted wars of attrition and exhaustion and less on tactical well defined territories. The West can neither dominate such wars nor establish one world that is ruled or even governed. The risk is that we have....... The "extreme 20th century" will have another history and another impact. Its extremes will be more extreme and its temporal bindings easier to observe. The much celebrated revolutions in military affairs will not dominate future war systems. Unipolarity is fading away. Kantian convergences may appear....

  8. 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.

  9. 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...

  10. "The Masters of War": Finding Ways to Talk about the First World War Today

    Science.gov (United States)

    O'Connor, Peter

    2017-01-01

    This article sets out to challenge conventional descriptions and explanations of war and teaching about war. It draws on raw data from three qualitative arts-based projects to illustrate the complexity of cognitive and affective understandings of the place of war, past, present and future, through the jarring dissonance of "mash-up"--a…

  11. The war hero

    Directory of Open Access Journals (Sweden)

    Raffaele Menarini

    2014-06-01

    Full Text Available The article explains the phenomenon of war through the transpersonal perspective as an existential way which is independent from subject's intentionality. Therefore war not as a pondered product but as a reproduction of an unthinkable aggressiveness. Within the transpersonal dynamic, those that Bion defined 'basic assumptions' prevail: dependency, attack-escape and pairing. Bion finds in the myth of Palinuro the typical pattern of destructiveness that prevents the birth of the thinkable. Menarini continues Bion's speculation working on the myth of hero Achilles as an archetypal which founds imagery of war and on the figure of Elena as a motor for the destructive act. In fact Elena is considered as a simulacrum, an object that, through the appearance, gives meaning to what would not make sense in absence of it, that is the transpersonal destructiveness. Like Elena every war has its simulacrum, such as the Washington Mall, and history is full of them.

  12. From Star Wars to 'turf wars'.

    Science.gov (United States)

    1999-09-01

    Just as we are witnessing the re-emergence of Star Wars, it seems the 'turf wars' that have dogged A&E care are back. Since its inception as a specialty, A&E nurses have been accused of being 'Jacks (and Jill's, to be politically correct) of all trades and masters of none'. The inference being that all we do is 'mind' patients until they receive definitive care. Clearly this is not the case. As A&E nurses have demonstrated over the years, our skills are in the recognition and management of acute illness or injury, regardless of the patient's age, physical or psychological condition. Rather than being a 'master of none' we are masters of immediate care.

  13. 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.

  14. 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...

  15. 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.

  16. 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.

  17. 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

  18. 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.

  19. 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

  20. 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.

  1. Costs of war: excess health care burdens during the wars in Afghanistan and Iraq (relative to the health care experience pre-war).

    Science.gov (United States)

    2012-11-01

    This report estimates the health care burden related to the wars in Iraq and Afghanistan by calculating the difference between the total health care delivered to U.S. military members during wartime (October 2001 to June 2012) and that which would have been delivered if pre-war (January 1998 to August 2001) rates of ambulatory visits, hospitalizations, and hospital bed days of active component members of the U.S. Armed Forces had persisted during the war. Overall, there were estimated excesses of 17,023,491 ambulatory visits, 66,768 hospitalizations, and 634,720 hospital bed days during the war period relative to that expected based on pre-war experience. Army and Marine Corps members and service members older than 30 accounted for the majority of excess medical care during the war period. The illness/injury-specific category of mental disorders was the single largest contributor to the total estimated excesses of ambulatory visits, hospitalizations, and bed days. The total health care burdens associated with the wars in Afghanistan and Iraq are undoubtedly greater than those enumerated in this report because this analysis did not address care delivered in deployment locations or at sea, care rendered by civilian providers to reserve component members in their home communities, care of veterans by the Departments of Defense and Veterans Affairs, preventive care for the sake of force health protection, and future health care associated with wartime injuries and illnesses.

  2. Why the end of the Cold War doesn't matter: the US war of terror in Colombia

    OpenAIRE

    Stokes, Doug

    2003-01-01

    Orthodox narratives of US foreign policy have been employed as uncontested modes of historical interpretation with US post-Cold War foreign policy in the Third World characterised by discontinuity from its earlier Cold War objectives. Chomsky's work adopts an alternative revisionist historiography that views US post-Cold War foreign policy as characterised by continuity with its earlier Cold War objectives. This article examines the continuities of US post-Cold War policy in Colombia, and exp...

  3. American Sammys and French Poilus in the Great War: sport, masculinities and vulnerability.

    Science.gov (United States)

    Terret, Thierry

    2011-01-01

    The violence and duration of fighting throughout the Great War created an intense feeling of vulnerability among the men engaged in battle, which challenged their perception of manliness. When the Americans joined the war in 1917, the balance between the two opposing armies was modified and the psychological crises of French soldiers brought to an end. The confidence shown by the American soldiers and their first successes on the battlefield changed the way the French Poilus perceived their new allies. From scepticism to admiration, Frenchmen's feelings extended beyond the fighting. Indeed, by living with American soldiers in the trenches and camps behind the front, French soldiers discovered a new culture where games and sport played a major role and contributed to building manliness. The Foyers Franco-Americains du Soldat (Franco-American hostels for soldiers) provided an ideal place for the cultural transfer of a model of masculinity from Sammys to Poilus. The foyers were managed by the American YMCA and eventually reached the number of 1,500 in France during the war. These hostels afforded soldiers numerous opportunities to develop cultural and sports practices, by bringing together Americans and Frenchmen. Mainly based on the archives of the American Expeditionary Forces, the YMCA and the French Army, the paper argues that the Foyers du Soldat brought to light a new model of masculinity based on sport, which challenged the Frenchmen's vision. It aims to show the rapid transformation of masculine identity within a context of extreme vulnerability and confirms the changes in representations of men in French society at this time.

  4. 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....

  5. American Women and the Great War.

    Science.gov (United States)

    Dumenil, Lynn

    2002-01-01

    Provides information on the idealized images of women during World War I. Features the use of posters and propaganda during the war. Focuses on voluntary activities in which women participated, the fight for women's suffrage during the war, and the effect of the war on women working. Includes poster reproductions. (CMK)

  6. 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…

  7. Torn between war and peace: Critiquing the use of war to mobilize peaceful climate action

    International Nuclear Information System (INIS)

    Kester, Johannes; Sovacool, Benjamin K.

    2017-01-01

    Notable studies have suggested the potentiality of the WWII wartime mobilization as a model for climate change adaptation and/or mitigation. The argument being that we need a similar rapid and total shift in our industrial social and economic environment to prevent or at least address the pending impacts of climate change. This argument and these studies have inspired us to think with them on what it means to use the WWII war analogy as a security claim in energy and climate change debates. Here, we would like to use this opportunity to draw attention to some of the implicit dangers of a call to war in such discussions. Among others we observe, first, the absence of any attention to the actual mobilization policies, in terms of garnishing public support. Second, based on the insights from Critical Security Studies, we question the historical incongruence of the case study especially by comparing the perceived enemy in both cases. Lastly, building on that same security literature, we point to some undesirable and perhaps unintended consequences of the use of war analogies in climate change debates. - Highlights: • The WWII war analogy with its policy focus extends the war metaphor in climate change debates. • As a mobilization technique the analogy draws attention to the WWII policies that “sold” the war. • We provide several reasons why the war analogy is incongruent with climate change. • The war analogy remains subject to the dangers that accompany the use of a war metaphor.

  8. Children exposed to war/terrorism.

    Science.gov (United States)

    Shaw, Jon A

    2003-12-01

    This paper reviews the prevalence of psychological morbidities in children who have been exposed to war-related traumas or terrorism as well as the diversity of war-related casualties and their associated psychological responses. The psychological responses to war-related stressors are categorized as (1) little or no reaction, (2) acute emotional and behavioral effects, and (3) long-term effects. Specific categories of war-related casualties discussed include refugee status, traumatic bereavement, effects of parental absence, and child soldiers. Psychological responses associated with terrorism and bioterrorism are presented. Lastly, mediators of the psychological response to war-related stressors are discussed, to include exposure effects, gender effects, parental, family and social factors, and child-specific factors. Children exposed to war-related stressors experience a spectrum of psychological morbidities including posttraumatic stress symptomatology, mood disorders, externalizing and disruptive behaviors, and somatic symptoms determined by exposure dose effect. Specific questions for future research are identified.

  9. 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...

  10. Aeschylus and War

    DEFF Research Database (Denmark)

    This volume brings together a group of interdisciplinary experts who demonstrate that Aeschylus’ Seven Against Thebes is a text of continuing relevance and value for exploring ancient, contemporary and comparative issues of war and its attendant trauma. The volume features contributions from...... an international cast of experts, as well as a conversation with a retired U.S. Army Lt. Col., giving her perspectives on the blending of reality and fiction in Aeschylus’ war tragedies and on the potential of Greek tragedy to speak to contemporary veterans. This book is a fascinating resource for anyone...... interested in Aeschylus, Greek tragedy and its reception, and war literature....

  11. Bringing the Stories Home: Wafaa Bilal’s War on the Public Narrative of War

    Directory of Open Access Journals (Sweden)

    James Hicks

    2012-11-01

    Full Text Available The aim of the present article is to examine some artistic representations that persuade us to read the complexity of the narratives of war. To focus this issue, we will analyze Wafaa Bilal’s Domestic Tension exhibition, work which could be defined as a translation of war self-experience into an artistic frame. In this context Domestic Tension configures a space to examine the effects of war violence in modern societies. Under this perspective, art become more than a simple and empty representation of war, but further more the only possible response to human violence.

  12. 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.

  13. 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.

  14. The new military medical ethics: legacies of the Gulf Wars and the War on Terror.

    Science.gov (United States)

    Miles, Steven H

    2013-03-01

    United States military medical ethics evolved during its involvement in two recent wars, Gulf War I (1990-1991) and the War on Terror (2001-). Norms of conduct for military clinicians with regard to the treatment of prisoners of war and the administration of non-therapeutic bioactive agents to soldiers were set aside because of the sense of being in a 'new kind of war'. Concurrently, the use of radioactive metal in weaponry and the ability to measure the health consequences of trade embargos on vulnerable civilians occasioned new concerns about the health effects of war on soldiers, their offspring, and civilians living on battlefields. Civilian medical societies and medical ethicists fitfully engaged the evolving nature of the medical ethics issues and policy changes during these wars. Medical codes of professionalism have not been substantively updated and procedures for accountability for new kinds of abuses of medical ethics are not established. Looking to the future, medicine and medical ethics have not articulated a vision for an ongoing military-civilian dialogue to ensure that standards of medical ethics do not evolve simply in accord with military exigency. © 2011 Blackwell Publishing Ltd.

  15. 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

  16. 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.

  17. The cultural dimension of hybrid wars

    Directory of Open Access Journals (Sweden)

    V. V. Kochetkov

    2015-01-01

    Full Text Available Present article introduces the concept of the culture wars. Reviewed the features and characteristics of the culture wars. Described the basic methods of the culture wars. Сoncluded that the theoretical design concept of the culture wars can be a uniting point for a number of important areas of the science of international relations.

  18. Where’s BattleTech in MechWarrior Online? A Case Study in Game Adaptation

    DEFF Research Database (Denmark)

    Backe, Hans-Joachim

    2015-01-01

    aspect of MWO, their implementation of a free-to-play model and the manner in which they are handling the Battletech franchise’s fictional side have created problems and will continue to do so. The Clan invasion will serve as an example for this unusual case in which friction between rules and narrative......, although it would have been pivotal to introducing novice players to the fictional background of the franchise. ‘Community warfare’ was supposed to introduce a large-scale strategic level to the game, where warring factions would have fought over planets prior to the clan invasion. Before the backdrop...

  19. 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.

  20. 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.

  1. Polemological Paradigm of Hybrid War Research

    Directory of Open Access Journals (Sweden)

    Roman Dodonov

    2017-09-01

    Full Text Available This article is devoted to the methodological problems and manipulative mechanisms of hybrid warfare. Owing to the polemological (from πολέμιος — war and λόγος — study approach the authors managed to systematize and summarize the theories of war and peace, clarify contemporary western concepts of warfare, outline the specifi cs of the Russian view on the hybrid war concept, assess the signifi cance of information and manipulation technologies for hybrid wars, analyze a number of geopolitical and socio-cultural dimensions of modern hybrid wars. The polemology is a branch of science, which studies the nature of armed confl icts and wars, their role in time and space, cycles, intensity, scope, scale, and causative relations and their classifi cation. Polemology deals with the wars and armed confl icts of the past, present and future. Novel hybrid wars take a respective place among them. They involve using all available warfare, regular and irregular, cyber and those allowing for the use of weapons of mass destruction, and also information, psychological and propaganda war using the latest information and media technologies. According to the classical approach, the state is the only subject of military actions, but today its role has changed dramatically under the infl uence of other political and economic supranational and trans-border factors. For the purpose of studying wars and armed confl icts from the polemological perspective it means the need to focus on social changes in all the areas of human life, on considering various elements of the political, economic or even technological context, which infl uence the war as a social phenomenon.

  2. 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.

  3. 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...

  4. John Dumbrell, Rethinking the Vietnam War.

    OpenAIRE

    Gratale, Joseph Michael

    2015-01-01

    Since the conclusion of the Vietnam War in the early 1970s, the USA has been involved in a number of wars and military interventions throughout the world.  From the US invasion of Grenada in 1983 and the Persian Gulf War of 1991, to the US wars in Afghanistan and Iraq in the early 21st century, the USA has found a variety of justifications and rationales in pursuing its national interests through the implementation of war.  In spite of the frequency and impacts of US military interventions ov...

  5. WHY NATIONS GO TO WAR

    African Journals Online (AJOL)

    Francois Vrey

    This 11th edition of Why nations go to war analyses ten case studies covering major ... of the time (Germany, Russia, Serbia and Austria in particular), Stoessinger depicts ... The section on the war in Vietnam depicts how five consecutive American ... to war. The nuclear option is available to both countries and the strategic.

  6. 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.

  7. 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.

  8. Children and war: the work of the Children and War Foundation

    Directory of Open Access Journals (Sweden)

    William Yule

    2013-01-01

    Full Text Available The Children and War Foundation was established after the authors’ experiences following the civil war in former Yugoslavia in the mid-1990s. Many organizations tried to mitigate the effects of the war on children but few interventions were based on evidence and fewer were properly evaluated. The Foundation was established in Norway with the aim of promoting better evidence-based interventions to help children after wars and natural disasters.The Foundation has developed a number of empirically grounded manuals that aim to help children learn strategies that will lessen the stress reactions that they have developed. The manuals are designed to be delivered by personnel who are not necessarily very experienced in child mental health. They are aimed at groups of children using a public health approach to reach large numbers in a short space of time. The strategies are not intended as individual therapy.The Teaching Recovery Techniques manual has been used following a number of earthquakes and other natural disasters and data from a number of these will be discussed. A Writing for Recovery manual is aimed at helping adolescents and is based on the seminal work of James Pennebaker. It is currently being evaluated in three separate studies. A group-based manual to help children bereaved by war or disaster has recently been developed.

  9. Landspotting: Social gaming to collect vast amounts of data for satellite validation

    Science.gov (United States)

    Fritz, S.; Purgathofer, P.; Kayali, F.; Fellner, M.; Wimmer, M.; Sturn, T.; Triebnig, G.; Krause, S.; Schindler, F.; Kollegger, M.; Perger, C.; Dürauer, M.; Haberl, W.; See, L.; McCallum, I.

    2012-04-01

    At present there is no single satellite-derived global land cover product that is accurate enough to provide reliable estimates of forest or cropland area to determine, e.g., how much additional land is available to grow biofuels or to tackle problems of food security. The Landspotting Project aims to improve the quality of this land cover information by vastly increasing the amount of in-situ validation data available for calibration and validation of satellite-derived land cover. The Geo-Wiki (Geo-Wiki.org) system currently allows users to compare three satellite derived land cover products and validate them using Google Earth. However, there is presently no incentive for anyone to provide this data so the amount of validation through Geo-Wiki has been limited. However, recent competitions have proven that incentive driven campaigns can rapidly create large amounts of input. The LandSpotting Project is taking a truly innovative approach through the development of the Landspotting game. The game engages users whilst simultaneously collecting a large amount of in-situ land cover information. The development of the game is informed by the current raft of successful social gaming that is available on the internet and as mobile applications, many of which are geo-spatial in nature. Games that are integrated within a social networking site such as Facebook illustrate the power to reach and continually engage a large number of individuals. The number of active Facebook users is estimated to be greater than 400 million, where 100 million are accessing Facebook from mobile devices. The Landspotting Game has similar game mechanics as the famous strategy game "Civilization" (i.e. build, harvest, research, war, diplomacy, etc.). When a player wishes to make a settlement, they must first classify the land cover over the area they wish to settle. As the game is played on the earth surface with Google Maps, we are able to record and store this land cover/land use classification

  10. 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

  11. 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...

  12. The Lessons of the Vietnam War.

    Science.gov (United States)

    Starr, Jerold M., Ed.

    This text book on the Vietnam War is to be used in teaching high students. Each of the volume's 12 chapters is a self-contained unit on an aspect of the War. The chapters are: (1) Introduction to Vietnam: land, history, and culture; (2) America at war in Vietnam: decisions and consequences; (3) Was the Vietnam War legal? (4) who fought for the…

  13. Prevention of nuclear war

    International Nuclear Information System (INIS)

    Anon.

    1990-01-01

    Removing the threat of a nuclear war-as the General Assembly formally stated in the Final Document of its first special session devoted to disarmament, in 1978-is considered to be the task of the present day. In that Document, the General Assembly sought to establish principles, guidelines and procedures for preventing nuclear war. It declared that to that end, it was imperative to remove the threat of nuclear weapons, to halt and reverse the nuclear-arms race until the total elimination of nuclear weapons and their delivery systems had been achieved (see chapter iv), and to prevent the proliferation of nuclear weapons (see chapter VII). At the same time, it called for other measures designed to prevent the outbreak of nuclear war and to lessen the danger of the treat or use of nuclear weapons. The Assembly's clear call for action was dictated by the awareness that there was no insuperable barrier dividing peace from war and that, unless nations brought the spiralling nuclear-arms race to an end, the day might come when nuclear weapons would actually be used, with catastrophic consequences. In adopting the Final Document, the international community achieved, for the first time, a consensus on an international disarmament strategy having as its immediate goal the elimination of the danger of a nuclear war and the implementation of measures to halt and reverse the arms race. The General Assembly, at its second special session on disarmament, in 1982, reaffirmed the validity of the 1978 Final Document. This paper reports that nuclear issues and in particular the prevention of nuclear war remain, however, major concerns of all States. Undoubtedly, all nations have a vital interest in the negotiation of effective measures for her prevention of nuclear war, since nuclear weapons pose a unique threat to human survival. If nuclear war were to occur, its consequences would be global, not simple regional

  14. Anti-Halal and Anti-Animal Slaughtering Campaigns and Their Impact in Post-War Sri Lanka

    Directory of Open Access Journals (Sweden)

    Mohammad Agus Yusoff

    2017-03-01

    Full Text Available This paper aims to examine the overall impact of anti-halal and anti-slaughtering campaigns in the context of post-war Sri Lanka. The reemergence of majoritarian ethno-religious anti-minority nationalist forces and their intensified anti-minority hatred and violence have made it challenging for ethno-religious minorities in Sri Lanka to engage in religious norms and duties. This is especially true for the Muslim community. Numerous Islamic fundamentals have been criticized and opposed. Muslims have had to endure threats and acts of violence. These campaigns and violent oppositions, imposed by the Buddhist-nationalist forces, have caused concern for Muslims performing their obligatory religious duties and norms. In Sri Lanka, the Muslim community has been allowed to produce halal food and slaughter animals for human consumption and religious rituals for a long period without disturbance. Unfortunately, retaliation and hatred in the post-civil war era in the country have threatened these rights. Thus, it has become imperative to investigate the motivating factors of the anti-halal and anti-animal slaughtering campaigns and violence, as well as their related impact, which is lacking in the existing literature on ethno-religious politics in the context of Sri Lanka. This study found that the anti-halal and anti-animal slaughtering campaigns and oppositions that have been intensified by the Buddhist nationalist forces were part of anti-Muslim sentiments intended to sabotage the economic pride of Muslims and undermine their religious renaissance. The study also found that these campaigns have been facilitated by the state and that continuous facilitation of the anti-Muslim sentiments and campaigns, including the anti-halal and anti-animal slaughter campaigns, would challenge the country’s economic prosperity and the rebuilding of ethno-religious harmony.

  15. The Great War: Online Resources.

    Science.gov (United States)

    Duncanson, Bruce

    2002-01-01

    Presents an annotated bibliography of Web sites about World War I. Includes: (1) general Web sites; (2) Web sites with information during the war; (3) Web sites with information about post-World War I; (4) Web sites that provide photos, sound files of speeches, and propaganda posters; and (5) Web sites with lesson plans. (CMK)

  16. 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

  17. Ukrainian Hybrid War – Quo Vadis?

    Directory of Open Access Journals (Sweden)

    Rotărescu Carmen

    2015-06-01

    Full Text Available Although it is known for a long time, hybrid war taken place in Ukraine under the umbrella of Russian Federation surprised the whole world and produced the greatest worry for humankind’s fate since the World War II. The political and military analysts appreciate if the World War III does not come will at least follow a long time of a new cold war. Remembering the hybrid war is not declared, can be prolonged in time and the adversary is unknown, thus neither the aggressor state, it is hard to settle which are the countermeasures and how should be act when this clever adversary attacks you using hostile propaganda, to the limit of trick and war perfidy (the first is allowed as method of war, the latter is not, influences the political decision-makers by blackmail, military, economic and energetic deterrence or nuclear bombardments and undergoes subversive, clandestine actions and particularly it is hard to predict their consequences.

  18. 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...

  19. 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

  20. 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

  1. Emergence of competition and cooperation in an evolutionary resource war model

    Science.gov (United States)

    Lamantia, Fabio

    2018-05-01

    In this paper we introduce a simple punishment scheme in the 'great fish war' model with many players. An imitative process regulates how a coalition of cooperators is dynamically updated over time. An intuitive effect of adding sanctions is that they could enlarge the possible sustainable coalitions. However, the evolution toward full cooperation can be sustained by a punishment scheme provided that a critical mass of agents enforces cooperation at the beginning of the game. Moreover, we show the presence of thresholds in sanctions or in the cost for punishing such that if these thresholds are trespassed then dramatic reductions in the resource level and in the agents' welfare may occur as a consequence of free riding effects. We show by some examples that these phenomena are due to the presence of tipping points in the model.

  2. Iowa and World War I.

    Science.gov (United States)

    Hardesty, Carolyn, Ed.

    1989-01-01

    This issue of the children's quarterly magazine, "The Goldfinch," focuses on World War I. A brief discussion of how the United States came to enter the War is followed by a discussion of propaganda. An article on the use of posters to encourage citizens to participate in the war effort is illustrated with reproductions of several of…

  3. 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...

  4. Conduct disorder, war zone stress, and war-related posttraumatic stress disorder symptoms in American Indian Vietnam veterans.

    Science.gov (United States)

    Dillard, Denise; Jacobsen, Clemma; Ramsey, Scott; Manson, Spero

    2007-02-01

    This study examined whether conduct disorder (CD) was associated with war zone stress and war-related post-traumatic stress disorder (PTSD) symptoms in American Indian (AI) Vietnam veterans. Cross-sectional lay-interview data was analyzed for 591 male participants from the American Indian Vietnam Veterans Project. Logistic regression evaluated the association of CD with odds of high war zone stress and linear regression evaluated the association of CD and PTSD symptom severity. Childhood CD was not associated with increased odds of high war zone stress. Conduct disorder was associated with elevated war-related PTSD symptoms among male AI Vietnam Veterans independent of war zone stress level and other mediators. Future efforts should examine reasons for this association and if the association exists in other AI populations.

  5. The Great War and German Memory

    DEFF Research Database (Denmark)

    Leese, Peter

    2012-01-01

    Review essay on Jason Crouthamel, The Great War and German Memory. Society, Politics and Psychological Trauma, 1914-18 (2009) and Anton Kaes, Shell Shock Cinema: Weimar Culture and the Wounds of War (2009)......Review essay on Jason Crouthamel, The Great War and German Memory. Society, Politics and Psychological Trauma, 1914-18 (2009) and Anton Kaes, Shell Shock Cinema: Weimar Culture and the Wounds of War (2009)...

  6. Effect of war on the menstrual cycle.

    Science.gov (United States)

    Hannoun, Antoine B; Nassar, Anwar H; Usta, Ihab M; Zreik, Tony G; Abu Musa, Antoine A

    2007-04-01

    To study the effect of a short period of war on the menstrual cycles of exposed women. Six months after a 16-day war, women in exposed villages aged 15-45 years were asked to complete a questionnaire relating to their menstrual history at the beginning, 3 months after, and 6 months after the war. A control group, not exposed to war, was also interviewed. The data collected were analyzed to estimate the effect of war on three groups of women: those who stayed in the war zone for 3-16 days (Group A), those who were displaced within 2 days to safer areas (Group B), and women not exposed to war or displacement (Group C-control). More than 35% of women in Group A and 10.5% in Group B had menstrual aberrations 3 months after the cessation of the war. These percentages were significantly different from each other and from that in Group C (2.6%). Six months after the war most women regained their regular menstrual cycles with the exception of 18.6% in Group A. We found a short period of war, acting like an acute stressful condition, resulted in menstrual abnormalities in 10-35% of women and is probably related to the duration of exposure to war. This might last beyond the war time and for more than one or two cycles. In most women the irregular cycles reversed without any medical intervention. II.

  7. 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...

  8. The Civil War Diet

    OpenAIRE

    Brennan, Matthew Philip

    2005-01-01

    The soldierâ s diet in the Civil War has been known as poor, and a number of illnesses and disorders have been associated with it. However, a nutritional analysis placed within the context of mid-nineteenth century American nutrition has been lacking. Such an approach makes clear the connection between illness and diet during the war for the average soldier and defines the importance of nutritionâ s role in the war. It also provides a bridge from the American diet to the soldier diet, ou...

  9. 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...

  10. Long-Term Outcomes of War-Related Death of Family Members in Kosovar Civilian War Survivors

    Science.gov (United States)

    Morina, Nexhmedin; Reschke, Konrad; Hofmann, Stefan G.

    2011-01-01

    Exposure to war-related experiences can comprise a broad variety of experiences and the very nature of certain war-related events has generally been neglected. To examine the long-term outcomes of war-related death of family members, the authors investigated the prevalence rates of major depressive episode (MDE), anxiety disorders, and quality of…

  11. 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.

  12. 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.

  13. Failed catharsis after the Second World War

    Directory of Open Access Journals (Sweden)

    Bijelić Biljana

    2002-01-01

    Full Text Available The Second World War is not relevant only in historical and political context. Its unsolved character is usually mentioned as one of the causes of the 1990 war. The after war policy of identity is especially relevant for today’s difficulties in consideration of collective responsibility and achieving reconciliation between communities which were in conflict. Croatian example of war crimes against Serbs in the Second World War is especially illustrative. However, that is only one of many Yugoslavs’ examples, where ethnic violence in after war period was overshadowed by general suffering from foreign occupants and local traitors in the Second World War. Instead of reassessment of existing ethnic and national identities, the process of reconciliation between Croatian and Serbian community after the Second World War was exhilarated with radical changes of collective identities.

  14. 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

  15. 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.

  16. 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

  17. Authenticity and War Junkies: Making the Iraq War Real in Films and TV Series

    DEFF Research Database (Denmark)

    Bjerre, Thomas Ærvold

    2011-01-01

    ), and Paul Greengrass’s Green Zone (2010). The films break from tradition by dismissing both the mythic heroism that pervades World War 2 films and the disillusionment of many Vietnam War films. A shared trait in the films and TV-series is a striving for authenticity and a tendency associated with this......This article examines some of the important changes in the films (and TV-series) about the Iraq War. Focus will be on the combat films: Brian De Palma’s Redacted (2007), Nick Broomfield’s Battle for Haditha (2007), HBO’s mini-series Generation Kill (2008), Kathryn Bigelow’s The Hurt Locker (2008......: the depiction of American soldiers as war junkies. What has become of the noble intentions, the ideas of freedom and democracy, once linked with the US military? Without judging, the films depict the new generation of American soldiers, raised in a historical vacuum, young men who see war as just another...

  18. 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.

  19. War Atmospheres

    DEFF Research Database (Denmark)

    Engberg-Pedersen, Anders

    2018-01-01

    This article examines warfare as a problem of knowledge in the military theory, realist literature, and cartography of the nineteenth century. Against the background of the Napoleonic Wars, Carl von Clausewitz, Stendhal, and Charles Joseph Minard in different ways conceived of warfare as a profou......This article examines warfare as a problem of knowledge in the military theory, realist literature, and cartography of the nineteenth century. Against the background of the Napoleonic Wars, Carl von Clausewitz, Stendhal, and Charles Joseph Minard in different ways conceived of warfare...

  20. 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.

  1. 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.

  2. 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....

  3. 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...

  4. 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 ...

  5. British Widows of the South African War and the Origins of War Widows' Pensions.

    Science.gov (United States)

    Riedi, Eliza

    2018-06-01

    The South African War of 1899-1902 cost the lives of 22,000 British and colonial soldiers and created almost 5,000 British war widows. It was in this context that the first state pensions for the widows of rank and file soldiers were introduced in 1901. Triggered by unexpectedly high casualty rates and widespread dissatisfaction with charitable provision, the introduction of state pensions also reflected changing public attitudes towards soldiers and their dependants in the context of an imperial war. Dismissed in the historiography as insignificant because of its low rates and restrictive eligibility clauses, the 1901 scheme in fact delivered pensions to the majority of war widows and made the Edwardian state their most important source of financial support. This article, after discussing the social and political context in which widows' pensions were developed, analyses the economics of the scheme and how key eligibility rules were formulated, before investigating significant changes in the scheme to 1920, the point at which Boer War widows were finally granted full maintenance. Strongly influenced by the practices of Victorian armed forces charities and by contemporary ideologies of gender and class, the South African War pension regulations created precedents which would continue to shape pensions for military widows to the end of the twentieth century.

  6. 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.

  7. 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;…

  8. The War of Ideas: An Abandoned Front in the Global War on Terror

    National Research Council Canada - National Science Library

    Allegretti, Joseph A

    2005-01-01

    This paper argues that the United States is losing the "war of ideas." The U.S. Department of State is the lead agency for strategic communications in the war of ideas, as distinguished from the U.S...

  9. Wars and suicides in Israel, 1948-2006.

    Science.gov (United States)

    Oron Ostre, Israel

    2012-05-01

    This paper reports the characteristics of suicides which occurred during the existential and the non-existential wars in Israel. It provides a first approximation of whether the suicide patterns in each war are consistent with the findings of Morselli and Durkheim, and whether their theoretical interpretations can serve as a preliminary guideline to explaining the Israeli case, which is characterized by short periods of war, social integration during some of the non-existential wars, and a sharp rise in post-war male suicide rates following all of the existential wars. Implications for further studies on the subject in Israel and elsewhere are discussed.

  10. War and reconstruction in northern Mozambique

    OpenAIRE

    Tilman Bruck

    2006-01-01

    The article discusses some of the economic effects of war in northern Mozambique. It indicates how the historical and structural features of the economy of northern Mozambique restricted post-war reconstruction and post-war poverty alleviation. These features include the dominance of only a few cash crops for export, the absence of much rural trading, poor communication infrastructure, and weak political and state institutions. The specific nature of the internal war further weakened the stat...

  11. 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)

  12. 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...

  13. Animated war

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    in production: Gzim Rewind (Sweden, 2011) by Knutte Wester, and In-World War (USA, expected 2011) by DJ Bad Vegan. These films have themes of war and include film scenes that are ‘machinima’ (real-time animation made in 3D graphic environments) within live action film scenes. Machinima harnesses...... DIY multimedia storytellers explore new ways to tell and to ‘animate’ stories. The article contains four parts: introduction to machinima and the notions of resemiosis and authorial practice, presentation of DIY filmmaking as a practice that intertwines with new networked economics, analysis...

  14. 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

  15. 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.

  16. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.

  17. 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

  18. 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...

  19. 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....

  20. 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:

  1. 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.

  2. 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.

  3. Methane for Power Generation in Muaro Jambi: A Green Prosperity Model Project

    Energy Technology Data Exchange (ETDEWEB)

    Moriarty, K.; Elchinger, M.; Hill, G.; Katz, J.; Barnett, J.

    2014-07-01

    NREL conducted eight model projects for Millennium Challenge Corporation's (MCC) Compact with Indonesia. Green Prosperity, the largest project of the Compact, seeks to address critical constraints to economic growth while supporting the Government of Indonesia's commitment to a more sustainable, less carbon-intensive future. This study evaluates electricity generation from the organic content of wastewater at a palm oil mill in Muaro Jambi, Sumatra. Palm mills use vast amounts of water in the production process resulting in problematic waste water called palm oil mill effluent (POME). The POME releases methane to the atmosphere in open ponds which could be covered to capture the methane to produce renewable electricity for rural villages. The study uses average Indonesia data to determine the economic viability of methane capture at a palm oil mill and also evaluates technology as well as social and environmental impacts of the project.

  4. 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

  5. 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....

  6. Churches, chaplains and the Great War

    NARCIS (Netherlands)

    Takken, A.J.

    2015-01-01

    When in 1914 the European nations mobilised for war, the churches followed suit. Notwithstanding pre-war church peace conferences and close international cooperation, most churches and churchmen immediately and whole-heartedly supported their nation’s participation in war and provided the religious

  7. Economic Origins of War and Peace

    OpenAIRE

    Coe, Andrew

    2012-01-01

    Why do wars happen, and what do societies fight over? Why are international relations sometimes fearful and aggressive and other times harmonious? I show that these questions can be fruitfully explored by importing some basic economic theory into the existing bargaining theory of war. A separate essay analyzes the interactions between the United States and countries that may be pursuing nuclear weapons. "Costly Peace: A New Rationalist Explanation for War" posits a new explanation for war: so...

  8. North Dalmatian Outline Of War Ethnology

    OpenAIRE

    Kale, Jadran

    2016-01-01

    The text presents the anthropological, ethnological and ethnographic interests in the war, problematizes them within the borders of North Dalmatia and suggests possible future disciplinary interests. The war ethnography is a type of text which can be useful in the local communities which are still recovering from the effects of the war. Compared with the global practice of dealing with these topics, it can be assumed that the corpus of the war ethnography would have cultural, social and scien...

  9. 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

  10. Social science in the Cold War.

    Science.gov (United States)

    Engerman, David C

    2010-06-01

    This essay examines ways in which American social science in the late twentieth century was--and was not--a creature of the Cold War. It identifies important work by historians that calls into question the assumption that all social science during the Cold War amounts to "Cold War social science." These historians attribute significant agency to social scientists, showing how they were enmeshed in both long-running disciplinary discussions and new institutional environments. Key trends in this scholarship include a broadening historical perspective to see social scientists in the Cold War as responding to the ideas of their scholarly predecessors; identifying the institutional legacies of World War II; and examining in close detail the products of extramural--especially governmental--funding. The result is a view of social science in the Cold War in which national security concerns are relevant, but with varied and often unexpected impacts on intellectual life.

  11. 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.

  12. 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...

  13. Failed catharsis after the Second World War

    OpenAIRE

    Bijelić Biljana

    2002-01-01

    The Second World War is not relevant only in historical and political context. Its unsolved character is usually mentioned as one of the causes of the 1990 war. The after war policy of identity is especially relevant for today’s difficulties in consideration of collective responsibility and achieving reconciliation between communities which were in conflict. Croatian example of war crimes against Serbs in the Second World War is especially illustrative. However, that is only one of many Yugos...

  14. 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” (...

  15. The Quotidianisation of the War in Everyday Life at German Schools during the First World War

    Science.gov (United States)

    Scholz, Joachim; Berdelmann, Kathrin

    2016-01-01

    The outbreak of the First World War had a powerful impact on German schools. Undoubtedly, schools were institutions of socialisation that did offer support to the war. Indeed, research has shown that a specific "war pedagogy" made an aggressive propaganda possible in the classroom. This research usually emphasises the enthusiasm for war…

  16. Foreign War Prisoners in the Astrakhan Province in the Years of the First World War and the Russian Revolution

    Directory of Open Access Journals (Sweden)

    Elena G. Timofeeva

    2017-12-01

    Full Text Available The article is devoted to the study of various aspects of military captivity, which became a mass phenomenon (“mass experience” in the years of the First World War and the revolutionary events in Russia and which influenced both the individual fate of war prisoners and different sides of the development of society. The article presents data on the number of war prisoners located in the years of war and revolution on the territory of the Astrakhan province, their categories and ethnic composition. The majority of war prisoners were soldiers of the German, Austro-Hungarian armies. The largest number of war prisoners on the territory of the province was recorded in May 1918. On the basis of documentary material, most of which is first introduced in the scientific use, the war prisoners’ accommodation, provision of clothing, food, medical care is researched. The placement of the contingent of war prisoners and their number depended on the needs of the region in labour force. War prisoners were sent to work on the municipal facilities in the provincial center and district towns, were attached to joint-stock and private enterprises, worked as doctors and paramedics in hospitals. The situation of war prisoners fully depended on socio-economic and political situation in the country. The problems of supply of war prisoners with clothing and food aggravated with the economic and political crisis in the country as well as rising prices and were common to all categories of population who needed support. The deterioration of living conditions led to increase in diseases, epidemics and deaths among the prisoners. Local authorities made efforts to supply war prisoners with food and provide with higher wages and hospitals. After the events of February 1917 there were hopes for mitigation of the regime of war prisoners, but visible improvement did not follow and the weakening supervision of war prisoners resulted in the growth of prison breaks.

  17. 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.

  18. Impact challenges in community science-with-practice: lessons from PROSPER on transformative practitioner-scientist partnerships and prevention infrastructure development.

    Science.gov (United States)

    Spoth, Richard; Greenberg, Mark

    2011-09-01

    At present, evidence-based programs (EBPs) to reduce youth violence are failing to translate into widespread community practice, despite their potential for impact on this pervasive public health problem. In this paper we address two types of challenges in the achievement of such impact, drawing upon lessons from the implementation of a partnership model called PROSPER. First, we address five key challenges in the achievement of community-level impact through effective community planning and action: readiness and mobilization of community teams; maintaining EBP implementation quality; sustaining community teams and EBPs; demonstrating community-level impact; and continuous, proactive technical assistance. Second, we consider grand challenges in the large-scale translation of EBPs: (1) building, linking and expanding existing infrastructures to support effective EBP delivery systems, and (2) organizing networks of practitioner-scientist partnerships-networks designed to integrate diffusion of EBPs with research that examines effective strategies to do so. The PROSPER partnership model is an evidence-based delivery system for community-based prevention and has evolved through two decades of NIH-funded research, assisted by land grant universities' Cooperative Extension Systems. Findings and lessons of relevance to each of the challenges are summarized. In this context, we outline how practitioner-scientist partnerships can serve to transform EBP delivery systems, particularly in conjunction with supportive federal policy.

  19. The 1967 Arab-Israeli Six-Day War: An Analysis Using the Principles of War

    National Research Council Canada - National Science Library

    Glazer, Thomas

    2001-01-01

    The 1967 Arab-Israeli Six-Day War provides the operational commander with an excellent opportunity to examine the importance of the application, or misapplication, of the principles of war in a conflict...

  20. In Time of War.

    Science.gov (United States)

    Becker, Patti Clayton

    2003-01-01

    Examines the role of libraries, particularly public libraries, in times of war. Discusses similarities between responses after World War Two and the September 11, 2001 attacks; government restrictions on information; American Library Association responses, including propaganda and libraries; and the library and the community. (LRW)

  1. Nuclear deterrence in the 21. century. Lessons from the cold war for a new era of strategic piracy

    International Nuclear Information System (INIS)

    Delpech, Therese

    2013-01-01

    Deterrence remains a primary doctrine for dealing with the threat of nuclear weapons in the 21. century. In this book, the author calls for a renewed intellectual effort to address the relevance of the traditional concepts of first strike, escalation, extended deterrence, and other Cold War-era strategies in today's complex world of additional superpowers (e.g., China), smaller nuclear powers (e.g., Pakistan and North Korea), and non-state actors (e.g., terrorists), as well as the extension of defense and security analysis to new domains, such as outer space and cyber-space. The author draws upon the lessons of the bipolar Cold War era to illustrate new concepts of deterrence that properly account for the variety of nuclear actors, the proliferation of missiles and thermonuclear weapons, and the radical ideologies that all are part of the nuclear scene today. Contents: 1- Introduction, 2 - Why Is This Subject Important?, 3 - Concepts, 4 - Lessons from Crises, 5 - The Age of Small Powers, 6 - Ahead of Us: The Big Piracy Game?, 7 - Space and Cyber-deterrence

  2. 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.

  3. 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

  4. Lessons from World War I

    Directory of Open Access Journals (Sweden)

    John Scales Avery

    2014-05-01

    Full Text Available The history of World War I is reviewed, starting with a discussion of the development of nationalist movements in Europe. It is pointed out that the global disaster started with a seemingly small operation by Austria, which escalated uncontrollably into an all-destroying conflagration. A striking feature of the war was that none of the people who started it had any idea of what it would be like. Technology had changed the character of war, but old patterns of thought remained in place. We also examine the roots of the war in industrial and colonial competition, and in an arms race. Finally, parallels with current events, and the important lessons for today’s world are discussed.

  5. Chromosome aberration analysis in peripheral lymphocytes of Gulf war and Balkans war veterans

    Energy Technology Data Exchange (ETDEWEB)

    Schroeder, H.; Heimers, A.; Frentzel-Beyme, R.; Schott, A.; Hoffmann, W

    2003-07-01

    Chromosome aberrations and sister chromatid exchanges (SCEs) were determined in standard peripheral lymphocyte metaphase preparations of 13 British Gulf War veterans, two veterans of the recent war in the Balkans, and one veteran of both wars. All 16 volunteers suspect exposures to depleted uranium while deployed at the two different theatres of war in 1990 and later on. The Bremen laboratory control served as a reference in this study. Compared with this control there was a statistically significant increase in the frequency of dicentric chromosomes (dic) and centric ring chromosomes (cR) in the veterans' group, indicating a previous exposure to ionising radiation. The statistically significant overdispersion of dic and cR indicates non-uniform irradiation as would be expected after non-uniform exposure and/or exposure to radiation with a high linear energy transfer. The frequency of SCEs was decreased when compared with the laboratory control. (author)

  6. Chromosome aberration analysis in peripheral lymphocytes of Gulf war and Balkans war veterans

    International Nuclear Information System (INIS)

    Schroeder, H.; Heimers, A.; Frentzel-Beyme, R.; Schott, A.; Hoffmann, W.

    2003-01-01

    Chromosome aberrations and sister chromatid exchanges (SCEs) were determined in standard peripheral lymphocyte metaphase preparations of 13 British Gulf War veterans, two veterans of the recent war in the Balkans, and one veteran of both wars. All 16 volunteers suspect exposures to depleted uranium while deployed at the two different theatres of war in 1990 and later on. The Bremen laboratory control served as a reference in this study. Compared with this control there was a statistically significant increase in the frequency of dicentric chromosomes (dic) and centric ring chromosomes (cR) in the veterans' group, indicating a previous exposure to ionising radiation. The statistically significant overdispersion of dic and cR indicates non-uniform irradiation as would be expected after non-uniform exposure and/or exposure to radiation with a high linear energy transfer. The frequency of SCEs was decreased when compared with the laboratory control. (author)

  7. 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.

  8. 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...

  9. 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.

  10. 20 CFR 404.1340 - Wage credits for World War II and post-World War II veterans.

    Science.gov (United States)

    2010-04-01

    ... 20 Employees' Benefits 2 2010-04-01 2010-04-01 false Wage credits for World War II and post-World War II veterans. 404.1340 Section 404.1340 Employees' Benefits SOCIAL SECURITY ADMINISTRATION FEDERAL... Uniformed Services Amounts of Wage Credits and Limits on Their Use § 404.1340 Wage credits for World War II...

  11. Climate wars and fat wars: A new role for law

    Directory of Open Access Journals (Sweden)

    Irma J. Kroeze

    2017-10-01

    Full Text Available Public trust in science is eroding because of a number of conflicts. In the sphere of climate science and of nutrition science, a basic methodological difference between scientists has escalated into what can be called wars. These wars are the result of influences such as personalities of leading scientists and powerful commercial and political interests. The wars have escalated to such an extent that leading scientists are being threatened with legal action and disciplinary procedures for advocating divergent views. These legal processes are not primarily about the procedural aspects of their actions, but are couched as being ‘about the science’. This means that legal processes are being used to ‘settle’ the science – something that the law has never been required to do. This new role for law has implications for legal education and requires that lawyers become more capable to understand empirical research.

  12. 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.

  13. 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

  14. World War II Homefront: A Historiography.

    Science.gov (United States)

    Winkler, Allan M.

    2002-01-01

    Highlights the scholarship that exists on the World War II homefront covering topics such as World War II as a good war, Franklin D. Roosevelt, economic policy, propaganda, status of women and women's employment, the role of African Americans, racial violence, and the Japanese American experience. (CMK)

  15. 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.

  16. 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.

  17. 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

  18. 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...

  19. 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...

  20. Three wars that never happened.

    Science.gov (United States)

    Russell, W M S

    2002-01-01

    This article discusses three serious wars that were averted and the three men who averted them. In 1478-79, Pope Sixtus IV's hatred of the Medici culminated in aggressive war against Florence, supported by his powerful ally King Ferrante of Naples. The initial stags of this war were indecisive, but it was about to become much more serious, probably involving all the Italian states and possibly meaning the total destruction of Florence. Lorenzo il Magnifico sailed to Naples, convinced Ferrante this more serious war was against his interests and obtained a generous peace. In 1861, the British Government responded to the boarding of a British ship by a vessel of the American North with a peremptory letter. Albert, Prince Consort, though dying of typhoid fever amended the letter to save Lincoln's face and thus averted war with the North. From 1871 to 1890, Otto von Bismarck worked for a stable peace between the European powers to be attained by arranging meetings of most or all of them to accustom them to solving disputes by negotiation. Two such meetings in Berlin secured 36 years of peace between the powers, despite many disputes, and in particular averted war for possessions in Africa, which could have involved them all.

  1. Neuropsychiatric Disturbances, Self-Mutilation and Malingering in the French Armies during World War I: War Strain or Cowardice?

    Science.gov (United States)

    Tatu, Laurent; Bogousslavsky, Julien

    2016-01-01

    Between 1914 and 1918, war strain appeared under a number of guises and affected, to varying extents, the majority of French soldiers. The most frequent form of war strain was war psychoneurosis, but war strain also induced more paroxystic disorders, such as acute episodes of terror, self-mutilation, induced illnesses and even suicide. Fear was the constant companion of soldiers of the Great War: soldiers were either able to tame it or overwhelmed by an uncontrollable fear. Nonetheless, over the course of the war, some aspects of fear were recognised as syndromes. The French health service poorly anticipated the major consequences of war strain, as with many other types of injuries. After the establishment of wartime neuropsychiatric centres, two main medical stances emerged: listening to soldiers empathetically on the one hand and applying more repressive management on the other. For many physicians, the psychological consequences of this first modern war were synonymous with malingering or cowardice in the face of duty. The stance of French military physicians in relation to their command was not unequivocal and remained ambivalent, swaying between medico-military collusion and empathy towards soldiers experiencing psychological distress. The ubiquity of suspected malingering modified the already porous borders between neuropsychiatric disorders and disobedience. Several war psychoneurotic soldiers were sentenced by councils of war for deserting their posts in the face of the enemy and were shot. Many soldiers suspected of self-mutilation or suffering from induced illnesses were also sentenced and executed without an expert assessment of their wound or their psychological state. © 2016 S. Karger AG, Basel.

  2. If war is "just," so is abortion.

    Science.gov (United States)

    Kissling, F

    1991-01-01

    Currently Catholic bishops are applying an inconsistent ethical paradigm to the issues of war and abortion. Based on the seamless garment theory war, abortion and capital punishment are all immoral acts because they are of the same garment. They are all "killing acts" and as such they are immoral. However there is within the Catholic paradigm the idea of a just war. The just war theory states that the destruction of human life in war is justified if it is for a greater good. However abortion has no exceptions, there is no just abortion in the rules of the Catholic Church. The author takes the just war doctrine as presented by the Catholic Church and shows how it could easily apply to abortion. Both war and abortion involve the taking of a human life, but in the case of war the taking of a life is justified if it is done to protect your own life. The same exception in abortion would be to allow abortion when the mother's life is in danger. yet no such exception exists. The just war theory further states that was is necessary to protect national integrity, particularly if the violation erodes the quality of life for its citizens. The same exception for abortion would include allowing abortions for women who already have more children then they can care for or if having the child would erode the quality of life for the woman. Other aspects of the just war theory include the competence and goals of the national leaders. Women must also be allowed to be competent moral agents. Proponents of the seamless garment theory will bring up the fact that in a just war only combatants die yet the fetus is innocent. But no war has ever been fought without the loss of innocent civilians.

  3. 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,…

  4. World War II Homefront.

    Science.gov (United States)

    Garcia, Rachel

    2002-01-01

    Presents an annotated bibliography that provides Web sites focusing on the U.S. homefront during World War II. Covers various topics such as the homefront, Japanese Americans, women during World War II, posters, and African Americans. Includes lesson plan sources and a list of additional resources. (CMK)

  5. 38 CFR 3.2 - Periods of war.

    Science.gov (United States)

    2010-07-01

    ... 38 Pensions, Bonuses, and Veterans' Relief 1 2010-07-01 2010-07-01 false Periods of war. 3.2..., Compensation, and Dependency and Indemnity Compensation General § 3.2 Periods of war. This section sets forth the beginning and ending dates of each war period beginning with the Indian wars. Note that the term...

  6. Cultural shift in mental illness: a comparison of stress responses in World War I and the Vietnam War.

    Science.gov (United States)

    Skinner, Rasjid; Kaplick, Paul M

    2017-12-01

    Post-traumatic stress disorder is an established diagnostic category. In particular, over the past 20 years, there has been an interest in culture as a fundamental factor in post-traumatic stress disorder symptom manifestation. However, only a very limited portion of this literature studies the historical variability of post-traumatic stress within a particular culture. Therefore, this study examines whether stress responses to violence associated with armed conflicts have been a culturally stable reaction in Western troops. We have compared historical records from World War I to those of the Vietnam War. Reference is also made to observations of combat trauma reactions in pre-World War I conflicts, World War II, the Korean War, the Falklands War, and the First Gulf War. The data set consisted of literature that was published during and after these armed conflicts. Accounts of World War I Shell Shock that describe symptom presentation, incidence (both acute and delayed), and prognosis were compared to the observations made of Vietnam War post-traumatic stress disorder victims. Results suggest that the conditions observed in Vietnam veterans were not the same as those which were observed in World War I trauma victims. The paper argues that the concept of post-traumatic stress disorder cannot be stretched to cover the typical battle trauma reactions of World War I. It is suggested that relatively subtle changes in culture, over little more than a generation, have had a profound effect on how mental illness forms, manifests itself, and is effectively treated. We add new evidence to the argument that post-traumatic stress disorder in its current conceptualisation does not adequately account, not only for ethnocultural variation but also for historical variation in stress responses within the same culture.

  7. War experiences and psychotic symptoms among former child soldiers in Northern Uganda: the mediating role of post-war hardships – the WAYS Study

    Science.gov (United States)

    Amone-P’Olak, Kennedy; Otim, Balaam Nyeko; Opio, George; Ovuga, Emilio; Meiser-Stedman, Richard

    2014-01-01

    Psychotic symptoms have been associated with post-traumatic stress disorder and war experiences. However, the relationships between types of war experiences, the onset and course of psychotic symptoms, and post-war hardships in child soldiers have not been investigated. This study assessed whether various types of war experiences contribute to psychotic symptoms differently and whether post-war hardships mediated the relationship between war experiences and later psychotic symptoms. In an ongoing longitudinal cohort study (the War-Affected Youths Survey), 539 (61% male) former child soldiers were assessed for psychotic symptoms, post-war hardships, and previous war experiences. Regression analyses were used to assess the contribution of different types of war experiences on psychotic symptoms and the mediating role of post-war hardships in the relations between previous war experiences and psychotic symptoms. The findings yielded ‘witnessing violence’, ‘deaths and bereavement’, ‘involvement in hostilities’, and ‘sexual abuse’ as types of war experiences that significantly and independently predict psychotic symptoms. Exposure to war experiences was related to psychotic symptoms through post-war hardships (β = .18, 95% confidence interval = [0.10, 0.25]) accounting for 50% of the variance in their relationship. The direct relation between previous war experiences and psychotic symptoms attenuated but remained significant (β = .18, 95% confidence interval = [0.12, 0.26]). Types of war experiences should be considered when evaluating risks for psychotic symptoms in the course of providing emergency humanitarian services in post-conflict settings. Interventions should consider post-war hardships as key determinants of psychotic symptoms among war-affected youths. PMID:24718435

  8. 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...

  9. Fighting the Last War

    DEFF Research Database (Denmark)

    Harmsen, Peter

    Today the conflicts of the 1930s are generally seen as preludes to World War II, but for the contemporaries they were late echoes of the Great War. Few could have known that they lived not in the “postwar era” but the “interwar years”, and that an even bigger cataclysm was approaching. The battle...... between Chinese and Japanese forces for Shanghai from August to November 1937 is a case in point. It took place just 19 years after the end of World War I, reflected in a widespread tendency to look at the hostilities in China’s largest city through the prism of the global conflict two decades earlier....... Many of the German advisors to the Chinese Army had been through the war in the trenches and took the tactics they had honed there with them to Shanghai. This resulted in near-impregnable Chinese defenses in and around the city, and it also manifested itself in the introduction of shock tactics...

  10. 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

  11. [Importance of medical treatment in second echelon during war in Croatia, example--war surgical hospital in Garesnica].

    Science.gov (United States)

    Gverić, Tugomir; Huljev, Dubravko; Zdilar, Boris; Kolak, Toni; Barisic, Jadranko; Ahmetasovic, Snjezana Gveric; Trajbar, Dubravka; Lojo, Nermin; Sever, Marko

    2009-05-01

    At beginning of 1991, the increasing necessity of emergency surgical treatment of wounded persons in Croatia led to the formation of mobile surgical teams. However, this system was abandoned due to many problems and echelon health division was formed. One of the war surgical hospitals (second echelon) was the War Surgical Hospital Garesnica. In this study, materials of the Croatian War Veterans Ministry, Ministry of Defense, Garesnica War Surgical Hospital and Garesnica Defense Office archive were used. We analyzed the number and localization of wounds, and describe the organization, work and results of the War Surgical Hospital in Garesnica. During the work of the War Surgical Hospital in Garesnica, 909 surgical examinations were performed, 521 wounded were surgically treated (45% civilians and 55% soldiers), 331 wounded were operated on, 5 lethal outcomes were recorded, 68% of wounds were localized on the extremities, 19% on the thorax and abdomen, and 13% on the head end neck. In this article the organization and work of the War Surgical Hospital in Garesnica is described, which had a major role in providing emergency medical care to people wounded in west Slavonia.

  12. 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

  13. 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...

  14. Russian deserters of World War I

    Directory of Open Access Journals (Sweden)

    Os'kin Maksim

    2014-10-01

    Full Text Available Desertion is one of the most active forms of ordinary resistance of the people to the state pressure during the low-popular war which is conducting for the purposes unclear for the people. At the same time, mass desertion is a manifestation of «total» war in the world conflicts of the XX century. During World War I in all armies of the world there was the desertion often accepting mass character. In the Russian army, as well as in other, deserters appeared from the war beginning. Desertion scales in the Russian army explained as objective factors - diffi cult fights, shortage of supply, defeat at the front, and subjective - unwillingness to participate in war, melancholy for the house, desire to help a family the work. Desertion in different years of war had various forms. If at the beginning of war there were mainly «self-arrows», in 1915, during defeats at the front - evasion from entrenchments. By the end of 1916, because of the general fatigue from war, desertion takes the real form - flight from the front to the back. After February revolution desertion becomes mass in which hundreds thousands military personnel take part already. Disorder of army and development of revolutionary process extremely strengthen desertion scales that is explained by the actual lack of punishment for this crime. Destruction of the Russian state during revolution became the main reason of coming to power of Bolsheviks, an exit of Russia from war and the army demobilization which essential part in 1917 already deserted from the front.

  15. 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.…

  16. 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.

  17. 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

  18. 正义的战争与战争的正义——关于战争伦理的反思%Just war and justice of war: Reflections on ethics of war

    Institute of Scientific and Technical Information of China (English)

    左高山

    2007-01-01

    War can be defined as organized political violence among two or more nations.In accordance with the purpose,processes and results of war,the ethics of war generally comprises three aspects:right ethics,action ethics and duty ethics.The most important issue in ethics of war is"justice"."Justice"and "injustice"as a conceptual pair do not prescribe the objective character of war but rather convey a subjective attitude and ethical position that have the potential to compel a populace to either support or oppose a war.

  19. What makes a ‘National’ War Memorial? The Case of the Australian Ex-Prisoners of War Memorial

    Directory of Open Access Journals (Sweden)

    Lachlan Grant

    2006-03-01

    Full Text Available The Australian Ex-Prisoners of War Memorial was unveiled in Ballarat to great fanfare in February 2004. Struggling to overcome serious setbacks in order to raise the necessary funds to construct the $2 million memorial over more than a period of four years, the memorial, listing the names of all Australian prisoners of war from all conflicts was judged by the Federal Government to be nothing but a ‘local’ memorial rather than a ‘national’ memorial. The article investigates whether this issue is at all associated with the ambiguity and difficulty of incorporating prisoners of war into the Anzac legend or whether there were other factors at hand deciding the official ‘national’ status of the first war memorial to list the names of all Australian prisoners of war. The importance of this issue reveals how government bureaucracy and party politics can influence the future and potential public significance of a war memorial.

  20. Cold War Paradigms and the Post-Cold War High School History Curriculum.

    Science.gov (United States)

    McAninch, Stuart A.

    1995-01-01

    Discusses how Cold War ideological models provide a way to examine the U.S. role in world affairs. Discusses and compares on the writings of Paul Gagnon and Noam Chomsky on this topic. Concludes that students should stand outside both models to develop a meaningful perspective on the U.S. role during the Cold War. (CFR)

  1. 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.

  2. Museums and the Representation of War

    Directory of Open Access Journals (Sweden)

    Jay Winter

    2012-11-01

    Full Text Available Museums are the cathedrals of the twenty-first century, in that they have filled the void left by the conventional churches as a site in which mixed populations of different faiths or no faith at all, of different origins and beliefs, confront and meditate on sacred themes – sacrifice, death, mourning, evil, brotherhood, dignity, transcendence.1 War not only belongs in museums; war dominates museum space in much of the public representation of history and will continue to do so. That being so, it is the task of war museums to persuade visitors to pose the question: how can war be represented? While there is no adequate answer to this question, museum professionals must try to answer it anyway with a large dose of humility. By avoiding the didactic mode, that is, that they know the answer and will present it to the visitors, they can perform a major public service. By admitting the magnitude of the problems inherent in trying to represent war, and through it, trying to represent the pain of others, museum directors and designers fulfil a critical social task. Knowing about war is the business of an informed citizenship, and museums are those sites where moral questions are posed, questions inevitably raised about war, questions about sacrifice, suffering, brotherhood, courage, love, recovery, transcendence. Museums enable visitors to pose these enduring questions, by converting war time into museum space.

  3. 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…

  4. 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.

  5. War without Violence: Leveraging the Arab Spring to Win the War on Terrorism

    Directory of Open Access Journals (Sweden)

    Pat Proctor

    2012-01-01

    Full Text Available After a decade of war, the United States has failed to eradicate the threat of salafist jihadism. No matter how hard it tries, the United States cannot kill its way to victory in the war on terrorism. Sweeping changes across the Middle East—dubbed the "Arab Spring" by the media—have presented the West with a unique opportunity to pursue an alternative approach. Rather than engaging in war (politics through violence, the United States should engage in mass politics (war without violence to compel the Arab world to reject the salafist jihadism idea. This article proposes a strategy calibrated to defeat international terrorism without unnecessarily antagonizing non-jihadist salafists and political salafists who enjoy broad-based support in the Arab world. The article goes on to identify key political figures already espousing elements of this counternarrative, and it describes the methods the United States should use to empower these and other anti–salafist jihadism activists.

  6. 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.

  7. 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....

  8. Russian deserters of World War I

    OpenAIRE

    Os'kin Maksim

    2014-01-01

    Desertion is one of the most active forms of ordinary resistance of the people to the state pressure during the low-popular war which is conducting for the purposes unclear for the people. At the same time, mass desertion is a manifestation of «total» war in the world conflicts of the XX century. During World War I in all armies of the world there was the desertion often accepting mass character. In the Russian army, as well as in other, deserters appeared from the war beginning. Desertion sca...

  9. Revisiting and renegotiating Wars

    DEFF Research Database (Denmark)

    Gade, Solveig

    2014-01-01

    Alley in order to avoid the bullets of the Bosnian Serbian snipers positioned around the city. Based on a close reading of Sala’s work, this article will scrutinize how subjectivating techniques of power, during times of war, affectively work to create boundaries between those excluded from and those...... included within humanity. Conversely, focusing on how these techniques are being questioned within the work, I will discuss the resistance potential of what I will refer to as practices of subjectivization. Eventually, I will seek to position the “war-critical” strategy of the work within a broader context...... of the late modern war paradigm....

  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. Hybrid Wars: Israel’s experience

    Directory of Open Access Journals (Sweden)

    E. N. Grachikov

    2015-01-01

    Full Text Available The article attempts to summarize the experience of Israel in the fight against non-traditional threats, which escalated into a hybrid war. Feature of these wars lies in the fact that they are usually conducted between Western and non-Western countries in the border and poorly controlled space. West opponents favor alliances and associations of non-Western countries and non-state actors. In this case, to justify the war, the norms of international law are used.

  12. The Aftermath of Civil War

    OpenAIRE

    Chen, Siyan; Loayza, Norman V.; Reynal-Querol, Marta

    2007-01-01

    Using an event-study methodology, the article analyzes the aftermath of civil war in a cross-section of countries. It focuses on cases where the end of conflict marks the beginning of relatively lasting peace. The analysis considers 41 countries involved in internal wars over the period 1960--2003. To provide a comprehensive evaluation of the aftermath of war, a range of social areas is considered: basic indicators of economic performance, health and education, political development, demograp...

  13. 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.

  14. 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.

  15. Paying for Hitler's War

    DEFF Research Database (Denmark)

    Lund, Joachim

    2017-01-01

    Book review of: Jonas Scherner & Eugene N. White (eds.), Paying for Hitler's War: The Consequenses of Nazi Hegemony for Europe (NY: Cambridge University Press, 2016)......Book review of: Jonas Scherner & Eugene N. White (eds.), Paying for Hitler's War: The Consequenses of Nazi Hegemony for Europe (NY: Cambridge University Press, 2016)...

  16. War and public health

    National Research Council Canada - National Science Library

    Levy, Barry S; Sidel, Victor W

    2008-01-01

    ... and Prevention, the International Rescue Committee, and the International Physicians for the Prevention of Nuclear War, can reduce the impact of war and contribute to its prevention. The participation of respected and trustworthy intermediaries and the willingness of parties to communicate with each other are two key elements in preventing...

  17. 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...

  18. 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.

  19. The great war and the cinema

    Directory of Open Access Journals (Sweden)

    Tom Burns

    2000-07-01

    Full Text Available Aside from documentary films of the First World War, fiction films may be categorized as period films, cinematic aptations of classic war novels, and, much the greatest in number, fiction films made after the war. The period films are useful for their clues to public attitudes during or in the decades immediately after the conflict. For example, silent films made during the war, like D.W. Griffith’s Hearts of the World (1918, which used actual footage, were propaganda evidently intended to induce the United States to progress from economic assistance to active military participation on the side of the Allies. The story of the young man, Ben Herron, going off to war would become typical in fiction films made thereafter, since such stories have elements that a mass audience, many of whom had fathers, sons, husbands, brothers, etc. in the military, can actually identify with. As propaganda, such movies—and this would be the case with the Second World War even more—may serve an important political end, by arguably having a much greater influence on public consciousness than official government propaganda, which usually arouses more suspicion. In fact, the US government during both world wars would make a direct appeal to Hollywood producers.

  20. 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...