Sample records for national game reserve

  1. 76 FR 63325 - National Indian Gaming Commission

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-10-12

    ... DEPARTMENT OF THE INTERIOR National Indian Gaming Commission AGENCY: National Indian Gaming Commission. ACTION: Notice of no action. SUMMARY: On November 18, 2010, the National Indian Gaming Commission... Review Schedule. FOR FURTHER INFORMATION CONTACT: National Indian Gaming Commission, 1441 L Street NW...

  2. Game injuries in relation to game schedules in the National Basketball Association.

    PubMed

    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 (p<0.05). Playing back-to-back games and away games were significant predictors of frequent game injuries (p<0.05). Game schedules could be one factor that impacts the risk of game injuries in the NBA. 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. 75 FR 8731 - Proposed Appointment to the National Indian Gaming Commission

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-02-25

    ... National Indian Gaming Commission ACTION: Notice. SUMMARY: The Indian Gaming Regulatory Act provides for a three-person National Indian Gaming Commission. One member, the chairman, is appointed by the President... as an associate member of the National Indian Gaming Commission for a term of 3 years. DATES...

  4. Prosperity game for the national electronics manufacturing initiative

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berman, M.; VanDevender, J.P.; Berry, I.

    1995-05-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Prosperity Game conducted under the sponsorship of the Electronics Subcommittee of the Civilian Industrialmore » Technology Committee (under the National Science and Technology Council), and the Electronics Partnership Project. Players were drawn from the electronics industry, from government, national laboratories, and universities, and from Japan and Austria. The primary objectives of this game were: To connect the technical and non-technical (i.e., policy) issues that were developed in the roadmap-making endeavor of the National Electronics Manufacturing Initiative (NENI);to provide energy, enthusiasm and people to help the roadmap succeed; and to provide insight into high-leverage public and private investments. 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, the robustness of strategic thinking and planning, and the development, delivery and commercialization of new technologies.« less

  5. 75 FR 2795 - Amendments to Various National Indian Gaming Commission Regulations; Correction

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-01-19

    ... DEPARTMENT OF THE INTERIOR National Indian Gaming Commission 25 CFR Part 514 RIN 3141-0001 Amendments to Various National Indian Gaming Commission Regulations; Correction AGENCY: National Indian Gaming Commission. ACTION: Correcting amendments. SUMMARY: On July 27, 2009 (74 FR 36926), the National...

  6. Proceedings of the National Gaming Council's Eleventh Annual Symposium.

    ERIC Educational Resources Information Center

    Kidder, Steven J.; Nafziger, Alyce W., Comp.

    The Academic Games program (which aims at developing and testing simulation games for the schools) of the Center for Social Organization of Schools has sponsored this report of the proceedings of the National Gaming Council's Eleventh Annual Symposium. Sessions of the symposium considered simulations and games in education, management,…

  7. 25 CFR 543.8-543.15 - [Reserved

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false [Reserved] 543.8-543.15 Section 543.8-543.15 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS FOR CLASS II GAMING §§ 543.8-543.15 [Reserved] ...

  8. 25 CFR 543.4-543.5 - [Reserved

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false [Reserved] 543.4-543.5 Section 543.4-543.5 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS FOR CLASS II GAMING §§ 543.4-543.5 [Reserved] ...

  9. National nutrition planning in developing countries via gaming-simulation.

    PubMed

    Duke, R D; Cary, R

    1977-01-01

    A nutrition game designed for the Food Policy and Nutrition Division of the Food and Agriculture Organization of the United Nations to aid in planning national nutrition education programs in Third World countries is described. The Simulated Nutrition System Game allows high-level ministerial staff in developing countries to discuss, via a common language created by SNUS I, the issues, problems, and complexities of national nutrition programs.

  10. 78 FR 18363 - Proposed Appointment to the National Indian Gaming Commission

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-26

    ... Gaming Commission AGENCY: Office of the Secretary, Interior. ACTION: Notice. SUMMARY: Before appointing a member to the National Indian Gaming Commission, the Secretary must provide public notice and allow a... member of the National Indian Gaming Commission for a term of 3 years. DATES: Comments must be received...

  11. [Sports injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Division].

    PubMed

    Wang, Fengzhe; Chen, Zhian; Pan, Shinong; Liao, Wei; Zhan, Yuhua; Zheng, Liqiang; Wang, Yitong; Lu, Chunxue; Fu, Wei; Zhang, Xiaogang; Liang, Hongjun; Guo, Qiyong

    2015-05-05

    To retrospectively analyse the medical imaging examination results of the injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Divison. Collected and analyzed the health information and medical imaging examination results from Shengjing Hospital of China Medical University during the two games. There was 9 cases of sports injuries in the 2008 Olympic Games, mainly for knee, ankle ligament injury and muscle sprain, 36 cases of sports injuries in the 2013 China National Games, mainly for head traumas (9 cases), knee injuries (7 cases), ankle injuries (7 cases), shoulder injures (4 cases). Competitions of high risk of being injured were wrestling (10 cases), track and field (8 cases), American football (6 cases). The most common cause of illness were respiratory system (60 cases) and the digestive system (27 cases) in the total 233 cases illnesses in the China National Games. Different sports have different characteristic, regularity and mechanism of injury. Medical imaging examination has important value in the diagnosis of injury during large games. The respiratory system and digestive system are the most common illnesses and affect the athletes training and competition as important as injuries. So illness is the focus on the medical care assurance of the large games.

  12. Parasite infection rates of impala (Aepyceros melampus) in fenced game reserves in relation to reserve characteristics

    USGS Publications Warehouse

    Ezenwa, V.O.

    2004-01-01

    Under certain conditions reserves can pose a threat to wildlife conservation by increasing the transmission of parasites and pathogens. In this study, I investigated associations between reserve characteristics including area, density and species richness and parasite infection rates in impala (Aepyceros melampus). Using coprological methods to measure gastrointestinal parasitism rates of impala inhabiting five fully or partially fenced game reserves in central Kenya, I found that bovid species richness was correlated with parasite taxa richness across reserves, and that prevalence rates of multi-host strongyle nematodes were higher in reserves with more species. In addition, reserve size was also implicated as a potential predictor of infection risk. Overall, these results suggest that wildlife inhabiting highly diverse and small reserves may suffer from higher than normal rates of infection. Given the potential debilitating effects increases in parasitism can have on wildlife, these results underscore the importance of considering parasite transmission dynamics in the management of small, fenced protected areas. ?? 2003 Elsevier Ltd. All rights reserved.

  13. National Gaming Council.

    ERIC Educational Resources Information Center

    House, Peter W.; And Others

    This publication describes thirty-three simulation games discussed at the 9th Symposium of the Council in April of 1970. Those articles related to the social sciences are: 1) Teaching Economics with Competitive Games; 2) An Economic Strategy Analysis Game; 3) A Social Simulation Strategy for Researching the Israeli Arab Conflict; 4) The Use of…

  14. Level up Learning: A National Survey on Teaching with Digital Games

    ERIC Educational Resources Information Center

    Takeuchi, Lori M.; Vaala, Sarah

    2014-01-01

    Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and…

  15. Greater circadian disadvantage during evening games for the National Basketball Association (NBA), National Hockey League (NHL) and National Football League (NFL) teams travelling westward.

    PubMed

    Roy, Jonathan; Forest, Geneviève

    2018-02-01

    We investigated the effects of a circadian disadvantage (i.e. playing in a different time zone) on the winning percentages in three major sport leagues in North America: the National Basketball Association, the National Hockey League and the National Football League. We reviewed 5 years of regular season games in the National Basketball Association, National Hockey League and National Football League, and noted the winning percentage of the visiting team depending on the direction of travel (west, east, and same time zone) and game time (day and evening games). T-tests and analysis of variance were performed to evaluate the effects of the circadian disadvantage, its direction, the number of time zones travelled, and the game time on winning percentages in each major league. The results showed an association between the winning percentages and the number of time zones traveled for the away evening games, with a clear disadvantage for the teams travelling westward. There was a significant difference in the teams' winning percentages depending on the travelling direction in the National Basketball Association (F 2,5908  = 16.12, P < 0.0001) and the National Hockey League (F 2,5639  = 4.48, P = 0.011), and a trend was found in the National Football League (F 2,1279  = 2.86, P = 0.058). The effect of the circadian disadvantage transcends the type of sport and needs to be addressed for greater equity among the western and eastern teams in professional sports. These results also highlight the importance of circadian rhythms in sport performance and athletic competitions. © 2017 European Sleep Research Society.

  16. 75 FR 49887 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-08-16

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research... Research Reserves: Narragansett Bay, RI and Tijuana River, CA. SUMMARY: Notice is hereby given that the... Research Reserve and the Tijuana, CA National Estuarine Research Reserve. The Narragansett Bay, RI Reserve...

  17. 75 FR 65613 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-10-26

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research... Research Reserves: North Inlet-Winyah Bay, SC and San Francisco Bay, CA. SUMMARY: Notice is hereby given... National Estuarine Research Reserve and the San Francisco Bay, CA National Estuarine Research Reserve. The...

  18. 76 FR 16620 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-03-24

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research... Research Reserves: ACE Basin, SC and Old Woman Creek, OH. SUMMARY: Notice is hereby given that the... National Estuarine Research Reserve and Old Woman Creek, OH National Estuarine Research Reserve. The...

  19. Game Times and Higher Winning Percentages of West Coast Teams of the National Football League Correspond With Reduced Prevalence of Regular Season Injury.

    PubMed

    Brager, Allison J; Mistovich, R Justin

    2017-02-01

    Brager, AJ and Mistovich, RJ. Game times and higher winning percentages of west coast teams of the National Football League correspond with reduced prevalence of regular season injury. J Strength Cond Res 31(2): 462-467, 2017-West coast teams of the National Football League are more statistically likely to win home night games against east coast opponents. The alignment of game times with daily rhythms of alertness is thought to contribute to this advantage. This study aims to determine whether rates of turnovers and injuries during the regular season, putative measures of mental and physical fatigue, impact winning percentages. Regular season schedules and rates of turnovers for each of the 32 teams were obtained from Pro-Football-Reference. We developed our own metric of injury risk for each position obtained from depth charts and regular season schedules. This metric compared cumulative weeks on injury reserve with cumulative time zone travel. West coast teams traveled 4 times as often as east coast teams. However, teams traveling eastward won twice as many games. There was no relationship between the extent and direction of travel and number of turnovers. Losing teams had more turnovers. The offensive and defensive lines in Central Time (CT) were placed on injury reserve 4 times as often as offensive and defensive lines in Pacific Time (PT). Injury prevalence in CT vs. PT was most prominent midseason. Plotting midseason game time relative to biological time revealed that PT teams play games closer to endogenous peaks in alertness, whereas CT teams play games closer to endogenous troughs in alertness. Overall, closer alignment of game time with the endogenous "alerting" signal may protect west coast teams from fatigue-related injuries and suggests for modified strength and conditioning programs.

  20. 77 FR 60107 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-10-02

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research... Research Reserve Management Plan Revisions. SUMMARY: Notice is hereby given that the Estuarine Reserves..., Alaska National Estuarine Research Reserve Management Plan Revisions. The revised management plans...

  1. 78 FR 17427 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-21

    ... North Dakota; the Amended Gaming Compact between the Spirit Lake Nation and the State of North Dakota... Reservation, the Spirit Lake Tribe, the Standing Rock Sioux Tribe of North and South Dakota, the Three...

  2. 76 FR 2083 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-01-12

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research.... ACTION: Notice of Public Comment Period for the revised Jobos Bay National Estuarine Research Reserve... revised Jobos Bay National Estuarine Research Reserve Management Plan. The Jobos Bay National Estuarine...

  3. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... national hunting regulations for migratory game birds. 92.12 Section 92.12 Wildlife and Fisheries UNITED... developing national hunting regulations for migratory game birds. (a) Flyway councils. (1) Proposed annual... published in the Federal Register for public review and comment, similar to the annual migratory game bird...

  4. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... national hunting regulations for migratory game birds. 92.12 Section 92.12 Wildlife and Fisheries UNITED... developing national hunting regulations for migratory game birds. (a) Flyway councils. (1) Proposed annual... published in the Federal Register for public review and comment, similar to the annual migratory game bird...

  5. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... national hunting regulations for migratory game birds. 92.12 Section 92.12 Wildlife and Fisheries UNITED... developing national hunting regulations for migratory game birds. (a) Flyway councils. (1) Proposed annual... published in the Federal Register for public review and comment, similar to the annual migratory game bird...

  6. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... national hunting regulations for migratory game birds. 92.12 Section 92.12 Wildlife and Fisheries UNITED... developing national hunting regulations for migratory game birds. (a) Flyway councils. (1) Proposed annual... published in the Federal Register for public review and comment, similar to the annual migratory game bird...

  7. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... national hunting regulations for migratory game birds. 92.12 Section 92.12 Wildlife and Fisheries UNITED... developing national hunting regulations for migratory game birds. (a) Flyway councils. (1) Proposed annual... published in the Federal Register for public review and comment, similar to the annual migratory game bird...

  8. 78 FR 75548 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-12-12

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research...: Notice of Approval of the Wells, Maine National Estuarine Research Reserve Management Plan revision... Commerce approves the Wells, Maine National Estuarine Research Reserve Management Plan revision. The...

  9. 78 FR 26617 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-05-07

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research.... ACTION: Notice of Public Comment Period for the Grand Bay, Mississippi National Estuarine Research Reserve Management Plan and the Delaware National Estuarine Research Reserve Management Plan revisions...

  10. The Role of Remote Sensing for Sustainable Elephant Management in South Africa. Four Medium Sized Game Reserves as Case Studies

    NASA Astrophysics Data System (ADS)

    Jordaan, M.

    2012-07-01

    Loxodonta africana (African Elephant) are running out of living space so the protection of what space they have is essential. Existing areas of suitable elephant habitat need to be protected not only from human development but from the elephants themselves. As most elephant populations in South Africa are enclosed and multiplying, there is some increasing cause for concern as the damage caused will escalate and could reach unsustainable proportions. This study examined the utilization of satellite images for the detection of elephant induced ecosystem modification. A pilot study was conducted on four medium sized Game Reserves (each ±30 000 ha) in South Africa. The aim was to ascertain the feasibility of using image analysis as instrument by which Game Reserve managers could assess biodiversity richness, habitat loss, and population-habitat viability. NDVI as indicator of primary production in vegetation is one of the instruments used to evaluate whether the carrying capacity for elephants of each Game Reserve has been reached and to compare the current biomass with those of previous years. The study also looked at the use of the woody canopy cover as target for change detection analysis. Spectral characteristics of specific trees species which are known for being preferred by elephants were used to conduct a temporal analysis on satellite images starting from the period when the elephants were re-introduced into each Game Reserve, thus attempting to identify possible impact on the biodiversity of the respective Game Reserves. Images from satellites such as Landsat, SPOT, Quickbird and SumbandilaSAT provided the needed data and maps.

  11. Range Analysis and Terrain Preference of Adult Southern White Rhinoceros (Ceratotherium simum) in a South African Private Game Reserve: Insights into Carrying Capacity and Future Management

    PubMed Central

    Thompson, S.; Doughty, L. S.

    2016-01-01

    The Southern white rhinoceros (Ceratotherium simum) is a threatened species, central to the tourism appeal of private game reserves in South Africa. Privately owned reserves in South Africa tend to be smaller than government run reserves such as Kruger National Park. Because of their relatively small size and the often heterogeneous nature of the landscape private game reserve managers benefit from detailed knowledge of white rhinoceros terrain selection preferences, which can be assessed from their ranging behaviours. We collected adult and sub-adult white rhinoceros distribution data over a 15 month period, calculating individual range size using kernel density estimation analysis within a GIS. From this, terrain selectivity was calculated using 50% and 95% kernels to extract terrain composition values. Jacob’s correction of the Ivlev’s selectivity index was subsequently applied to the terrain composition of each individual to identify trends in selectivity. Results reveal that adult males hold exclusive territories considerably smaller than those found in previous work conducted in “open” or large reserves. Similarly, results for the size of male versus female territories were also not in keeping with those from previous field studies, with males, rather than females, having the larger territory requirement. Terrain selection for both genders and age classes (adult and sub-adult) showed a strong preference for open grassland and avoidance of hill slope and riparian terrains. This research reveals white rhinoceros terrain selection preferences and how they influence range requirements in small, closed reserves. We conclude that this knowledge will be valuable in future white rhinoceros conservation management in small private game reserves, particularly in decisions surrounding removal of surplus individuals or augmentation of existing populations, calculation of reserve carrying capacity and future private reserve acquisition. PMID:27622566

  12. Range Analysis and Terrain Preference of Adult Southern White Rhinoceros (Ceratotherium simum) in a South African Private Game Reserve: Insights into Carrying Capacity and Future Management.

    PubMed

    Thompson, S; Avent, T; Doughty, L S

    2016-01-01

    The Southern white rhinoceros (Ceratotherium simum) is a threatened species, central to the tourism appeal of private game reserves in South Africa. Privately owned reserves in South Africa tend to be smaller than government run reserves such as Kruger National Park. Because of their relatively small size and the often heterogeneous nature of the landscape private game reserve managers benefit from detailed knowledge of white rhinoceros terrain selection preferences, which can be assessed from their ranging behaviours. We collected adult and sub-adult white rhinoceros distribution data over a 15 month period, calculating individual range size using kernel density estimation analysis within a GIS. From this, terrain selectivity was calculated using 50% and 95% kernels to extract terrain composition values. Jacob's correction of the Ivlev's selectivity index was subsequently applied to the terrain composition of each individual to identify trends in selectivity. Results reveal that adult males hold exclusive territories considerably smaller than those found in previous work conducted in "open" or large reserves. Similarly, results for the size of male versus female territories were also not in keeping with those from previous field studies, with males, rather than females, having the larger territory requirement. Terrain selection for both genders and age classes (adult and sub-adult) showed a strong preference for open grassland and avoidance of hill slope and riparian terrains. This research reveals white rhinoceros terrain selection preferences and how they influence range requirements in small, closed reserves. We conclude that this knowledge will be valuable in future white rhinoceros conservation management in small private game reserves, particularly in decisions surrounding removal of surplus individuals or augmentation of existing populations, calculation of reserve carrying capacity and future private reserve acquisition.

  13. 78 FR 53732 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-08-30

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research.... ACTION: Notice of approval of the Grand Bay, Mississippi and Delaware National Estuarine Research Reserve... Estuarine Research Reserve Management Plan Revisions. The revised management plans outline the...

  14. Air National Guard Financial Reports on the National Guard and Reserve Equipment Appropriation.

    DTIC Science & Technology

    1997-12-16

    consolidated financial statements for FY 1996 and each succeeding year. In 1981, Congress established the National Guard and Reserve Equipment Appropriation to provide the equipment needed to maintain the readiness of the National Guard and Reserve units. In FY 1996, the Air National Guard received a total of $260.4 million for National Guard and Reserve Equipment programs, The Defense Finance

  15. 75 FR 59696 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-09-28

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research... Estuarine Research Reserves: Arraigns Bay, RI and Tijuana River, CA. SUMMARY: Notice is hereby given that... the revised management plans of the Arraigns Bay, RI National Estuarine Research Reserve and the...

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

    PubMed

    Gentile, Douglas

    2009-05-01

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

  17. 77 FR 24176 - Bridger-Teton National Forest; Wyoming; Long Term Special Use Authorization for Wyoming Game and...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-04-23

    ... DEPARTMENT OF AGRICULTURE Forest Service Bridger-Teton National Forest; Wyoming; Long Term Special Use Authorization for Wyoming Game and Fish Commission To Use National Forest System Land for Their... Game and Fish Commission (WGFC) to continue to use facilities at Alkali Creek Feedground to conduct...

  18. Game Schedules and Rate of Concussions in the National Football League.

    PubMed

    Teramoto, Masaru; Cushman, Daniel M; Cross, Chad L; Curtiss, Heather M; Willick, Stuart E

    2017-11-01

    Concussion prevention in the National Football League (NFL) is an important priority for player safety. The NFL now has modified game schedules, and one concern is that unconventional game schedules, such as a shortened rest period due to playing on a Thursday rather than during the weekend, may lead to an increased risk of injuries. Unconventional game schedules in the NFL are associated with an increased rate of concussion. Descriptive epidemiological study. This study analyzed concussions and game schedules over the NFL regular seasons from 2012 to 2015 (4 years). Documented numbers of concussions, identified by use of the online database PBS Frontline Concussion Watch, were summarized by regular-season weeks. Association of days of rest and game location (home, away, or overseas) with the rate of concussion was examined by use of the χ 2 test. Logistic regression analysis was performed to examine the relationships of days of rest and home/away games to the risk of repeated concussions, with adjustment for player position. A total of 582 concussions were analyzed in this study. A significantly greater number of concussions occurred in the second half of the season ( P < .01). No significant association was found between the rate of concussion and the days of rest, game location, or timing of the bye week by the team or the opponent ( P > .05). Game schedules were not significantly associated with the occurrence of repeat concussions ( P > .05). Unconventional game schedules in the NFL, including playing on Thursday and playing overseas, do not seem to put players at increased risk of concussions.

  19. 78 FR 50038 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-08-16

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research.... ACTION: Notice of Public Comment Period for the Wells, Maine National Estuarine Research Reserve... National Estuarine Research [[Page 50039

  20. Telecommunications, politics, economics, and national sovereignty: A new game

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Bugliarello, G.

    1996-12-31

    The impact of telecommunications on politics, economics and national sovereignty is creating a new game. Political and economic power may operate over the same territory, as in the now-rare case of isolated economies, but, more often, their domains do not coincide. Increasingly, telecommunications create major challenges for countries preoccupied with issues of national sovereignty because the national state has only a limited ability to control these intrinsic and at times potentially destabilizing powers of telecommunications and the {open_quotes}telecommunities{close_quotes} they make possible. As many traditional aspects of sovereignty are becoming weakened by telecommunications, and as the intense dynamics of networks andmore » the expansion of telecommunities revolutionize business and politics, there is a need to prevent the situation from becoming chaotic and uncontrollable, even while recognizing the possibilities of enhanced opportunities. This requires focusing on a more flexible conception of sovereignty which can enhance the state`s attractiveness for telecommunications infrastructure, while addressing issues of ethics and morality in the new telecommications environment. A new, broad socio-technological research agenda needs to be developed - with the ultimate purpose of providing society with the tools to play the new game and thrive. 10 refs., 3 tabs.« less

  1. Exploring Game Performance in the National Basketball Association Using Player Tracking Data

    PubMed Central

    Calleja-González, Julio; Jiménez Sáiz, Sergio; Schelling i del Alcázar, Xavi; Balciunas, Mindaugas

    2015-01-01

    Recent player tracking technology provides new information about basketball game performance. The aim of this study was to (i) compare the game performances of all-star and non all-star basketball players from the National Basketball Association (NBA), and (ii) describe the different basketball game performance profiles based on the different game roles. Archival data were obtained from all 2013-2014 regular season games (n = 1230). The variables analyzed included the points per game, minutes played and the game actions recorded by the player tracking system. To accomplish the first aim, the performance per minute of play was analyzed using a descriptive discriminant analysis to identify which variables best predict the all-star and non all-star playing categories. The all-star players showed slower velocities in defense and performed better in elbow touches, defensive rebounds, close touches, close points and pull-up points, possibly due to optimized attention processes that are key for perceiving the required appropriate environmental information. The second aim was addressed using a k-means cluster analysis, with the aim of creating maximal different performance profile groupings. Afterwards, a descriptive discriminant analysis identified which variables best predict the different playing clusters. The results identified different playing profile of performers, particularly related to the game roles of scoring, passing, defensive and all-round game behavior. Coaching staffs may apply this information to different players, while accounting for individual differences and functional variability, to optimize practice planning and, consequently, the game performances of individuals and teams. PMID:26171606

  2. Exploring Game Performance in the National Basketball Association Using Player Tracking Data.

    PubMed

    Sampaio, Jaime; McGarry, Tim; Calleja-González, Julio; Jiménez Sáiz, Sergio; Schelling I Del Alcázar, Xavi; Balciunas, Mindaugas

    2015-01-01

    Recent player tracking technology provides new information about basketball game performance. The aim of this study was to (i) compare the game performances of all-star and non all-star basketball players from the National Basketball Association (NBA), and (ii) describe the different basketball game performance profiles based on the different game roles. Archival data were obtained from all 2013-2014 regular season games (n = 1230). The variables analyzed included the points per game, minutes played and the game actions recorded by the player tracking system. To accomplish the first aim, the performance per minute of play was analyzed using a descriptive discriminant analysis to identify which variables best predict the all-star and non all-star playing categories. The all-star players showed slower velocities in defense and performed better in elbow touches, defensive rebounds, close touches, close points and pull-up points, possibly due to optimized attention processes that are key for perceiving the required appropriate environmental information. The second aim was addressed using a k-means cluster analysis, with the aim of creating maximal different performance profile groupings. Afterwards, a descriptive discriminant analysis identified which variables best predict the different playing clusters. The results identified different playing profile of performers, particularly related to the game roles of scoring, passing, defensive and all-round game behavior. Coaching staffs may apply this information to different players, while accounting for individual differences and functional variability, to optimize practice planning and, consequently, the game performances of individuals and teams.

  3. Winning Isn't Everything: A Case Study of High-Risk Drinking the Night of the 2006 National Championship Football Game

    ERIC Educational Resources Information Center

    Glassman, Travis; Dodd, Virginia; Sheu, Jiunn-Jye; Miller, Maureen; Arthur, Ashley

    2008-01-01

    This study examined high-risk drinking among college students the night of the 2006 National College Football Championship game. Study findings show that while nearly 50% of students reported drinking the night of the National Championship Game, less than one third of students engaged in high-risk drinking. Students watching the game at on-campus…

  4. Interactive Game for Teaching Laser Amplification Used at the National Ignition Facility

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Lin, E

    The purpose of this project was to create an interactive game to expose high school students to concepts in laser amplification by demonstrating the National Ignition Facility's main amplifier at Lawrence Livermore National Laboratory. To succeed, the game had to be able to communicate effectively the basic concepts of laser amplification as accurately as possible and to be capable of exposing as many students as possible. Since concepts need to be communicated in a way that students understand, the Science Content Standards for California Public Schools were used to make assumptions about high school students knowledge of light. Effectively communicatingmore » a new concept necessitates the omission on terminology and symbolism. Therefore, creating a powerful experience was ideal for communicating this material. Various methods of reinforcing this experience ranging from color choice to abstractions kept the student focused on the game to maximize concept retention. The program was created in Java to allow the creation of a Java Applet that can be embedded onto a webpage, which is a perfect medium for mass exposure. Because a game requires interaction, the game animations had to be easily manipulated to enable the program to respond to user input. Image sprites, as opposed to image folders, were used in these animations to minimize the number of Hypertext Transfer Protocol connections, and thus, significantly reduce the transfer time of necessary animation files. These image sprites were loaded and cropped into a list of animation frames. Since the caching of large transition animations caused the Java Virtual Machine to run out of memory, large animations were implemented as animated Graphics Interchange Format images since transitions require no interaction, and thus, no frame manipulation was needed. This reduced the animation's memory footprint. The first version of this game was completed during this project. Future work for the project could include the

  5. 76 FR 40338 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-07-08

    ... Reserve System AGENCY: Estuarine Reserves Division, Office of Ocean and Coastal Resource Management.... SUMMARY: The Estuarine Reserves Division, Office of Ocean and Coastal Resource Management, National Ocean... support reserve operations. The objectives described in this plan address the most critical coastal issues...

  6. Video game console usage and US national energy consumption: Results from a field-metering study

    DOE PAGES

    Desroches, Louis-Benoit; Greenblatt, Jeffery B.; Pratt, Stacy; ...

    2014-10-23

    There has been an increased in attention placed on the energy consumption of miscellaneous electronic loads in buildings by energy analysts and policymakers in recent years. The share of electricity consumed by consumer electronics in US households has increased in the last decade. Many devices, however, lack robust energy use data, making energy consumption estimates difficult and uncertain. Video game consoles are high-performance machines present in approximately half of all households and can consume a considerable amount of power. The precise usage of game consoles has significant uncertainty, however, leading to a wide range of recent national energy consumption estimates.more » We present here an analysis based on field-metered usage data, collected as part of a larger field metering study in the USA. This larger study collected data from 880 households in 2012 on a variety of devices, including 113 game consoles (the majority of which are Generation 7 consoles). From our metering, we find that although some consoles are left on nearly 24 h/day, the overall average usage is lower than many other studies have assumed, leading to a US national energy consumption estimate of 7.1 TWh in 2012. Nevertheless, there is an opportunity to reduce energy use with proper game console power management, as a substantial amount of game console usage occurs with the television turned off. The emergence of Generation 8 consoles may increase national energy consumption.« less

  7. Video game console usage and US national energy consumption: Results from a field-metering study

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Desroches, Louis-Benoit; Greenblatt, Jeffery B.; Pratt, Stacy

    There has been an increased in attention placed on the energy consumption of miscellaneous electronic loads in buildings by energy analysts and policymakers in recent years. The share of electricity consumed by consumer electronics in US households has increased in the last decade. Many devices, however, lack robust energy use data, making energy consumption estimates difficult and uncertain. Video game consoles are high-performance machines present in approximately half of all households and can consume a considerable amount of power. The precise usage of game consoles has significant uncertainty, however, leading to a wide range of recent national energy consumption estimates.more » We present here an analysis based on field-metered usage data, collected as part of a larger field metering study in the USA. This larger study collected data from 880 households in 2012 on a variety of devices, including 113 game consoles (the majority of which are Generation 7 consoles). From our metering, we find that although some consoles are left on nearly 24 h/day, the overall average usage is lower than many other studies have assumed, leading to a US national energy consumption estimate of 7.1 TWh in 2012. Nevertheless, there is an opportunity to reduce energy use with proper game console power management, as a substantial amount of game console usage occurs with the television turned off. The emergence of Generation 8 consoles may increase national energy consumption.« less

  8. Commission on the National Guard and Reserves: Transforming the National Guard and Reserves into a 21st-Century Operational Force

    DTIC Science & Technology

    2008-01-31

    13DecForesmanCNGRTestimonyFINAL%5B1%5D.pdf), p. 3. Representatives Skelton and Taylor at March 2006 hearing. COMMISSION ON THE NATIONAL GUARD AND RESERVES 57 CREATING...Anniversary,” CMH Pub 72-32 (U.S. Army Center of Military History, 1995), available at www.army.mil/cmh-pg/documents/mobpam.htm. 8 Abbott A. Brayton ...Services Committee Representative Gene Taylor , Co-Chair, House National Guard and Reserve Components Caucus Representative Steve Buyer, Co-Chair, House

  9. National Nutritional Programs for the 2012 London Olympic Games: a systematic approach by three different countries.

    PubMed

    Burke, Louise M; Meyer, Nanna L; Pearce, Jeni

    2013-01-01

    Preparing a national team for success at major sporting competitions such as the Olympic Games has become a systematic and multi-faceted activity. Sports nutrition contributes to this success via strategic nutritional interventions that optimize the outcomes from both the training process and the competitive event. This review summarizes the National Nutrition Programs involved with the 2012 London Olympic Games preparation of the Australian, British and American sports systems from the viewpoints of three key agencies: the Australian Institute of Sport, the English Institute of Sport and the United States Olympic Committee. Aspects include development of a nutrition network involving appropriately qualified sports dietitians/nutritionists within a multi-disciplinary team, recognition of continual updates in sports nutrition knowledge, and a systematic approach to service delivery, education and research within the athlete's daily training environment. Issues of clinical nutrition support must often be integrated into the performance nutrition matrix. Food service plays an important role in the achievement of nutrition goals during the Olympic Games, both through the efforts of the Athlete Dining Hall and catering activities of the host Olympic Games Organizing Committees as well as adjunct facilities often provided by National Olympic Committees for their own athletes. Copyright © 2013 Nestec Ltd., Vevey/S. Karger AG, Basel.

  10. Psychometric Properties of the Problematic Online Gaming Questionnaire Short-Form and Prevalence of Problematic Online Gaming in a National Sample of Adolescents

    PubMed Central

    Pápay, Orsolya; Urbán, Róbert; Griffiths, Mark D.; Nagygyörgy, Katalin; Farkas, Judit; Kökönyei, Gyöngyi; Felvinczi, Katalin; Oláh, Attila; Elekes, Zsuzsanna

    2013-01-01

    Abstract The rise and growing popularity of online games has led to the appearance of excessive gaming that in some cases can lead to physical and psychological problems. Several measures have been developed to explore the nature and the scale of the phenomenon. However, few measures have been validated psychometrically. The aim of the present study was to test the psychometric properties of the 12-item Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) and to assess the prevalence of problematic online gaming. Data collection was carried out to assess the prevalence of problematic online gaming in a national representative adolescent sample by using an offline (pen and pencil) method. A total of 5,045 secondary school students were assessed (51% male, mean age 16.4 years, SD=0.9 years) of which 2,804 were gamers (65.4% male, mean age 16.4 years, SD=0.9 years). Confirmatory factor analysis was applied to test the measurement model of problematic online gaming, and latent profile analysis was used to identify the proportion of gamers whose online game use can be considered problematic. Results showed that the original six-factor model yielded appropriate fit to the data, and thus the POGQ-SF has appropriate psychometric properties. Latent profile analysis revealed that 4.6% of the adolescents belong to a high risk group and an additional 13.3% to a low risk group. Due to its satisfactory psychometric characteristics, the 12-item POGQ-SF appears to be an adequate tool for the assessment of problematic online gaming. PMID:23621688

  11. Psychometric properties of the problematic online gaming questionnaire short-form and prevalence of problematic online gaming in a national sample of adolescents.

    PubMed

    Pápay, Orsolya; Urbán, Róbert; Griffiths, Mark D; Nagygyörgy, Katalin; Farkas, Judit; Kökönyei, Gyöngyi; Felvinczi, Katalin; Oláh, Attila; Elekes, Zsuzsanna; Demetrovics, Zsolt

    2013-05-01

    The rise and growing popularity of online games has led to the appearance of excessive gaming that in some cases can lead to physical and psychological problems. Several measures have been developed to explore the nature and the scale of the phenomenon. However, few measures have been validated psychometrically. The aim of the present study was to test the psychometric properties of the 12-item Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) and to assess the prevalence of problematic online gaming. Data collection was carried out to assess the prevalence of problematic online gaming in a national representative adolescent sample by using an offline (pen and pencil) method. A total of 5,045 secondary school students were assessed (51% male, mean age 16.4 years, SD=0.9 years) of which 2,804 were gamers (65.4% male, mean age 16.4 years, SD=0.9 years). Confirmatory factor analysis was applied to test the measurement model of problematic online gaming, and latent profile analysis was used to identify the proportion of gamers whose online game use can be considered problematic. Results showed that the original six-factor model yielded appropriate fit to the data, and thus the POGQ-SF has appropriate psychometric properties. Latent profile analysis revealed that 4.6% of the adolescents belong to a high risk group and an additional 13.3% to a low risk group. Due to its satisfactory psychometric characteristics, the 12-item POGQ-SF appears to be an adequate tool for the assessment of problematic online gaming.

  12. USA: Glacier National Park, Biosphere Reserve and GLORIA Site

    USGS Publications Warehouse

    Fagre, Daniel B.; Lee, Cathy; Schaaf, Thomas; Simmonds, Paul

    2004-01-01

    The area now managed as Glacier National Park was first set aside as a Forest Reserve in 1897 and then designated as a national park in 1910, six years before a national park service was created to oversee the growing number of parks that the US Congress was establishing. Waterton National Park was created by Canada immediately north of the US–Canada border during the same period. In 1932, a joint lobbying effort by private citizens and groups convinced both the United States and Canada to establish the world’s first trans-boundary park to explicitly underscore and symbolize the neighbourly relationship between these two countries. This became the world’s first ‘peace’ park and was named Waterton–Glacier International Peace Park. The combined park is managed collaboratively on many issues but each national park is separately funded and operates under different national statutes and laws. It was, however, jointly named a Biosphere Reserve in 1976 and a World Heritage Site in 1995. There have been recent efforts to significantly increase the size of Waterton National Park by adding publicly owned forests on the western side of the continental divide in British Columbia, Canada. For the purposes of this chapter, I will emphasize the US portion of the Waterton-Glacier International Peace Park and refer to it as the Glacier Mountain Biosphere Reserve (MBR).

  13. 75 FR 60720 - National Estuarine Research Reserve System

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-10-01

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research Reserve System Correction In notice document 2010-24341 appearing on page 59696 in the issue of Tuesday, September 28, 2010 make the following corrections: 1. In the second column, in lines five and eight of the...

  14. Monitoring wetland of Poyang Lake National Nature Reserve zone by remote sensing

    NASA Astrophysics Data System (ADS)

    Le, Xinghua; Fan, Zhewen; Fang, Yu; Yu, Yuping; Zhang, Yun

    2008-10-01

    In order to monitor the wetland of the Poyang Lake national nature reserve zone, we selected three different seasons TM image data which were achieved individually in April 23th in 1988, Nov 2nd in 1994, and Jan 1st in 2000. Based on the band 5, band 4 and band 3of TM image, we divided the land coverage of Poyang Lake national nature reserve zone into three classes--water field, meadow field and the other land use by rule of maximum likelihood. Using the outcome data to make the statistical analysis, combining with the GIS overlay function operation, the land coverage changes of the Poyang Lake national nature reserve zone can be achieved. Clipped by the Poyang Lake national nature reserve zone boundary, the land coverage changes of Poyang Lake national nature reserve zone in three different years can be attained. Compared with the different wetland coverage data in year of 1988, 1994, 2000, the Poyang Lake national nature reserve zone eco-environment can be inferred from it. After analyzing the land coverage changes data, we draw the conclusion that the effort of Poyang Lake national nature reserve administration bureaucracy has worked well in certain sense.

  15. Correlates, comorbidities, and suicidal tendencies of problematic game use in a national wide sample of Korean adults.

    PubMed

    Park, Subin; Jeon, Hong Jin; Son, Jung Woo; Kim, Haesoo; Hong, Jin Pyo

    2017-01-01

    This study aimed to investigate the prevalence, correlates, comorbidities, and suicidal tendencies of problematic game use in a nationally representative sample of Korean adults. Of the 6022 subjects who participated in the 2011 Korean Epidemiologic Catchment Area study and completed the Composite International Diagnostic Interview 2.1, 1397 game users were evaluated for problematic game use using 9-item DSM-5 proposed criteria for Internet gaming disorder. Respondents who responded "yes" to five or more of the nine DSM-5 criteria were considered as problematic game users and the reminders were considered as normal game users. 4.0% (56/1397) of game users were classified as a problematic game user. Problematic game users were more likely to be in younger age group and live in urban area compared with normal game user. Problematic game use was positively associated with several psychiatric disorders including nicotine use disorder, depressive disorder, and anxiety disorder, but not associated with alcohol use disorder and obsessive-compulsive disorder, after adjusting for age, sex, and residential area. Problematic game use was significantly and positively associated with suicide plans, after controlling for psychiatric disorders as well as socio-demographic factors. Problematic game use is relatively prevalent in Korean adult population and highly comorbid with other psychiatric disorders and suicidality. Therefore, preventive strategy for problematic game use is needed for game users who were more likely to be addicted such as young adults in urban area, and mental health screening and appropriate treatment are needed for individuals with problematic game use.

  16. 7 CFR 761.203 - National reserves for Farm Ownership and Operating loans.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... Farm Loan Programs Funds to State Offices § 761.203 National reserves for Farm Ownership and Operating loans. (a) Reservation of funds. At the start of each fiscal year, the National Office reserves a portion of the funds available for each direct and guaranteed loan program. These reserves enable the...

  17. Application of game-like simulations in the Spanish Transplant National Organization.

    PubMed

    Borro-Escribano, B; Martínez-Alpuente, I; Blanco, A Del; Torrente, J; Fernández-Manjón, B; Matesanz, R

    2013-01-01

    Twenty years ago, the Spanish National Transplant Organization (NTO) started a management and organizational system, known as the Spanish Model, that has allowed the NTO to occupy a privileged world position regarding deceased donation rates, which have been 33-35 donors per million population in recent years. One of the key elements of this model is its instructional approach. Two years ago, the NTO started the project "educ@nt" in close collaboration with the e-UCM research group of the University Complutense of Madrid to support and maximize its successful professional training system. As a result, 3 game-like simulations have been developed representing the different procedural steps of the suprahospital level of the transplantation process. These simulations represent the donor and organ evaluation, the allocation of organs applying the corresponding geographic and clinical criteria, and the logistics of transportation. Simulations are based on 10 representative teaching cases that help students become familiar with the most common cases arriving in the NTO. For the 2nd consecutive year, these simulations have been used in different courses around Spain. Copyright © 2013 Elsevier Inc. All rights reserved.

  18. Small game

    Treesearch

    John C. Kilgo

    2005-01-01

    Although small game currently is not harvested on the Savannah river Site(SRS) soutside of the Crackerneck Wildlife Management area and logical Reserve (CWMA), several species of small game occur on SRS. these include snipe (Gallinago gallinago), American woodcock (Scolopax minor), morning dove (Zenaida macroura...

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

    PubMed

    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.

  20. First Video Game

    ScienceCinema

    Takacs, Peter

    2018-06-21

    More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play Tennis for Two, an electronic tennis game that is unquestionably a forerunner of the modern video game. Two people played the electronic tennis game with separate controllers that connected to an analog computer and used an oscilloscope for a screen. The game's creator, William Higinbotham, was a physicist who lobbied for nuclear nonproliferation as the first chair of the Federation of American Scientists.

  1. 15 CFR 921.40 - Ongoing oversight and evaluations of designated National Estuarine Research Reserves.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... designated National Estuarine Research Reserves. 921.40 Section 921.40 Commerce and Foreign Trade Regulations..., DEPARTMENT OF COMMERCE OCEAN AND COASTAL RESOURCE MANAGEMENT NATIONAL ESTUARINE RESEARCH RESERVE SYSTEM... and evaluations of designated National Estuarine Research Reserves. (a) The Sanctuaries and Reserve...

  2. The Body Game: Developed by Undergraduates for Key Stage 2 National Curriculum Science.

    ERIC Educational Resources Information Center

    Verran, J.; Brintnell, B.; Brownrigg, N.; Garcia, R.; Green, A.

    1997-01-01

    Describes a game developed for school children which addresses part of the Science National Curriculum. The board is a human body with organs on view. Questions relate to different organ systems, body parts, and processes. Topics include breathing, digestion and metabolism, blood and circulation, and the sensory organs and teeth. (AIM)

  3. 15 CFR 921.30 - Designation of National Estuarine Research Reserves.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... AND COASTAL RESOURCE MANAGEMENT NATIONAL ESTUARINE RESEARCH RESERVE SYSTEM REGULATIONS Reserve... protection for reserve resources to ensure a stable environment for research; (3) Designation of the area as... agencies and/or private organizations) have been signed; and (7) The coastal state in which the area is...

  4. 15 CFR 921.30 - Designation of National Estuarine Research Reserves.

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... AND COASTAL RESOURCE MANAGEMENT NATIONAL ESTUARINE RESEARCH RESERVE SYSTEM REGULATIONS Reserve... protection for reserve resources to ensure a stable environment for research; (3) Designation of the area as... agencies and/or private organizations) have been signed; and (7) The coastal state in which the area is...

  5. 15 CFR 921.30 - Designation of National Estuarine Research Reserves.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... AND COASTAL RESOURCE MANAGEMENT NATIONAL ESTUARINE RESEARCH RESERVE SYSTEM REGULATIONS Reserve... protection for reserve resources to ensure a stable environment for research; (3) Designation of the area as... agencies and/or private organizations) have been signed; and (7) The coastal state in which the area is...

  6. 15 CFR 921.30 - Designation of National Estuarine Research Reserves.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... AND COASTAL RESOURCE MANAGEMENT NATIONAL ESTUARINE RESEARCH RESERVE SYSTEM REGULATIONS Reserve... protection for reserve resources to ensure a stable environment for research; (3) Designation of the area as... agencies and/or private organizations) have been signed; and (7) The coastal state in which the area is...

  7. 15 CFR 921.30 - Designation of National Estuarine Research Reserves.

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... AND COASTAL RESOURCE MANAGEMENT NATIONAL ESTUARINE RESEARCH RESERVE SYSTEM REGULATIONS Reserve... protection for reserve resources to ensure a stable environment for research; (3) Designation of the area as... agencies and/or private organizations) have been signed; and (7) The coastal state in which the area is...

  8. Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers.

    PubMed

    Wittek, Charlotte Thoresen; Finserås, Turi Reiten; Pallesen, Ståle; Mentzoni, Rune Aune; Hanss, Daniel; Griffiths, Mark D; Molde, Helge

    Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway ( N  = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.

  9. Digital Games and the US National Research Council's Science Proficiency Goals

    ERIC Educational Resources Information Center

    Martinez-Garza, Mario; Clark, Douglas B.; Nelson, Brian C.

    2013-01-01

    This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science…

  10. 25 CFR 502.10 - Gaming operation.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ....10 Gaming operation. Gaming operation means each economic entity that is licensed by a tribe, operates the games, receives the revenues, issues the prizes, and pays the expenses. A gaming operation may... 25 Indians 2 2010-04-01 2010-04-01 false Gaming operation. 502.10 Section 502.10 Indians NATIONAL...

  11. Dances and Games.

    ERIC Educational Resources Information Center

    Hansen, Karen

    1991-01-01

    Presents guidelines for teaching students about African culture via dances and games and for developing related activities to expand student learning experiences. Student activity pages describe how to do the Ghana national dance and how to play Mankala, a popular African game. (SM)

  12. 75 FR 55269 - Minimum Internal Control Standards for Class II Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-09-10

    ... DEPARTMENT OF THE INTERIOR National Indian Gaming Commission 25 CFR Parts 542 and 543 RIN 3141-AA-37 Minimum Internal Control Standards for Class II Gaming AGENCY: National Indian Gaming Commission. ACTION: Delay of effective date of final rule; request for comments. SUMMARY: The National Indian Gaming...

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

    DOE Office of Scientific and Technical Information (OSTI.GOV)

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

    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, themore » 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.« less

  14. Video Games and Civic Engagement

    ERIC Educational Resources Information Center

    Perkins-Gough, Deborah

    2009-01-01

    According to a national telephone survey by the Pew Internet Project, 99 percent of boys and 94 percent of girls ages 12-17 play computer, Web, portable, or console games; and 50 percent play such games daily. The survey report, Teens, Video Games, and Civics, examines the extent and nature of teens' game playing and sheds some light on the…

  15. Polymorphic Evolutionary Games.

    PubMed

    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.

  16. The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers

    ERIC Educational Resources Information Center

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    A nationally representative online survey (n = 3,380) was used to assess the contribution of patterns of video game play to problem video game play (PVGP) symptomatology. Game genre, enjoyment, consumer involvement, time spent gaming (gaming days in the past month and hours on days used), and demographic variables were all examined. The study…

  17. Rates of concussion are lower in National Football League games played at higher altitudes.

    PubMed

    Myer, Gregory D; Smith, David; Barber Foss, Kim D; Dicesare, Christopher A; Kiefer, Adam W; Kushner, Adam M; Thomas, Staci M; Sucharew, Heidi; Khoury, Jane C

    2014-03-01

    Retrospective epidemiologic investigation. To investigate the relationship between altitude and concussion rate in the National Football League (NFL). Because of the physiologic responses that occur during acclimatization to altitude, it was hypothesized that games played on fields at a higher altitude would have reduced concussion rates compared to games played on fields at a lower altitude. Recent research indicates that the elevation above sea level at which football games are played may be associated with the likelihood of a concussion in high school football athletes. Data on incident concussions and athlete exposures for the first 16 weeks of the NFL 2012 and 2013 regular seasons were obtained from publicly available web-based sources and used to calculate competition concussion rates for each NFL stadium. Concussion rates were analyzed in relation to game elevation. During the first 16 weeks of the 2012 and 2013 NFL regular seasons, 300 concussions, involving 284 players, were reported (64.3 primary cases per 10,000 game exposures). The odds of a concussion were 30% lower when playing at a higher elevation (equal to or greater than 644 ft [196.3 m] above sea level) compared to a lower elevation (odds ratio = 0.70; 95% confidence interval: 0.53, 0.94). A multivariable generalized linear model controlling for season, week, and clustering of team at home and away confirmed these results, showing that the odds of at least 1 concussion were reduced by 32% in games played at higher elevation. The results of this epidemiological investigation indicate that increased altitude was associated with a reduction in the odds of a sport-related concussion in NFL athletes. The reported relationship of concussion incidence and field elevation should be further investigated, and, if verified, further work will be needed to understand why that relationship exists. Prognosis, level 2c.

  18. 25 CFR 502.2 - Class I gaming.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 25 Indians 2 2011-04-01 2011-04-01 false Class I gaming. 502.2 Section 502.2 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GENERAL PROVISIONS DEFINITIONS OF THIS CHAPTER § 502.2 Class I gaming. Class I gaming means: (a) Social games played solely for prizes of minimal value...

  19. 25 CFR 502.2 - Class I gaming.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false Class I gaming. 502.2 Section 502.2 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GENERAL PROVISIONS DEFINITIONS OF THIS CHAPTER § 502.2 Class I gaming. Class I gaming means: (a) Social games played solely for prizes of minimal value...

  20. 25 CFR 502.2 - Class I gaming.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... 25 Indians 2 2012-04-01 2012-04-01 false Class I gaming. 502.2 Section 502.2 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GENERAL PROVISIONS DEFINITIONS OF THIS CHAPTER § 502.2 Class I gaming. Class I gaming means: (a) Social games played solely for prizes of minimal value...

  1. 25 CFR 502.2 - Class I gaming.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 25 Indians 2 2013-04-01 2013-04-01 false Class I gaming. 502.2 Section 502.2 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GENERAL PROVISIONS DEFINITIONS OF THIS CHAPTER § 502.2 Class I gaming. Class I gaming means: (a) Social games played solely for prizes of minimal value...

  2. 25 CFR 502.2 - Class I gaming.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 25 Indians 2 2014-04-01 2014-04-01 false Class I gaming. 502.2 Section 502.2 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GENERAL PROVISIONS DEFINITIONS OF THIS CHAPTER § 502.2 Class I gaming. Class I gaming means: (a) Social games played solely for prizes of minimal value...

  3. It's a Hard-Knock Life: Game Load, Fatigue, and Injury Risk in the National Basketball Association.

    PubMed

    Lewis, Melanie

    2018-05-17

    National Basketball Association (NBA) athletes experience a high rate of injuries. Injury prevention requires identifying observable and controllable risk factors.   To examine the relationship among game load, fatigue, and injuries in NBA athletes.   Cross-sectional study.   Game statistics and injury reports over 3 NBA seasons (2012-2015).   Data represented 627 players (height = 200.7 ± 8.9 cm, mass = 100.6 ± 12.1 kg, NBA experience = 4.8 ± 4.2 years, pre-NBA experience = 3.2 ± 1.9 years), 73 209 games, and 1663 injury events.   An injury event was defined as a player missing or leaving a game due to injury. Logistic multilevel regression was used to predict injuries from time-lagged fatigue and game load with between-subjects differences explained by demographic variables.   The odds of injury increased by 2.87% ( P < .001) for each 96 minutes played and decreased by 15.96% ( P < .001) for each day of rest. Increases in game load increased injury odds by 8.23% ( P < .001) for every additional 3 rebounds and 9.87% ( P < .001) for every additional 3 field-goal attempts. When fatigue and game load were held constant, injury odds increased by 3.03% ( P = .04) for each year of NBA experience and 10.59% ( P = .02) for a 6-cm decrease in height. I observed variability in the intercepts ( P < .001) and the slopes for minutes, rest, field goal attempts, and rebounds (all P < .001).   Injuries were associated with greater fatigue and game load, more years of NBA experience, and being shorter than average. Both baseline injury risk and the magnitude of the load-injury and fatigue-injury associations varied across individuals. Researchers should explore the nature of these relationships.

  4. Descriptive Characteristics of Concussions in National Football League Games, 2010-2011 to 2013-2014.

    PubMed

    Clark, Michael D; Asken, Breton M; Marshall, Stephen W; Guskiewicz, Kevin M

    2017-03-01

    Despite a high reported incidence rate of concussion, little is known about the on-field characteristics of injurious head impacts in National Football League (NFL) games. To characterize on-field features (location, player position, and time during game) and biomechanical features (anticipation status, closing distance, impact location and type) associated with concussions in NFL games over a 4-season period (2010-2011 to 2013-2014). Descriptive epidemiology study. We analyzed video of a subset of reported, in-game concussions for the 2010-2011 to 2013-2014 seasons. These videos represented a sample of injuries that were diagnosed and reported on the same day and that could be clearly associated with an in-game collision as captured on video. We determined anticipation status, closing distance, impact location on the injured player's helmet, and impact type (helmet-to-helmet, helmet-to-body, or helmet-to-ground). Associations between these variables were analyzed by use of descriptive statistics and tests of association. A total of 871 diagnosed concussions were reported as occurring during NFL preseason, regular season, and postseason games for the 2010-2011, 2011-2012, 2012-2013, and 2013-2014 seasons. A total of 1324 games were played during this period, giving a concussion incidence rate of 0.658 per game (95% CI, 0.61-0.70). From the video-reviewed subset (n = 429; 49.3%), the majority of injurious impacts occurred with good anticipation (57.3%) and <10 yards of closing distance (59.0%). An association was found between anticipation status and play type ([Formula: see text] = 27.398, P < .001), largely because injuries occurring on pass plays were more likely to be poorly anticipated than injuries during run plays (43.0% vs 21.4%; [Formula: see text] = 14.78, P < .001). Kick returns had the greatest proportion of well-anticipated impacts (78%) and the greatest proportion of impacts with ≥10 yards of closing distance (80%). The type of impact was

  5. Game Related Statistics Discriminating Between Starters and Nonstarters Players in Women’S National Basketball Association League (WNBA)

    PubMed Central

    Gòmez, Miguel-Ángel; Lorenzo, Alberto; Ortega, Enrique; Sampaio, Jaime; Ibàñez, Sergio-José

    2009-01-01

    The aim of the present study was to identify the game-related statistics that allow discriminating between starters and nonstarter players in women’s basketball when related to winning or losing games and best or worst teams. The sample comprised all 216 regular season games from the 2005 Women’s National Basketball Association League (WNBA). The game-related statistics included were 2- and 3- point field-goals (both successful and unsuccessful), free-throws (both successful and unsuccessful), defensive and offensive rebounds, assists, blocks, fouls, steals, turnovers and minutes played. Results from multivariate analysis showed that when best teams won, the discriminant game-related statistics were successful 2-point field-goals (SC = 0.47), successful free-throws (SC = 0.44), fouls (SC = -0.41), assists (SC = 0.37), and defensive rebounds (SC = 0.37). When the worst teams won, the discriminant game-related statistics were successful 2-point field- goals (SC = 0.37), successful free-throws (SC = 0.45), assists (SC = 0.58), and steals (SC = 0.35). The results showed that the successful 2-point field-goals, successful free-throws and the assists were the most powerful variables discriminating between starters and nonstarters. These specific characteristics helped to point out the importance of starters’ players shooting and passing ability during competitions. Key points The players’ game-related statistical profile varied according to team status, game outcome and team quality in women’s basketball. The results of this work help to point out the different player’s performance described in women’s basketball compared with men’s basketball. The results obtained enhance the importance of starters and nonstarters contribution to team’s performance in different game contexts. Results showed the power of successful 2-point field-goals, successful free-throws and assists discriminating between starters and nonstarters in all the analyses. PMID:24149538

  6. Updated United Nations Framework Classification for reserves and resources of extractive industries

    USGS Publications Warehouse

    Ahlbrandt, T.S.; Blaise, J.R.; Blystad, P.; Kelter, D.; Gabrielyants, G.; Heiberg, S.; Martinez, A.; Ross, J.G.; Slavov, S.; Subelj, A.; Young, E.D.

    2004-01-01

    The United Nations have studied how the oil and gas resource classification developed jointly by the SPE, the World Petroleum Congress (WPC) and the American Association of Petroleum Geologists (AAPG) could be harmonized with the United Nations Framework Classification (UNFC) for Solid Fuel and Mineral Resources (1). The United Nations has continued to build on this and other works, with support from many relevant international organizations, with the objective of updating the UNFC to apply to the extractive industries. The result is the United Nations Framework Classification for Energy and Mineral Resources (2) that this paper will present. Reserves and resources are categorized with respect to three sets of criteria: ??? Economic and commercial viability ??? Field project status and feasibility ??? The level of geologic knowledge The field project status criteria are readily recognized as the ones highlighted in the SPE/WPC/AAPG classification system of 2000. The geologic criteria absorb the rich traditions that form the primary basis for the Russian classification system, and the ones used to delimit, in part, proved reserves. Economic and commercial criteria facilitate the use of the classification in general, and reflect the commercial considerations used to delimit proved reserves in particular. The classification system will help to develop a common understanding of reserves and resources for all the extractive industries and will assist: ??? International and national resources management to secure supplies; ??? Industries' management of business processes to achieve efficiency in exploration and production; and ??? An appropriate basis for documenting the value of reserves and resources in financial statements.

  7. University Prosperity Game. Final report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Boyack, K.W.; Berman, M.

    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 atmore » 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.« less

  8. Bringing your a-game: Educational gaming for student success.

    PubMed

    Strickland, Haley P; Kaylor, Sara K

    2016-05-01

    The purpose of this article is to describe the theoretical basis for the integration of gaming in nursing education and discuss aspects related to the implementation of "The Race for Nursing Student Success" game. This game was designed for 112 junior-level baccalaureate nursing students enrolled in a fundamentals nursing course. Students were divided into groups of 5-8 and rotated through ten specific learning activities that took place in various locations throughout the nursing building. Student and faculty feedback indicated positive responses to this instructional strategy and also promoted a learner-centered teaching environment. This learning activity supports the use of educational gaming as a means to develop learner-centered environments that provide experiential experiences, enhance learning, and stimulate interest, and motivation for students to learn. Copyright © 2016 Elsevier Ltd. All rights reserved.

  9. Learning the Rules of the Game: The Nature of Game and Classroom Supports When Using a Concept-Integrated Digital Physics Game in the Middle School Science Classroom

    ERIC Educational Resources Information Center

    Stewart, Phillip Michael, Jr.

    2013-01-01

    Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled "Learning Science Through Computer Games and Simulations" (2011). The report recommends moving beyond typical proof-of-concept…

  10. A comparison of tourists and local visitors to National Estuarine Research Reserve sites

    Treesearch

    Allan Marsinko; William C. Norman; Tiffany J. McClinton

    2001-01-01

    The National Estuarine Research Reserve system serves as a laboratory and classroom where the effects of both natural and human activity can be monitored and studied. Visitors to twelve National Estuarine Research Reserve system sites were surveyed to obtain information about demographics, participation, experience with the system, activities, and opinions. Comparisons...

  11. Video games: good, bad, or other?

    PubMed

    Prot, Sara; McDonald, Katelyn A; Anderson, Craig A; Gentile, Douglas A

    2012-06-01

    Video games are a pervasive pastime among children and adolescents. The growing popularity of video games has instigated a debate among parents, researchers, video game producers, and policymakers concerning potential harmful and helpful effects of video games on children. This article provides an overview of research findings on the positive and negative effects of video games, thus providing an empirical answer to the question, are video games good or bad? The article also provides some guidelines to help pediatricians, parents, and other caregivers protect children from negative effects and to maximize positive effects of video games. Copyright © 2012 Elsevier Inc. All rights reserved.

  12. The Chinese House Game.

    ERIC Educational Resources Information Center

    Lee, James R.

    1989-01-01

    Discussion of the use of simulations to teach international relations (IR) highlights the Chinese House Game, a computer-based decision-making game based on Inter Nation Simulation (INS). Topics discussed include the increasing role of artificial intelligence in IR simulations, multi-disciplinary approaches, and the direction of IR as a…

  13. 25 CFR 558.4 - Granting a gaming license.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false Granting a gaming license. 558.4 Section 558.4 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GAMING LICENSES AND BACKGROUND INVESTIGATIONS FOR KEY EMPLOYEES AND PRIMARY MANAGEMENT OFFICIALS GAMING LICENSES FOR KEY EMPLOYEES AND PRIMARY...

  14. Integrative Gaming: A Framework for Sustainable Game-Based Diabetes Management

    PubMed Central

    Kahol, Kanav

    2011-01-01

    Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. In this article, we propose an integrative gaming paradigm designed to combine multiple activities involving physical exercises and cognitive skills through a game-based storyline. The persuasive story acts as a motivational binder that enables a user to perform multiple activities such as running, cycling, and problem solving. These activities guide a virtual character through different stages of the game. While performing the activities in the games, users wear sensors that can measure movement (accelerometers, gyrometers, magnetometers) and sense physiological measures (heart rate, pulse oximeter oxygen saturation). These measures drive the game and are stored and analyzed on a cloud computing platform. A prototype integrative gaming system is described and design considerations are discussed. The system is highly configurable and allows researchers to build games for the system with ease and drive the games with different types of activities. The capabilities of the system allow for engaging and motivating the user in the long term. Clinicians can employ the system to collect clinically relevant data in a seamless manner. PMID:21527096

  15. [Serious video games in pediatrics].

    PubMed

    Drummond, D; Tesnière, A; Hadchouel, A

    2018-01-01

    Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  16. Gaming in Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy V.

    2009-01-01

    The authors have devoted a considerable amount of time evaluating the role that gaming and game development plays in the form of curricula integration and as a future career focus for students interested in this field. From the research conducted through the completed National Science Foundation (NSF) project, VisTE: Visualization in Technology…

  17. Video gaming and gaming addiction in transgender people: An exploratory study.

    PubMed

    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.

  18. Video gaming and gaming addiction in transgender people: An exploratory study

    PubMed Central

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D.

    2017-01-01

    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. PMID:28198637

  19. 24 CFR 203.43j - Eligibility of mortgages on Allegany Reservation of Seneca Nation of Indians.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... Allegany Reservation of Seneca Nation of Indians. 203.43j Section 203.43j Housing and Urban Development... Reservation of Seneca Nation of Indians. A mortgage on a leasehold estate covering a one- to four-family residence located on the Allegany Reservation of the Seneca Nation of Indians in the State of New York is...

  20. 78 FR 10203 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-13

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs... Rocky Boy's Indian Reservation and the State of Montana. DATES: Effective Date: February 13, 2013. FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the Deputy...

  1. Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.

    PubMed

    Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann

    2016-01-01

    This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.

  2. 19 CFR 10.76 - Game animals and birds.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 19 Customs Duties 1 2011-04-01 2011-04-01 false Game animals and birds. 10.76 Section 10.76... § 10.76 Game animals and birds. (a) The following classes of live game animals and birds may be...) [Reserved] (d) Game animals and birds killed in foreign countries by residents of the United States, if not...

  3. 19 CFR 10.76 - Game animals and birds.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 19 Customs Duties 1 2013-04-01 2013-04-01 false Game animals and birds. 10.76 Section 10.76... § 10.76 Game animals and birds. (a) The following classes of live game animals and birds may be...) [Reserved] (d) Game animals and birds killed in foreign countries by residents of the United States, if not...

  4. 19 CFR 10.76 - Game animals and birds.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 19 Customs Duties 1 2014-04-01 2014-04-01 false Game animals and birds. 10.76 Section 10.76... § 10.76 Game animals and birds. (a) The following classes of live game animals and birds may be...) [Reserved] (d) Game animals and birds killed in foreign countries by residents of the United States, if not...

  5. 19 CFR 10.76 - Game animals and birds.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 19 Customs Duties 1 2010-04-01 2010-04-01 false Game animals and birds. 10.76 Section 10.76... § 10.76 Game animals and birds. (a) The following classes of live game animals and birds may be...) [Reserved] (d) Game animals and birds killed in foreign countries by residents of the United States, if not...

  6. 19 CFR 10.76 - Game animals and birds.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... 19 Customs Duties 1 2012-04-01 2012-04-01 false Game animals and birds. 10.76 Section 10.76... § 10.76 Game animals and birds. (a) The following classes of live game animals and birds may be...) [Reserved] (d) Game animals and birds killed in foreign countries by residents of the United States, if not...

  7. 75 FR 67950 - Notice of Designation of the Lake Superior National Estuarine Research Reserve in Wisconsin

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-04

    ... Reserve is available upon request. Federal Domestic Assistance Catalog Number 11.420 (Coastal Zone..., Office of Ocean and Coastal Resource Management, National Ocean Service, National Oceanic and Atmospheric... Lake Superior National Estuarine Research Reserve in Wisconsin pursuant to Section 315 of the Coastal...

  8. Effect of National Football League games on small animal emergency room caseload.

    PubMed

    Rozanski, Elizabeth A; Rondeau, Mark P; Shaw, Scott P; Rush, John E

    2009-07-01

    To evaluate whether games of popular professional football teams have an effect on small animal emergency room caseload and percentage of dogs and cats that subsequently are hospitalized, are euthanatized, or die following admission to veterinary emergency rooms located within a dedicated fan base. Prospective study. 818 dogs and cats admitted to the emergency room. During the 2007 New England Patriots (NEP) football season, small animal emergency room caseload was recorded for Sunday (4-hour blocks, 8:00 AM until 12:00 midnight) and Monday night (7:00 PM to 11:00 PM). Number of dogs and cats that subsequently were hospitalized, died, or were euthanatized was recorded. Mean game importance rating (GIR) was determined for NEP games (scale, 1 [mild] to 3 [great]). Percentage of dogs and cats admitted from 12:00 noon to 4:00 PM on Sundays during NEP games (mean GIR, 1.7) versus non-NEP games was not different. Mean +/- SD percentage of dogs and cats admitted from 4:00 PM to 8:00 PM on Sundays during NEP games (mean GIR, 2.4) versus non-NEP games was significantly different (18 +/- 5% and 25 +/- 7% of daily caseload, respectively). Percentage of dogs and cats admitted from 8:00 PM to 12:00 midnight on Sundays during NEP games (mean GIR, 2.1) versus non-NEP games was not different. Game type (NEP vs non-NEP) during emergency room admission did not influence whether dogs and cats subsequently were hospitalized, died, or were euthanatized. Professional sporting events may influence veterinary emergency room caseloads.

  9. Uncertainty and inferred reserve estimates; the 1995 National Assessment

    USGS Publications Warehouse

    Attanasi, E.D.; Coburn, Timothy C.

    2003-01-01

    Inferred reserves are expected additions to proved reserves of oil and gas fields discovered as of a certain date. Inferred reserves accounted for 65 percent of the total oil and 34 percent of the total gas assessed in the U.S. Geological Survey's 1995 National Assessment of oil and gas in onshore and State offshore areas. The assessment predicted that over the 80-year period from 1992 through 2071, the sizes of pre-1992 discoveries in the lower 48 onshore and State offshore areas will increase by 48 billion barrels of oil (BBO) and 313 trillion cubic feet of wet gas (TCF). At that time, only point estimates were reported. This study presents a scheme to compute confidence intervals for these estimates. The recentered 90 percent confidence interval for the estimated inferred oil of 48 BBO is 25 BBO and 82 BBO. Similarly, the endpoints of the confidence interval about inferred reserve estimate of 313 TCF are 227 TCF and 439 TCF. The range of the estimates provides a basis for development of scenarios for projecting reserve additions and ultimately oil and gas production, information important to energy policy analysis.

  10. Industrial Partnership Prosperity Game{trademark}

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    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 Centermore » 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.« less

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

    PubMed

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

    2009-01-01

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

  12. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

    PubMed

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-12-01

    AIMS: To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. DESIGN: Nationally representative survey. SETTING: Online. PARTICIPANTS: Large sample (n=3,380) of adult video gamers in the US. MEASUREMENTS: Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. FINDINGS: Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. CONCLUSIONS: Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play.

  13. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers

    PubMed Central

    Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    Aims To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. Design Nationally representative survey. Setting Online. Participants Large sample (n=3,380) of adult video gamers in the US. Measurements Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. Findings Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. Conclusions Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play. PMID:23284310

  14. Defense.gov Special Report: Invictus Games 2014

    Science.gov Websites

    Department of Defense Submit Search DEPARTMENT OF DEFENSE: 2014 Invictus Games U.S. Service Members Compete in Invictus Games UK Flag London | Sept. 10-14, 2014 More than 400 competitors from 13 nations will participate in the inaugural Invictus Games in London, an international sporting event for wounded warriors to

  15. Chronic Lead Intoxication From Eating Wild-Harvested Game.

    PubMed

    Buenz, Eric J; Parry, Gareth J

    2018-05-01

    The purpose of this article is to determine if conversion from eating wild game harvested with lead-based ammunition to nonlead-based ammunition results in lower blood lead levels. Supersonic injection of toxin-leeching frangible projectiles into food is intuitively bad. As much as 95% of the ~13.7 million hunters in the United States choose shrapnel-inducing lead bullets to kill game; in addition, not harvesting meat is an incarcerable crime. A lead ammunition ban on certain federal lands was recently rescinded and the National Rifle Association refutes any risk from eating lead bullet-harvested game. A patient subsisting solely on lead-shot meat was converted to non-lead ammunition and his blood lead level tracked. Concomitant with his conversion to nonlead ammunition, a controlled experiment was performed using the patient's bullets to determine his daily lead intake from lead-shot meat. While eating lead-shot meat, the patient was consuming 259.3 ± 235.6 µg of lead daily and his blood lead level was 74.7 µg/dL. Conversion to nonlead ammunition was associated with a reduced blood lead level. Unsafe blood lead levels can occur from eating game harvested with lead ammunition. Physicians should warn hunting patients of this potential risk and counsel them about the availability of nonlead ammunition alternatives. Copyright © 2018 Elsevier Inc. All rights reserved.

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

    PubMed

    Wilson, Darryl; Ramchandani, Girish

    2017-01-01

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

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

    PubMed

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

    2017-12-01

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

  18. Game on… girls: associations between co-playing video games and adolescent behavioral and family outcomes.

    PubMed

    Coyne, Sarah M; Padilla-Walker, Laura M; Stockdale, Laura; Day, Randal D

    2011-08-01

    Video game use has been associated with several behavioral and health outcomes for adolescents. The aim of the current study was to assess the relationship between parental co-play of video games and behavioral and family outcomes. Participants consisted of 287 adolescents and their parents who completed a number of video game-, behavioral-, and family-related questionnaires as part of a wider study. Most constructs included child, mother, and father reports. At the bivariate level, time spent playing video games was associated with several negative outcomes, including heightened internalizing and aggressive behavior and lowered prosocial behavior. However, co-playing video games with parents was associated with decreased levels of internalizing and aggressive behaviors, and heightened prosocial behavior for girls only. Co-playing video games was also marginally related to parent-child connectedness for girls, even after controlling for age-inappropriate games played with parents. This is the first study to show positive associations for co-playing video games between girls and their parents. Copyright © 2011 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  19. Extension of the simulated drinking game procedure to multiple drinking games.

    PubMed

    Cameron, Jennifer M; Leon, Matthew R; Correia, Christopher J

    2011-08-01

    The present study extended the Simulated Drinking Game Procedure (SDGP) to obtain information about different types of drinking games. Phase I participants (N = 545) completed online screening questionnaires assessing substance use and drinking game participation. Participants who met the selection criteria for Phase II (N = 92) participated in laboratory sessions that consisted of three different periods of drinking game play. Sixty-two percent (N = 57) of the sample was female. Data from these sessions was used to estimate the peak Blood Alcohol Concentration (BAC) a participant would achieve if they consumed alcohol while participating in the SDGP. Total consumption and estimated BAC varied as a function of game type. The total consumption and estimated BAC obtained while playing Beer Pong and Memory varied significantly as a function of group. Total ounces consumed while playing Three Man varied significantly as a function of group; however, the variation in estimated BAC obtained while playing Three Man was not significant. Results indicated that estimated BACs were higher for female participants across game type. Previous experience playing the three drinking games had no impact on total drink consumption or estimated BAC obtained while participating in the SDGP. The present study demonstrated that the SDGP can be used to generate estimates of how much alcohol is consumed and the associated obtained BAC during multiple types of drinking games. In order to fully examine whether previous experience factors in to overall alcohol consumption and BAC, future research should extend the SDGP to incorporate laboratory administration of alcohol during drinking game participation. (c) 2011 APA, all rights reserved.

  20. 76 FR 65208 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-10-20

    ... III Gaming on the Warm Springs Reservation (``2005 Compact'' or ``Kah-Nee-Ta compact''), approved on... Reservation from the Tribe's Kah-Nee-Ta Resort facility to a temporary facility on U.S. Highway 26 in the Warm...

  1. Assessment of quality of water provided for wildlife in the Central Kalahari Game Reserve, Botswana

    NASA Astrophysics Data System (ADS)

    Selebatso, Moses; Maude, Glyn; Fynn, Richard W. S.

    2018-06-01

    Arid and semi-arid environments have low and unpredictable rainfall patterns resulting in limited availability of surface water for wildlife. In the Central Kalahari Game Reserve (CKGR) wildlife populations have lost access to natural surface water through cordon fences, livestock and human encroachment along the access routes. Artificial waterholes have been developed in the reserve to compensate for this loss. However, there have not been any assessments of the quality of water provided for wildlife and how that may be contributing to populations declines in the CKGR. We assessed water quality from 12 artificial waterholes against both Botswana and international livestock standards for drinking. Overall the quality of water provided is poor and poses a health risk to both animals and humans. Eight out of twelve boreholes tested exceeded the maximum acceptable Total Dissolved Solids (TDS) limits while three and four boreholes have toxic levels of lead and arsenic, respectively. Thus, pumping ground water could have more negative than positive impacts on wildlife thus defeating the intended management purpose. Failure to provide water of acceptable quality is a major concern for wildlife management in the CKGR and it may underlie some wildlife declines in the reserve. These findings confirm that restriction of populations from natural water sources create complex management challenges, especially where safe and sustainable alternative sources are scarce. Restriction of access of the population to natural water sources by fences and provision of poor quality water could compromise the overall fitness of wildlife populations and contribute to their decline.

  2. A Research Study Using the Delphi Method to Define Essential Competencies for a High School Game Art and Design Course Framework at the National Level

    ERIC Educational Resources Information Center

    Mack, Nayo Corenus-Geneva

    2011-01-01

    This research study reports the findings of a Delphi study conducted to determine the essential competencies and objectives for a high school Game Art and Design course framework at the national level. The Delphi panel consisted of gaming, industry and educational experts from all over the world who were members of the International Game…

  3. Games of life and death: antibiotic resistance and production through the lens of evolutionary game theory.

    PubMed

    Conlin, Peter L; Chandler, Josephine R; Kerr, Benjamin

    2014-10-01

    In this review, we demonstrate how game theory can be a useful first step in modeling and understanding interactions among bacteria that produce and resist antibiotics. We introduce the basic features of evolutionary game theory and explore model microbial systems that correspond to some classical games. Each game discussed defines a different category of social interaction with different resulting population dynamics (exclusion, coexistence, bistability, cycling). We then explore how the framework can be extended to incorporate some of the complexity of natural microbial communities. Overall, the game theoretical perspective helps to guide our expectations about the evolution of some forms of antibiotic resistance and production because it makes clear the precise nature of social interaction in this context. Copyright © 2014 Elsevier Ltd. All rights reserved.

  4. Behavioural studies of strategic thinking in games.

    PubMed

    Camerer, Colin F.

    2003-05-01

    Game theory is a mathematical language for describing strategic interactions, in which each player's choice affects the payoff of other players (where players can be genes, people, companies, nation-states, etc.). The impact of game theory in psychology has been limited by the lack of cognitive mechanisms underlying game-theoretic predictions. 'Behavioural game theory' is a recent approach linking game theory to cognitive science by adding cognitive details about 'social utility functions', theories of limits on iterated thinking, and statistical theories of how players learn and influence others. New directions include the effects of game descriptions on choice ('framing'), strategic heuristics, and mental representation. These ideas will help root game theory more deeply in cognitive science and extend the scope of both enterprises.

  5. 75 FR 8649 - Evaluation of State Coastal Management Programs and National Estuarine Research Reserves

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-02-25

    ... Ocean and Coastal Resource Management (OCRM) announces a rescheduled site visit and time for a public... Management Programs and National Estuarine Research Reserves AGENCY: National Oceanic and Atmospheric Administration (NOAA), Office of Ocean and Coastal Resource Management, National Ocean Service, Commerce. ACTION...

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

    PubMed Central

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

    2017-01-01

    Abstract The aim of this study was to describe the variations in power performance of elite Paralympic judo athletes across three consecutive training cycles of preparation for the ParaPan American Games, the World Championship and the Paralympic Games. Eleven Paralympic judokas from the Brazilian National team participated in this study. They were repeatedly assessed using squat and countermovement jumps, mean propulsive power (MPP) in the jump-squat (JS), the bench press and prone bench pull at several moments of the preparation. Training supervision based on the optimum power zone (range of loads where power production is maximized) was provided in the final cycle, prior to the Paralympic Games. Magnitude-based inference was used to compare the repeated measurements of power performance. Lower and upper limb muscle power gradually increased throughout the cycles; however, the best results in all exercises were observed prior to the Paralympic Games, during which the team won four silver medals. As an illustration, prior to participation in the Paralympic Games the MPP in the JS was likely to very likely higher than prior to the World Championship (effect size [ES] = 0.77) and ParaPan American Games (ES = 0.53), and in January and March 2016 (ES = 0.98 and 0.92, respectively; months preceding the Paralympic Games). Power performance assessments can provide information about the evolution of Paralympic judokas, and training at the optimum power zone seems to constitute an effective method to improve lower and upper limb power in these athletes. PMID:29340002

  7. Games of multicellularity.

    PubMed

    Kaveh, Kamran; Veller, Carl; Nowak, Martin A

    2016-08-21

    Evolutionary game dynamics are often studied in the context of different population structures. Here we propose a new population structure that is inspired by simple multicellular life forms. In our model, cells reproduce but can stay together after reproduction. They reach complexes of a certain size, n, before producing single cells again. The cells within a complex derive payoff from an evolutionary game by interacting with each other. The reproductive rate of cells is proportional to their payoff. We consider all two-strategy games. We study deterministic evolutionary dynamics with mutations, and derive exact conditions for selection to favor one strategy over another. Our main result has the same symmetry as the well-known sigma condition, which has been proven for stochastic game dynamics and weak selection. For a maximum complex size of n=2 our result holds for any intensity of selection. For n≥3 it holds for weak selection. As specific examples we study the prisoner's dilemma and hawk-dove games. Our model advances theoretical work on multicellularity by allowing for frequency-dependent interactions within groups. Copyright © 2016 Elsevier Ltd. All rights reserved.

  8. 77 FR 61022 - Notice of National Petroleum Reserve-Alaska Oil and Gas Lease Sale 2012 and Notice of...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-10-05

    ... National Petroleum Reserve-Alaska Oil and Gas Lease Sale 2012 and Notice of Availability of the Detailed Statement of Sale for Oil and Gas Lease Sale 2012 in the National Petroleum Reserve-- Alaska AGENCY: Bureau... National Petroleum Reserve-Alaska oil and gas lease sale bid opening for tracts in the Northeast and...

  9. 78 FR 59952 - Notice of National Petroleum Reserve-Alaska Oil and Gas Lease Sale 2013 and Notice of...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-09-30

    ... National Petroleum Reserve-Alaska Oil and Gas Lease Sale 2013 and Notice of Availability of the Detailed Statement of Sale for Oil and Gas Lease Sale 2013 in the National Petroleum Reserve- Alaska AGENCY: Bureau... State Office hereby notifies the public that it will hold a National Petroleum Reserve-Alaska oil and...

  10. Violent video games: The effects of narrative context and reward structure on in-game and postgame aggression.

    PubMed

    Sauer, James D; Drummond, Aaron; Nova, Natalie

    2015-09-01

    The potential influence of video game violence on real-world aggression has generated considerable public and scientific interest. Some previous research suggests that playing violent video games can increase postgame aggression. The generalized aggression model (GAM) attributes this to the generalized activation of aggressive schemata. However, it is unclear whether game mechanics that contextualize and encourage or inhibit in-game violence moderate this relationship. Thus, we examined the effects of reward structures and narrative context in a violent video game on in-game and postgame aggression. Contrary to GAM-based predictions, our manipulations differentially affected in-game and postgame aggression. Reward structures selectively affected in-game aggression, whereas narrative context selectively affected postgame aggression. Players who enacted in-game violence through a heroic character exhibited less postgame aggression than players who enacted comparable levels of in-game violence through an antiheroic character. Effects were not attributable to self-activation or character-identification mechanisms, but were consistent with social-cognitive context effects on the interpretation of behavior. These results contradict the GAM's assertion that violent video games affect aggression through a generalized activation mechanism. From an applied perspective, consumer choices may be aided by considering not just game content, but the context in which content is portrayed. (c) 2015 APA, all rights reserved).

  11. Menominee Tribe Links Gaming and Education.

    ERIC Educational Resources Information Center

    Simonelli, Richard

    1995-01-01

    The Menominee Gaming and Hospitality Institute (College of the Menominee Nation, WI) assists Indian people in mastering skills needed to operate their own gaming enterprises and to manage hotels or resorts. In addition to certificate and degree coursework, the institute is developing a computerized industry database and a product development…

  12. Problematic internet use and problematic online gaming are not the same: findings from a large nationally representative adolescent sample.

    PubMed

    Király, Orsolya; Griffiths, Mark D; Urbán, Róbert; Farkas, Judit; Kökönyei, Gyöngyi; Elekes, Zsuzsanna; Tamás, Domokos; Demetrovics, Zsolt

    2014-12-01

    There is an ongoing debate in the literature whether problematic Internet use (PIU) and problematic online gaming (POG) are two distinct conceptual and nosological entities or whether they are the same. The present study contributes to this question by examining the interrelationship and the overlap between PIU and POG in terms of sex, school achievement, time spent using the Internet and/or online gaming, psychological well-being, and preferred online activities. Questionnaires assessing these variables were administered to a nationally representative sample of adolescent gamers (N=2,073; Mage=16.4 years, SD=0.87; 68.4% male). Data showed that Internet use was a common activity among adolescents, while online gaming was engaged in by a considerably smaller group. Similarly, more adolescents met the criteria for PIU than for POG, and a small group of adolescents showed symptoms of both problem behaviors. The most notable difference between the two problem behaviors was in terms of sex. POG was much more strongly associated with being male. Self-esteem had low effect sizes on both behaviors, while depressive symptoms were associated with both PIU and POG, affecting PIU slightly more. In terms of preferred online activities, PIU was positively associated with online gaming, online chatting, and social networking, while POG was only associated with online gaming. Based on our findings, POG appears to be a conceptually different behavior from PIU, and therefore the data support the notion that Internet Addiction Disorder and Internet Gaming Disorder are separate nosological entities.

  13. Problematic Internet Use and Problematic Online Gaming Are Not the Same: Findings from a Large Nationally Representative Adolescent Sample

    PubMed Central

    Griffiths, Mark D.; Urbán, Róbert; Farkas, Judit; Kökönyei, Gyöngyi; Elekes, Zsuzsanna; Tamás, Domokos; Demetrovics, Zsolt

    2014-01-01

    Abstract There is an ongoing debate in the literature whether problematic Internet use (PIU) and problematic online gaming (POG) are two distinct conceptual and nosological entities or whether they are the same. The present study contributes to this question by examining the interrelationship and the overlap between PIU and POG in terms of sex, school achievement, time spent using the Internet and/or online gaming, psychological well-being, and preferred online activities. Questionnaires assessing these variables were administered to a nationally representative sample of adolescent gamers (N=2,073; Mage=16.4 years, SD=0.87; 68.4% male). Data showed that Internet use was a common activity among adolescents, while online gaming was engaged in by a considerably smaller group. Similarly, more adolescents met the criteria for PIU than for POG, and a small group of adolescents showed symptoms of both problem behaviors. The most notable difference between the two problem behaviors was in terms of sex. POG was much more strongly associated with being male. Self-esteem had low effect sizes on both behaviors, while depressive symptoms were associated with both PIU and POG, affecting PIU slightly more. In terms of preferred online activities, PIU was positively associated with online gaming, online chatting, and social networking, while POG was only associated with online gaming. Based on our findings, POG appears to be a conceptually different behavior from PIU, and therefore the data support the notion that Internet Addiction Disorder and Internet Gaming Disorder are separate nosological entities. PMID:25415659

  14. 78 FR 13080 - Notice of Availability of Record of Decision for the National Petroleum Reserve-Alaska Final...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-26

    ...] Notice of Availability of Record of Decision for the National Petroleum Reserve-Alaska Final Integrated... National Petroleum Reserve in Alaska (NPR-A) Final Integrated Activity Plan (IAP). The Secretary of the... required by the Naval Petroleum Reserves Production Act, as amended, and for application for onshore...

  15. 25 CFR 558.2 - Eligibility determination for granting a gaming license.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false Eligibility determination for granting a gaming license. 558.2 Section 558.2 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GAMING LICENSES AND BACKGROUND INVESTIGATIONS FOR KEY EMPLOYEES AND PRIMARY MANAGEMENT OFFICIALS GAMING LICENSES...

  16. 25 CFR 502.22 - Construction and maintenance of the gaming facility, and the operation of that gaming is...

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... the public health and safety. 502.22 Section 502.22 Indians NATIONAL INDIAN GAMING COMMISSION... protects the environment and the public health and safety. Construction and maintenance of the gaming... environment and the public health and safety means a tribe has identified and enforces laws, resolutions...

  17. 77 FR 76515 - Notice of Availability of the National Petroleum Reserve-Alaska Final Integrated Activity Plan...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-12-28

    ... DEPARTMENT OF THE INTERIOR Bureau of Land Management [LLAK930000.L13100000.DS0000] Notice of Availability of the National Petroleum Reserve-Alaska Final Integrated Activity Plan/Environmental Impact... of Land Management (BLM), Alaska State Office, is issuing the National Petroleum Reserve in Alaska...

  18. Evolutionary Game Theory Analysis of Tumor Progression

    NASA Astrophysics Data System (ADS)

    Wu, Amy; Liao, David; Sturm, James; Austin, Robert

    2014-03-01

    Evolutionary game theory applied to two interacting cell populations can yield quantitative prediction of the future densities of the two cell populations based on the initial interaction terms. We will discuss how in a complex ecology that evolutionary game theory successfully predicts the future densities of strains of stromal and cancer cells (multiple myeloma), and discuss the possible clinical use of such analysis for predicting cancer progression. Supported by the National Science Foundation and the National Cancer Institute.

  19. A review of wildlife tourism and meta-analysis of parasitism in Africa's national parks and game reserves.

    PubMed

    Odeniran, Paul Olalekan; Ademola, Isaiah Oluwafemi; Jegede, Henry Olanrewaju

    2018-06-14

    The recent increase of parasitic diseases associated with wildlife tourism can be traced to human contact with wildlife and intense modification of wildlife habitat. The continental estimates of parasitic diseases among visited wildlife-tourists and mammalian wildlife present in conservation areas are lacking; therefore, a general review was necessary to provide insights into Africa's parasitic disease burden and transmission between humans and wildlife. A two-step analysis was conducted with searches in Ovid MEDLINE, EMBASE, PubMed, Web of Science and Global Health. All diseases reported without prevalence were grouped and analysed as categorical data while meta-analysis of prevalence rates of parasitic diseases in wildlife from national parks and reserves in Africa was conducted. Only 4.7% of the tourist centres reported routine wildlife diagnosis for parasitic diseases. Disease intensity shows that cryptosporidiosis and seven other parasitic diseases were observed in both human and wildlife; however, no significant difference in intensity between human and wildlife hosts was observed. Schistosomiasis intensity reports showed a significant increase (P < 0.05) while entamoebiasis showed a significant decrease (P < 0.05) in humans as compared to wildlife. Visiting tourists were more infected with malaria, while wildlife was more infected with parasitic gastroenteritis (PGE). The meta-analysis of wildlife revealed the highest prevalence of PGE with mixed parasites and lowest prevalence of Giardia spp. at 99.9 and 5.7%, respectively. The zoonotic and socioeconomic impact of some of these parasites could pose a severe public threat to tourism. Pre- and post-travel clinical examinations are important for tourists while routine examination, treatment and rational surveillance are important for these animals to improve wildlife tourism.

  20. Viewpoints: Teaching and Learning with Games?

    ERIC Educational Resources Information Center

    Williamson, Ben

    2007-01-01

    In this article, findings from a recent one-year research project that investigated the use of games in a variety of school settings are described and discussed. The project involved four schools and 12 teachers designing classroom activities around specific games to support learners both within the formal national curriculum and in the context of…

  1. 25 CFR 522.12 - Revocation of class III gaming.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false Revocation of class III gaming. 522.12 Section 522.12 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR APPROVAL OF CLASS II AND CLASS III ORDINANCES AND RESOLUTIONS SUBMISSION OF GAMING ORDINANCE OR RESOLUTION § 522.12 Revocation of class III...

  2. 50 CFR 32.71 - United States Unincorporated Pacific Insular Possessions.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Midway Atoll National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved...

  3. 50 CFR 32.71 - United States Unincorporated Pacific Insular Possessions.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Midway Atoll National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved...

  4. 50 CFR 32.71 - United States Unincorporated Pacific Insular Possessions.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Midway Atoll National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved...

  5. 50 CFR 32.71 - United States Unincorporated Pacific Insular Possessions.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Midway Atoll National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved...

  6. 50 CFR 32.71 - United States Unincorporated Pacific Insular Possessions.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Midway Atoll National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved...

  7. Got Game

    ERIC Educational Resources Information Center

    Lum, Lydia

    2007-01-01

    Around the country, disabled sports are often treated like second-class siblings to their able-bodied counterparts, largely because the latter bring in prestigious tournaments and bowl games, lucrative TV contracts and national exposure for top athletes and coaches. Because disabled people are so sparsely distributed in the general population, it…

  8. Cortical thickness and volume abnormalities in Internet gaming disorder: Evidence from comparison of recreational Internet game users.

    PubMed

    Wang, Ziliang; Wu, Lingdan; Yuan, Kai; Hu, Yanbo; Zheng, Hui; Du, Xiaoxia; Dong, Guangheng

    2018-06-08

    Although online gaming may lead to Internet gaming disorder (IGD), most players are recreational game users (RGUs) who do not develop IGD. Thus far, little is known about brain structural abnormalities in IGD subjects relative to RGUs. The inclusion of RGUs as a control group could minimize the potential effects of gaming experience and gaming-related cue familiarity on the neural mechanism of IGD subjects. In the current study, structural magnetic resonance imaging data were acquired from 38 IGD subjects and 66 RGUs with comparable age, gender, and educational level. Group differences in cortical thickness and volume were analyzed using the FreeSurfer software. Correlations between cortical changes and addiction severity were calculated for both groups. Compared with the RGU group, the IGD group showed significantly decreased cortical thickness in the left lateral orbitofrontal cortex, inferior parietal lobule, bilateral cuneus, precentral gyrus, and right middle temporal gyrus. Moreover, significantly reduced cortical volume was observed in the left superior temporal gyrus and right supramarginal gyrus in the IGD group. Whole-brain correlational analysis indicated different correlations between the two groups. The brain regions that showed group differences were considered to be involved in cognitive control, decision making, and reward/loss processing. These functions may serve as potential mechanisms that explain why IGD individuals experience negative outcomes in frequent game playing. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.

  9. Games for Participatory Science: A Paradigm for Game-Based Learning for Promoting Science Literacy

    ERIC Educational Resources Information Center

    Shapiro, R. Benjamin; Squire, Kurt D.

    2011-01-01

    Debates in forums such as "Educational Technology" and the National Academies of Science (National Research Council, 2011) emphasize the promise (and indeed recent successes) of digital game-based learning programs, but also the need for research-driven approaches that carefully delineate learning goals. This article introduces one such…

  10. 15 CFR 921.3 - National Estuarine Research Reserve System biogeographic classification scheme and estuarine...

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... System biogeographic classification scheme and estuarine typologies. 921.3 Section 921.3 Commerce and... biogeographic classification scheme and estuarine typologies. (a) National Estuarine Research Reserves are... classification scheme based on regional variations in the nation's coastal zone has been developed. The...

  11. 15 CFR 921.3 - National Estuarine Research Reserve System biogeographic classification scheme and estuarine...

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... System biogeographic classification scheme and estuarine typologies. 921.3 Section 921.3 Commerce and... biogeographic classification scheme and estuarine typologies. (a) National Estuarine Research Reserves are... classification scheme based on regional variations in the nation's coastal zone has been developed. The...

  12. 15 CFR 921.3 - National Estuarine Research Reserve System biogeographic classification scheme and estuarine...

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... System biogeographic classification scheme and estuarine typologies. 921.3 Section 921.3 Commerce and... biogeographic classification scheme and estuarine typologies. (a) National Estuarine Research Reserves are... classification scheme based on regional variations in the nation's coastal zone has been developed. The...

  13. 15 CFR 921.3 - National Estuarine Research Reserve System biogeographic classification scheme and estuarine...

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... System biogeographic classification scheme and estuarine typologies. 921.3 Section 921.3 Commerce and... biogeographic classification scheme and estuarine typologies. (a) National Estuarine Research Reserves are... classification scheme based on regional variations in the nation's coastal zone has been developed. The...

  14. 15 CFR 921.3 - National Estuarine Research Reserve System biogeographic classification scheme and estuarine...

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... System biogeographic classification scheme and estuarine typologies. 921.3 Section 921.3 Commerce and... biogeographic classification scheme and estuarine typologies. (a) National Estuarine Research Reserves are... classification scheme based on regional variations in the nation's coastal zone has been developed. The...

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

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berman, M.; VanDevender, J.P.

    1994-08-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Prosperity Game conducted under the sponsorship of the American Electronics Association in conjunction withmore » the Electronics Subcommittee of the Civilian Industrial Technology Committee of the National Science and Technology Council. Players were drawn from government, national laboratories, and universities, as well as from the electronics industry. The game explored policy changes that could enhance US competitiveness in the manufacturing of consumer electronics. Two teams simulated a presidentially appointed commission comprised of high-level representatives from government, industry, universities and national laboratories. A single team represented the foreign equivalent of this commission, formed to develop counter strategies for any changes in US policies. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.« less

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

    PubMed

    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. 50 CFR 32.30 - Hawaii.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Hanalei National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Fishing is permitted on...

  18. 50 CFR 32.30 - Hawaii.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Hanalei National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Fishing is permitted on...

  19. 50 CFR 32.30 - Hawaii.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Hanalei National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Fishing is permitted on...

  20. 76 FR 10338 - Evaluation of State Coastal Management Programs and National Estuarine Research Reserves

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-02-24

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration Evaluation of State Coastal... Administration (NOAA), Office of Ocean and Coastal Resource Management, National Ocean Service, Commerce. ACTION... to its Reserve final management plan approved by the Secretary of Commerce, and adhered to the terms...

  1. The Reserve Policies of Nations: A Comparative Analysis

    DTIC Science & Technology

    2007-09-01

    summer of 2006, 780 German soldiers participated in the 2,000-man European Union Force (EUFOR) for the Democratic Republic of Congo, which...Sydney Olympic Games, the Commonwealth Heads of Government Meeting, and the 2003 Rugby World Cup.144 In late 2003, the Australian Army created its...system revolved. Soviet leaders placed a high priority on maintaining a large pool of well-trained military reservists. In their eyes, the Union of

  2. One Space, Many Places: Folklife and Land Use in New Jersey's Pinelands National Reserve. Report and Recommendations to the New Jersey Pinelands Commission for Cultural Conservation in the Pinelands National Reserve.

    ERIC Educational Resources Information Center

    Hufford, Mary

    In 1978, the U.S. Congress established the Pinelands National Reserve on a million-acre landscape of New Jersey woodlands, farms, marshes, suburbs, towns, rivers, and bays. The reserve was to protect not only the region's great natural beauty and scientific value, but also the cultural life of its people, which is largely undocumented. In 1983,…

  3. 25 CFR 542.30 - What is a Tier B gaming operation?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false What is a Tier B gaming operation? 542.30 Section 542.30 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS § 542.30 What is a Tier B gaming operation? A Tier B gaming operation is one with gross...

  4. 25 CFR 542.40 - What is a Tier C gaming operation?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false What is a Tier C gaming operation? 542.40 Section 542.40 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS § 542.40 What is a Tier C gaming operation? A Tier C gaming operation is one with annual...

  5. 25 CFR 542.20 - What is a Tier A gaming operation?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false What is a Tier A gaming operation? 542.20 Section 542.20 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS § 542.20 What is a Tier A gaming operation? A Tier A gaming operation is one with annual...

  6. National Petroleum Reserve-Alaska (NPRA) core images and well data

    USGS Publications Warehouse

    Houseknecht, D. W.

    2002-01-01

    This report contains photographic images and data from petroleum exploration wells drilled within and near the National Petroleum Reserve-Alaska (NPRA). The volume is organized into six chapters, each of which contains images and well data (including a GIS project of public domain cores) pertinent to the geology and petroleum potential of NPRA. This product is a compilation of data not available elsewhere and contains limited interpretive material.

  7. Gaming: The Dance between Hope and Fear.

    ERIC Educational Resources Information Center

    Hill, Norbert S., Jr.

    1995-01-01

    Revenues generated by tribal gaming can build a good foundation for American Indian education, which is the key to long-term economic stability and development of Indian communities. Stresses the need for tribal unity and suggests that the National Indian Gaming Association can promote unity by offering scholarships with preference given to…

  8. 32 CFR 161.11 - Benefits for National Guard and Reserve Members of the Uniformed Services.

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 32 National Defense 1 2014-07-01 2014-07-01 false Benefits for National Guard and Reserve Members of the Uniformed Services. 161.11 Section 161.11 National Defense Department of Defense OFFICE OF THE SECRETARY OF DEFENSE SECURITY IDENTIFICATION (ID) CARDS FOR MEMBERS OF THE UNIFORMED SERVICES, THEIR...

  9. Cross-Sectional Associations Between Violent Video and Computer Game Playing and Weapon Carrying in a National Cohort of Children

    PubMed Central

    Ybarra, Michele L.; Huesmann, L. Rowell; Korchmaros, Josephine D.; Reisner, Sari L.

    2015-01-01

    Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4% of youth reported carrying a weapon to school in the last month and 69% reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated. PMID:24464267

  10. Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children.

    PubMed

    Ybarra, Michele L; Huesmann, L Rowell; Korchmaros, Josephine D; Reisner, Sari L

    2014-01-01

    Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4% of youth reported carrying a weapon to school in the last month and 69% reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated. © 2014 Wiley Periodicals, Inc.

  11. Cooperation in two-person evolutionary games with complex personality profiles.

    PubMed

    Płatkowski, Tadeusz

    2010-10-21

    We propose a theory of evolution of social systems which generalizes the standard proportional fitness rule of the evolutionary game theory. The formalism is applied to describe the dynamics of two-person one-shot population games. In particular it predicts the non-zero level of cooperation in the long run for the Prisoner's Dilemma games, the increase of the fraction of cooperators for general classes of the Snow-Drift game, and stable nonzero cooperation level for coordination games. Copyright © 2010 Elsevier Ltd. All rights reserved.

  12. Attentional bias and disinhibition toward gaming cues are related to problem gaming in male adolescents.

    PubMed

    van Holst, Ruth J; Lemmens, Jeroen S; Valkenburg, Patti M; Peter, Jochen; Veltman, Dick J; Goudriaan, Anna E

    2012-06-01

    The aim of this study was to examine whether behavioral tendencies commonly related to addictive behaviors are also related to problematic computer and video game playing in adolescents. The study of attentional bias and response inhibition, characteristic for addictive disorders, is relevant to the ongoing discussion on whether problematic gaming should be classified as an addictive disorder. We tested the relation between self-reported levels of problem gaming and two behavioral domains: attentional bias and response inhibition. Ninety-two male adolescents performed two attentional bias tasks (addiction-Stroop, dot-probe) and a behavioral inhibition task (go/no-go). Self-reported problem gaming was measured by the game addiction scale, based on the Diagnostic and Statistical Manual of Mental Disorders-fourth edition criteria for pathological gambling and time spent on computer and/or video games. Male adolescents with higher levels of self-reported problem gaming displayed signs of error-related attentional bias to game cues. Higher levels of problem gaming were also related to more errors on response inhibition, but only when game cues were presented. These findings are in line with the findings of attentional bias reported in clinically recognized addictive disorders, such as substance dependence and pathological gambling, and contribute to the discussion on the proposed concept of "Addiction and Related Disorders" (which may include non-substance-related addictive behaviors) in the Diagnostic and Statistical Manual of Mental Disorders-fourth edition. Copyright © 2012 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  13. 50 CFR 32.59 - Rhode Island.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... accordance with state regulations. Ninigret National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may...

  14. 50 CFR 32.59 - Rhode Island.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... accordance with state regulations. Ninigret National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may...

  15. Video gaming and gender differences in digital and printed reading performance among 15-year-olds students in 26 countries.

    PubMed

    Borgonovi, Francesca

    2016-04-01

    Video games are a favorite leisure-time activity among teenagers worldwide. This study examines cross-national gender differences in reading achievement and video gaming and whether video gaming explains gender differences in reading achievement and differences in performance between paper-based and computer-based reading. We use data from a representative sample of 145,953 students from 26 countries who sat the PISA 2012 assessments and provided self-reports on use of video games. Although boys tend to have poorer results in both the computer-based and the paper-based reading assessments, boys' under achievement is smaller when the assessment is delivered on computer than when it is delivered on paper. Boys underperformance compared to girls in the two reading assessments is particularly pronounced among low-achieving students. Among both boys and girls moderate use of single-player games is associated with a performance advantage. However, frequent engagement with collaborative online games is generally associated with a steep reduction in achievement, particularly in the paper-based test and particularly among low-achieving students. Excessive gaming may hinder academic achievement, but moderate gaming can promote positive student outcomes. In many countries video gaming explains the difference in the gender gap in reading between the paper-based and the computer-based assessments. Copyright © 2016 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  16. Evolutionary stability for matrix games under time constraints.

    PubMed

    Garay, József; Csiszár, Villő; Móri, Tamás F

    2017-02-21

    Game theory focuses on payoffs and typically ignores time constraints that play an important role in evolutionary processes where the repetition of games can depend on the strategies, too. We introduce a matrix game under time constraints, where each pairwise interaction has two consequences: both players receive a payoff and they cannot play the next game for a specified time duration. Thus our model is defined by two matrices: a payoff matrix and an average time duration matrix. Maynard Smith's concept of evolutionary stability is extended to this class of games. We illustrate the effect of time constraints by the well-known prisoner's dilemma game, where additional time constraints can ensure the existence of unique evolutionary stable strategies (ESS), both pure and mixed, or the coexistence of two pure ESS. Our general results may be useful in several fields of biology where evolutionary game theory is applied, principally in ecological games, where time constraints play an inevitable role. Copyright © 2016 Elsevier Ltd. All rights reserved.

  17. 76 FR 68502 - National Petroleum Reserve-Alaska Oil and Gas Lease Sale 2011 and Notice of Availability of the...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-11-04

    ... Petroleum Reserve-Alaska Oil and Gas Lease Sale 2011 and Notice of Availability of the Detailed Statement of Sale for Oil and Gas Lease Sale 2011 in the National Petroleum Reserve-Alaska AGENCY: Bureau of Land... tracts in the National Petroleum Reserve-Alaska. The United States reserves the right to withdraw any...

  18. 75 FR 39579 - Notice of National Petroleum Reserve-Alaska Oil and Gas Lease Sale 2010 and Notice of...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-07-09

    ... Petroleum Reserve-Alaska Oil and Gas Lease Sale 2010 and Notice of Availability of the Detailed Statement of Sale for Oil and Gas Lease Sale 2010 in the National Petroleum Reserve-- Alaska AGENCY: Bureau of Land... notifies the public it will hold a National Petroleum Reserve-Alaska oil and gas lease sale bid opening for...

  19. Game relativity: how context influences strategic decision making.

    PubMed

    Vlaev, Ivo; Chater, Nick

    2006-01-01

    Existing models of strategic decision making typically assume that only the attributes of the currently played game need be considered when reaching a decision. The results presented in this article demonstrate that the so-called "co-operativeness" of the previously played prisoner's dilemma games influence choices and predictions in the current prisoner's dilemma game, which suggests that games are not considered independently. These effects involved reinforcement-based assimilation to the previous choices and also a perceptual contrast of the present game with preceding games, depending on the range and the rank of their co-operativeness. A. Parducci's (1965) range frequency theory and H. Helson's (1964) adaptation level theory are plausible theories of relative judgment of magnitude information, which could provide an account of these context effects. ((c) 2006 APA, all rights reserved).

  20. 50 CFR 32.30 - Hawaii.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. Hunters may... National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Fishing is permitted on designated areas of the refuge...

  1. 50 CFR 32.30 - Hawaii.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. Hunters may... National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Fishing is permitted on designated areas of the refuge...

  2. 75 FR 3756 - The National Environmental Policy Act Procedures Manual

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-01-22

    ... DEPARTMENT OF THE INTERIOR National Indian Gaming Commission The National Environmental Policy Act Procedures Manual AGENCY: National Indian Gaming Commission. ACTION: Notice of reopening of comment period... Gaming Commission, 1441 L Street, NW., Suite 9100, Washington, DC 20005; (2) by hand delivery to...

  3. 75 FR 13139 - The National Environmental Policy Act Procedures Manual

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-03-18

    ... NATIONAL INDIAN GAMING COMMISSION The National Environmental Policy Act Procedures Manual AGENCY: The National Indian Gaming Commission. ACTION: Notice of reopening of comment period. SUMMARY: This... Indian Gaming Commission, 1441 L Street, NW., Suite 9100, Washington, DC 20005; (2) by hand delivery to...

  4. Mind Games: Game Engines as an Architecture for Intuitive Physics.

    PubMed

    Ullman, Tomer D; Spelke, Elizabeth; Battaglia, Peter; Tenenbaum, Joshua B

    2017-09-01

    We explore the hypothesis that many intuitive physical inferences are based on a mental physics engine that is analogous in many ways to the machine physics engines used in building interactive video games. We describe the key features of game physics engines and their parallels in human mental representation, focusing especially on the intuitive physics of young infants where the hypothesis helps to unify many classic and otherwise puzzling phenomena, and may provide the basis for a computational account of how the physical knowledge of infants develops. This hypothesis also explains several 'physics illusions', and helps to inform the development of artificial intelligence (AI) systems with more human-like common sense. Copyright © 2017 Elsevier Ltd. All rights reserved.

  5. The Use of Gaming in a Dental Hygiene Review Course.

    ERIC Educational Resources Information Center

    Peterson, Charlotte A.; Mauriello, Sally M.; Caplan, Daniel J.

    2000-01-01

    Evaluated the effectiveness of gaming to create an interactive, stimulating learning environment as a review format for the Dental Hygiene National Board examination. Students (n=28) participated in either the gaming or a lecture review format. The gaming group scored higher on the exam on eight of 12 topics as well as on the case-based learning…

  6. Internet Gaming Disorder Among Slovenian Primary Schoolchildren: Findings From a Nationally Representative Sample of Adolescents

    PubMed Central

    Pontes, Halley M.; Macur, Mirna; Griffiths, Mark D.

    2016-01-01

    Background and aims Since the inclusion of Internet Gaming Disorder (IGD) in the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as a tentative disorder, a few psychometric screening instruments have been developed to assess IGD, including the 9-item Internet Gaming Disorder Scale – Short-Form (IGDS9-SF) – a short, valid, and reliable instrument. Methods Due to the lack of research on IGD in Slovenia, this study aimed to examine the psychometric properties of the IGDS9-SF in addition to investigating the prevalence rates of IGD in a nationally representative sample of eighth graders from Slovenia (N = 1,071). Results The IGDS9-SF underwent rigorous psychometric scrutiny in terms of validity and reliability. Construct validation was investigated with confirmatory factor analysis to examine the factorial structure of the IGDS9-SF and a unidimensional structure appeared to fit the data well. Concurrent and criterion validation were also investigated by examining the association between IGD and relevant psychosocial and game-related measures, which warranted these forms of validity. In terms of reliability, the Slovenian version IGDS9-SF obtained excellent results regarding its internal consistency at different levels, and the test appears to be a valid and reliable instrument to assess IGD among Slovenian youth. Finally, the prevalence rates of IGD were found to be around 2.5% in the whole sample and 3.1% among gamers. Discussion and conclusion Taken together, these results illustrate the suitability of the IGDS9-SF and warrants further research on IGD in Slovenia. PMID:27363464

  7. Who believes electronic games cause real world aggression?

    PubMed

    Przybylski, Andrew K

    2014-04-01

    Electronic games have rapidly become a popular form of human recreation, and the immersive experiences they provide millions have led many to voice concerns that some games, and violent ones in particular, may negatively impact society. Increasingly heated debates make it clear that gaming-related aggression is a topic that elicits strong opinions. Despite a complex and growing literature concerned with violent games, little is known empirically about why some ardently believe, whereas others dismiss, notions that this form of leisure is a source of aggression. The present research recruited three nationally representative samples to investigate this understudied topic. Results showed that belief was normally distributed across the population, prominent among demographic cohorts who did not grow up with games and those who lack concrete gaming experience. Results are discussed in the context of this developing research area, wider social science perspectives, and the place of electronic games in society.

  8. Resource management plan for the Oak Ridge Reservation

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Parr, P.D.; Evans, J.W.

    1992-06-01

    A plan for management of the wildlife resources on the US Department of Energy's Oak Ridge Reservation is outlined in this document. Management includes wildlife population control (hunts, trapping, and removal), handling specific problems with wildlife, restoration of species, coordination with researchers on wildlife studies, preservation and management of habitats, and law enforcement. Wildlife resources are divided into five categories, each with a specific set of objectives and procedures for obtaining these objectives. These categories are (1) species-richness management to ensure that all resident wildlife species exist on the Reservation in viable numbers; (2) featured species management to produce selectedmore » species in desired numbers on designated land units; (3) management of game species for research, education, recreation, and public safety, (4) endangered species management designed to preserve and protect both the species and habitats critical to the survival of those species; and (5) pest management. Achievement of the objectives is a joint effort between the Tennessee Wildlife Resources Agency and the Oak Ridge National Laboratory's Environmental Sciences Division.« less

  9. Autocratic strategies for alternating games.

    PubMed

    McAvoy, Alex; Hauert, Christoph

    2017-02-01

    Repeated games have a long tradition in the behavioral sciences and evolutionary biology. Recently, strategies were discovered that permit an unprecedented level of control over repeated interactions by enabling a player to unilaterally enforce linear constraints on payoffs. Here, we extend this theory of "zero-determinant" (or, more generally, "autocratic") strategies to alternating games, which are often biologically more relevant than traditional synchronous games. Alternating games naturally result in asymmetries between players because the first move matters or because players might not move with equal probabilities. In a strictly-alternating game with two players, X and Y, we give conditions for the existence of autocratic strategies for player X when (i) X moves first and (ii) Y moves first. Furthermore, we show that autocratic strategies exist even for (iii) games with randomly-alternating moves. Particularly important categories of autocratic strategies are extortionate and generous strategies, which enforce unfavorable and favorable outcomes for the opponent, respectively. We illustrate these strategies using the continuous Donation Game, in which a player pays a cost to provide a benefit to the opponent according to a continuous cooperative investment level. Asymmetries due to alternating moves could easily arise from dominance hierarchies, and we show that they can endow subordinate players with more autocratic strategies than dominant players. Copyright © 2016 Elsevier Inc. All rights reserved.

  10. Digital gaming for HIV prevention with young adolescents.

    PubMed

    Enah, Comfort; Moneyham, Linda; Vance, David E; Childs, Gwendolyn

    2013-01-01

    The search for intervention strategies appropriate for young adolescents has recently led to the use of digital games. Digital gaming interventions are promising because they may be developmentally appropriate for adolescent populations. The gaming approach also capitalizes on an inherent interest to adolescents and circumvents traditional barriers to access to prevention interventions faced in some geographical areas. Notwithstanding, research on gaming in HIV prevention is quite limited. In this review article, we examine the need for contextually relevant HIV prevention interventions among young adolescents. From this, we provide a theoretical framework for exploring contextually relevant HIV risk factors and a foundation for gathering and using input from the target population to adapt an existing game or to create a developmentally appropriate and contextually relevant HIV prevention game. Copyright © 2013 Association of Nurses in AIDS Care. Published by Elsevier Inc. All rights reserved.

  11. Investigation of the Impact of User Gaming in the Next Generation National Airspace System

    NASA Technical Reports Server (NTRS)

    Hunter, George C.; Gao, Huina

    2011-01-01

    Over the past three decades, growth in the demand for air transportation has exceeded the growth in the national airspace system (NAS) capacity. Systems operating near capacity inevitably have delays and NAS d elays have increased in recent years. The desire to minimize delay costs has placed attention on the NAS air traffic management (ATM) syste m.One initiative that has helped to provide user representation in the ATM solution is the collaborative decision making (CDM) process. CDM addresses this issue by bringing users (referred to here as airline operation centers [AOCs]) and ATM providers together for information e xchange and cooperative planning. Such cooperative planning has been instituted, for instance, for the purpose of planning airport slot control strategies and rerouting strategies. While the CDM initiatives ha ve met with much success, they have also introduced the potential for AOCs to manipulate the system in unforeseen, unintended, and perhaps undesirable ways, from a system-wide, synoptic perspective. This type of manipulation is sometimes referred to as "gaming" the system. This study uses a high-fidelity simulation tool to investigate several models of user decision making behavior which could be considered to be gaming behavior and the emergent system dynamics and interactions between AOCs and traffic management.

  12. Effects of prosocial video games on prosocial behavior.

    PubMed

    Greitemeyer, Tobias; Osswald, Silvia

    2010-02-01

    Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior. In fact, participants who had played a prosocial video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the video game, playing video games not only has negative effects on social behavior but has positive effects as well. Copyright 2009 APA, all rights reserved

  13. Intense video gaming is not essentially problematic.

    PubMed

    Király, Orsolya; Tóth, Dénes; Urbán, Róbert; Demetrovics, Zsolt; Maraz, Aniko

    2017-11-01

    Video games are more popular than ever and the general public, including parents, educators, and the media, tends to consider intense video gaming fundamentally problematic. To test this hypothesis, participants were recruited via gaming-related websites resulting in a sample of N = 5,222 online video gamers (mean age: 22.2 years, SD = 6.4). Besides assessing gaming time, we administered the Ten-Item Internet Gaming Disorder Test, the Brief Symptom Inventory, and the Motives for Online Gaming Questionnaire. Two structural regression models were estimated with both gaming time and problematic gaming as outcome variables. Predictors were psychiatric symptoms in the first, and gaming motives in the second model. Both models yielded adequate fit indices. Psychiatric symptoms had a moderate positive effect on problematic use (β = .46, p < .001) whereas their effect on gaming time was practically zero (β = -.01, p = .84). In the second model, Escape was the most prominent motive and was moderately to-strongly associated (β = .58, p < .001) with problematic use. However, the association between Escape and gaming time was substantially weaker (β = .21, p < .001). The correlation between gaming time and problematic use was weak-to-moderate in both models (r = .26, p < .001 and r = .21, p < .001, respectively). Data suggest that gaming time is weakly associated with negative psychological factors such as psychiatric symptoms and Escape motive, which were found to be consistently related to problematic use. Therefore, the amount of gaming time alone appears to be an unreliable predictor of problematic use, which questions the aforementioned idea that intense gaming is essentially problematic. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  14. Reservation wage of female volunteer community health workers in Dhaka urban slums: a bidding game approach.

    PubMed

    Alam, Khurshid; Tasneem, Sakiba; Huq, Molla

    2014-12-01

    BRAC, a large Bangladeshi NGO, recently has been using female volunteer community health workers (CHWs) in Dhaka urban slums to provide maternal and child health services. Due to erratic performance-based income and higher opportunity cost the urban CHWs lose motivation which contributes to high dropout and poor performance. This results challenges for the cost effectiveness and sustainability of the urban health program. CHWs also consider their performance-based income very low compare to their work load. So, CHWs raise their voice for a fixed income. In order to understand this problem we explored fixed income for CHWs and the correlates that influence it. We surveyed a sample of 542 current CHWs. We used bidding game approach to derive the equilibrium reservation wage for CHWs for providing full-time services. Then, we performed ordered logit models with bootstrap simulation to identify the determinants of reservation wage. The average reservation wage of CHWs to continue their work as full-time CHWs rather than volunteer CHWs was US$24.11 which was three times higher than their current performance-based average income of US$ 8.03. Those CHWs received additional health training outside BRAC were 72% and those who joined with an expectation of income were 62% more likely to ask for higher reservation wage. On the contrary, CHWs who were burdened with household loan were 65% and CHWs who had alternative income generating scope were 47% less likely to ask for higher reservation wage. Other important factors we identified were BRAC village organization membership, competition with other health services providers, performance as a CHW, and current and past monthly CHW income. The findings of this study are relevant to certain developing countries such as Bangladesh and Tanzania which commonly use volunteer CHWs, and where poor retention and performance is a common issue due to erratic and performance-based income. So, the study has implications in improving

  15. 77 FR 29637 - Game Show Network, LLC v. Cablevision Systems Corp.

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-05-18

    ... FEDERAL COMMUNICATIONS COMMISSION [MB Docket No. 12-122; File No. CSR-8529-P; DA 12-739] Game Show... Administrative Law Judge (``ALJ'') to resolve the factual disputes and to return an Initial Decision. DATES: Game... control. 6. GSN is a national cable network launched on December 1, 1994 under the name ``Game Show...

  16. Turmoil: A Simulation Game Dealing With International Oil Trade

    ERIC Educational Resources Information Center

    Kelly, Robert

    1976-01-01

    This simulation game is intended to help secondary students understand the complexities of the international oil trade. Students represent nations involved in trading oil and other commodities. The game takes about five classroom periods to teach. The article includes all essential materials. (Author/RM)

  17. Playing violent video games and desensitization to violence.

    PubMed

    Brockmyer, Jeanne Funk

    2015-01-01

    This article examines current research linking exposure to violent video games and desensitization to violence. Data from questionnaire, behavioral, and psychophysiologic research are reviewed to determine if exposure to violent video games is a risk factor for desensitization to violence. Real-world implications of desensitization are discussed. Copyright © 2015 Elsevier Inc. All rights reserved.

  18. Community Game Day: Using an End-of-Life Conversation Game to Encourage Advance Care Planning.

    PubMed

    Van Scoy, Lauren J; Reading, Jean M; Hopkins, Margaret; Smith, Brandi; Dillon, Judy; Green, Michael J; Levi, Benjamin H

    2017-11-01

    Advance care planning (ACP) is an important process that involves discussing and documenting one's values and preferences for medical care, particularly end-of-life treatments. This convergent, mixed-methods study assessed whether an end-of-life conversation card game is an acceptable and effective means for performing ACP for patients with chronic illness and/or their caregivers when deployed in a community setting. Twenty-two games (n = 93 participants) were held in community settings surrounding Hershey, PA in 2016. Participants were recruited using random sampling from patient databases and also convenience sampling (i.e., flyers). Quantitative questionnaires and qualitative focus group interviews were administered to assess the game experience and subsequent performance of ACP behaviors. Both quantitative and qualitative data found that Community Game Day was a well-received, positive experience for participants and 75% of participants performed ACP within three months post-intervention. These findings suggest that using a conversation game during community outreach is a useful approach for engaging patients and caregivers in ACP. The convergence of quantitative and qualitative data strongly supports the continued investigation of the game in randomized controlled trials. Copyright © 2017 American Academy of Hospice and Palliative Medicine. Published by Elsevier Inc. All rights reserved.

  19. Trace elements and heavy metals in the Grand Bay National Estuarine Reserve in the northern Gulf of Mexico

    USDA-ARS?s Scientific Manuscript database

    The Grand Bay National Estuarine Research Reserve has the highest biotic diversity of habitats and offer a reserve of food resources and commercially significant species. Rapid human civilization has led to accumulation of heavy metals and trace elements in estuaries. The Grand Bay National Estuarin...

  20. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... games? 542.9 Section 542.9 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... card games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the card game drop and the count thereof shall comply...

  1. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... games? 542.9 Section 542.9 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... card games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the card game drop and the count thereof shall comply...

  2. 25 CFR 542.12 - What are the minimum internal control standards for table games?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... games? 542.12 Section 542.12 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... table games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the table game drop and the count thereof shall comply...

  3. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... games? 542.9 Section 542.9 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... card games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the card game drop and the count thereof shall comply...

  4. 25 CFR 542.12 - What are the minimum internal control standards for table games?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... games? 542.12 Section 542.12 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... table games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the table game drop and the count thereof shall comply...

  5. 25 CFR 542.12 - What are the minimum internal control standards for table games?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... games? 542.12 Section 542.12 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... table games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the table game drop and the count thereof shall comply...

  6. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... games? 542.9 Section 542.9 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... card games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the card game drop and the count thereof shall comply...

  7. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... games? 542.9 Section 542.9 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... card games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the card game drop and the count thereof shall comply...

  8. 25 CFR 542.12 - What are the minimum internal control standards for table games?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... games? 542.12 Section 542.12 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... table games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the table game drop and the count thereof shall comply...

  9. 25 CFR 542.12 - What are the minimum internal control standards for table games?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... games? 542.12 Section 542.12 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... table games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the table game drop and the count thereof shall comply...

  10. The Score-Boosting Game.

    ERIC Educational Resources Information Center

    Popham, W. James

    2000-01-01

    Teachers everywhere are playing the score-boosting game to raise scores on mandated standardized achievement tests, although five nationally recognized assessments compare student performance instead of measuring classroom learning. Since curriculum standards are often vague and misaligned with assessments, teachers sprinkle instruction with…

  11. Teaching Games for Understanding Conference Supplement from the German Sport University

    ERIC Educational Resources Information Center

    Research Quarterly for Exercise and Sport, 2016

    2016-01-01

    By bringing together the national German sports game community and an international scientific community in a joint conference, the 6th International Teaching Games for Understanding Conference (TGfU) Meets the 10th German Sports Games Symposium of the German Association of Sport Science (DVS), held July 25-27, 2016, at the German Sport University…

  12. Walk Like an Egyptian: A Serious, Pervasive Mobile Game for Tourism

    ERIC Educational Resources Information Center

    Gabr, Fatema Mohsen; Abdennadher, Slim

    2015-01-01

    Walk like An Egyptian is a location-based, mobile native game developed for tourists. The game provides information for tourists about the touristic places, motivates nationals to visit their historical sights and increase their cultural heritage awareness enabling them to explore the past and connect with it. At the same time, the game allows to…

  13. Biomedical technology prosperity game{trademark}

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    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 Defensemore » 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

  14. An analysis of specific lower extremity injury rates on grass and FieldTurf playing surfaces in National Football League Games: 2000-2009 seasons.

    PubMed

    Hershman, Elliott B; Anderson, Robert; Bergfeld, John A; Bradley, James P; Coughlin, Michael J; Johnson, Robert J; Spindler, Kurt P; Wojtys, Edward; Powell, John W

    2012-10-01

    Players in the National Football League (NFL) sustain injuries every season as the result of their participation. One factor associated with the rate of injury is the type of playing surface on which the players participate. There is no difference in the rate of knee sprains and ankle sprains during NFL games when comparing rates of those injuries during games played on natural grass surfaces with rates of those injuries during games played on the artificial surface FieldTurf. Descriptive epidemiology study. The NFL records injury and exposure (ie, game) data as part of its injury surveillance system. During the 2000-2009 NFL seasons, there were 2680 games (5360 team games) played on grass or artificial surfaces. Specifically, 1356 team games were played on FieldTurf and 4004 team games were played on grass. We examined the 2000-2009 game-related injury data from those games as recorded by the injury surveillance system. The data included the injury diagnosis, the date of injury, and the surface at the time of injury. The injury data showed that 1528 knee sprains and 1503 ankle sprains occurred during those games. We calculated injury rates for knee sprains and ankle sprains-specifically, medial collateral ligament (MCL) sprains, anterior cruciate ligament (ACL) sprains, eversion ankle sprains, and inversion ankle sprains-using incidence density ratios (IDRs). We used a Poisson model and logistic regression odds ratios to validate the IDR analysis. A multivariate logistic regression model was used to adjust the odds ratio for weather conditions. The observed injury rate of knee sprains on FieldTurf was 22% (IDR = 1.22, 95% confidence interval [CI], 1.09-1.36) higher than on grass, and the injury rate of ankle sprains on FieldTurf was 22% (IDR = 1.22, 95% CI, 1.09-1.36) higher than on grass. These differences are statistically significant. Specifically, the observed injury rates of ACL sprains and eversion ankle sprains on FieldTurf surfaces were 67% (P < .001) and

  15. 75 FR 27006 - Toward a Federal Cybersecurity Research Agenda: Three Game-Changing Themes

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-05-13

    ... NATIONAL SCIENCE FOUNDATION Toward a Federal Cybersecurity Research Agenda: Three Game- Changing... cybersecurity game-change research and development agenda. This request for information will be active from May... to exemplify and motivate future Federal cybersecurity game-change research activities: (a) Tailored...

  16. 75 FR 27007 - Toward a Federal Cybersecurity Research Agenda: Three Game-changing Themes

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-05-13

    ... NATIONAL SCIENCE FOUNDATION Toward a Federal Cybersecurity Research Agenda: Three Game- changing... development (R&D) themes to exemplify and motivate future Federal game-change cybersecurity research... these Federal cybersecurity game-change R&D objectives and will provide insights into the priorities...

  17. 77 FR 4714 - Self-Regulation of Class II Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-01-31

    ... DEPARTMENT OF THE INTERIOR National Indian Gaming Commission 25 CFR Part 518 RIN 3141-AA44 Self...: Notice of proposed rulemaking. SUMMARY: This action proposes to amend the NIGC's self-regulation regulations to tailor the self-regulating qualifying criteria to a tribe's regulation of class II gaming...

  18. What's working, what's not: The monitoring and reporting system for Tasmania's national parks and reserves

    Treesearch

    Glenys Jones

    2015-01-01

    This paper describes the Australian State of Tasmania's management effectiveness Monitoring and Reporting System for national parks and reserves. This jurisdictional performance measurement system is designed to provide all interested parties with reliable factual information and measured evidence about reserve management achievements, progress and challenges. Key...

  19. 76 FR 2085 - National Estuarine Research Reserve System; North Inlet-Winyah Bay, SC and San Francisco Bay, CA...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-01-12

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration National Estuarine Research... approval and availability of the revised management plans for the following National Estuarine Research... the North Inlet-Winyah Bay National Estuarine Research Reserve and San Francisco Bay National...

  20. 25 CFR 542.6 - Does this part apply to small and charitable gaming operations?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... operations? 542.6 Section 542.6 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... integrity of games offered; and (ii) Safeguard the assets used in connection with the operation. (b... the integrity of the games offered; and (ii) Safeguard the assets used in connection with the gaming...

  1. 25 CFR 543.6 - Does this part apply to small and charitable gaming operations?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... operations? 543.6 Section 543.6 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN...) Protect the integrity of games offered; (ii) Safeguard the assets used in connection with the operation... the integrity of the games offered; (ii) Safeguard the assets used in connection with the gaming...

  2. 25 CFR 543.10 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... games? 543.10 Section 543.10 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... control standards for card games? (a) Supervision. Supervision must be provided as needed during the card... personnel independent of the transaction or independent of the card games department; or (2) A dealer may...

  3. 25 CFR 543.10 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... games? 543.10 Section 543.10 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... control standards for card games? (a) Supervision. Supervision must be provided as needed during the card... personnel independent of the transaction or independent of the card games department; or (2) A dealer may...

  4. 78 FR 14820 - Proclaiming Certain Lands as Reservation for the Tohono O'odham Nation of Arizona

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-07

    ... the Tohono O'odham Nation of Arizona AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of... Affairs proclaimed approximately 642.27 acres, more or less, as the Tohono O'odham Nation Indian Reservation for the Tohono O'odham Nation Tribe of Indians of Arizona on February 28, 2013. DATE: The...

  5. 50 CFR 32.70 - Wyoming.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... alphabetical order with applicable refuge-specific regulations. National Elk Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. Hunters may hunt elk and bison.... Pathfinder National Wildlife Refuge A. Migratory Game Bird Hunting. Hunting of geese, ducks and coots is...

  6. 50 CFR 32.70 - Wyoming.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... alphabetical order with applicable refuge-specific regulations. National Elk Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. Hunters may hunt elk and bison.... Pathfinder National Wildlife Refuge A. Migratory Game Bird Hunting. Hunting of geese, ducks and coots is...

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

    ERIC Educational Resources Information Center

    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)

  8. Middle school children's game playing preferences: Case studies of children's experiences playing and critiquing science-related educational games

    NASA Astrophysics Data System (ADS)

    Joseph, Dolly Rebecca Doran

    The playing of computer games is one of the most popular non-school activities of children, particularly boys, and is often the entry point to greater facility with and use of other computer applications. Children are learning skills as they play, but what they learn often does not generalize beyond application to that and other similar games. Nevertheless, games have the potential to develop in students the knowledge and skills described by national and state educational standards. This study focuses upon middle-school aged children, and how they react to and respond to computer games designed for entertainment and educational purposes, within the context of science learning. Through qualitative, case study methodology, the game play, evaluation, and modification experiences of four diverse middle-school-aged students in summer camps are analyzed. The inquiry focused on determining the attributes of computer games that appeal to middle school students, the aspects of science that appeal to middle school children, and ultimately, how science games might be designed to appeal to middle school children. Qualitative data analysis led to the development of a method for describing players' activity modes during game play, rather than the conventional methods that describe game characteristics. These activity modes are used to describe the game design preferences of the participants. Recommendations are also made in the areas of functional, aesthetic, and character design and for the design of educational games. Middle school students may find the topical areas of forensics, medicine, and the environment to be of most interest; designing games in and across these topic areas has the potential for encouraging voluntary science-related play. Finally, when including children in game evaluation and game design activities, results suggest the value of providing multiple types of activities in order to encourage the full participation of all children.

  9. Demographic factors and playing variables in online computer gaming.

    PubMed

    Griffiths, Mark D; Davies, Mark N O; Chappell, Darren

    2004-08-01

    Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playing history (i.e., how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling).

  10. The cognitive psychology of Internet gaming disorder.

    PubMed

    King, Daniel L; Delfabbro, Paul H

    2014-06-01

    Internet gaming disorder (IGD) has received nomenclatural recognition as a potential mental health disorder, despite evident variability in its core psychopathology and psychometric assessment. Although cognitive-behavioural therapy (CBT) is considered an efficacious treatment for IGD, the underlying cognitions of the disorder are not well understood. This review aimed to synthesise research evidence on Internet gaming cognition toward identification of cognitive factors underlying IGD. A systematic review of 29 quantitative studies on Internet gaming cognition and 7 treatment studies employing cognitive therapy for IGD was conducted. Four cognitive factors underlying IGD were identified. Factors included (a) beliefs about game reward value and tangibility, (b) maladaptive and inflexible rules about gaming behaviour, (c) over-reliance on gaming to meet self-esteem needs, and (d) gaming as a method of gaining social acceptance. It is proposed that IGD-related cognition may be more complex than "preoccupation" (i.e., criterion A of IGD). IGD cognition may involve the persistent overvaluation of video gaming rewards, activities, and identities, combined with a need to adhere to maladaptive rules governing use and completion of video games. Greater understanding of the proposed cognitive factors may advance clinical research agendas on identification of individuals with IGD, as well as the expansion and improvement of cognitive therapies for the disorder. Copyright © 2014 Elsevier Ltd. All rights reserved.

  11. Health care planning and education via gaming-simulation: a two-stage experiment.

    PubMed

    Gagnon, J H; Greenblat, C S

    1977-01-01

    A two-stage process of gaming-simulation design was conducted: the first stage of design concerned national planning for hemophilia care; the second stage of design was for gaming-simulation concerning the problems of hemophilia patients and health care providers. The planning design was intended to be adaptable to large-scale planning for a variety of health care problems. The educational game was designed using data developed in designing the planning game. A broad range of policy-makers participated in the planning game.

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

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    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.more » 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.« less

  13. Gymnastics injury incidence during the 2008, 2012 and 2016 Olympic Games: analysis of prospectively collected surveillance data from 963 registered gymnasts during Olympic Games.

    PubMed

    Edouard, Pascal; Steffen, Kathrin; Junge, Astrid; Leglise, Michel; Soligard, Torbjørn; Engebretsen, Lars

    2018-04-01

    To determine the incidence and characteristics of injuries in female and male gymnastics disciplines (artistic, rhythmic and trampoline) during three Olympic Games with a view to ultimately improving injury prevention. The National Olympic Committee's head physicians and the medical teams of the Local Organising Committee of the Olympic Games reported daily the occurrence (or non-occurrence) of newly sustained injuries in artistic, rhythmic and trampoline gymnastics on a standardised report form during the 2008, 2012 and 2016 Summer Olympic Games. During the three Olympic Games, 81 injuries were reported in a total of 963 registered gymnasts, corresponding to an incidence of 84 injuries (95% CI 67 to 102) per 1000 registered gymnasts, with no difference in injury incidence between female and male gymnasts. Thirty-eight per cent of injuries led to time-loss from sport. The most frequent injury location and injury type were the ankle (22%) and sprain (35%), respectively. The most common diagnosis was ankle sprain (14% of all injuries and 23% of time-loss injuries). The injury incidence was highest in female (107±35) and male artistic gymnastics (83±32), followed by female rhythmic gymnastics (73±30), and lower in male (63±69) and female (43±43) trampoline gymnastics. Research should focus on preventing injuries in artistic gymnastics and of the condition of ankle sprain. Injury surveillance studies should be continued during major championships and throughout the entire competitive season as the Olympic Games provides only a snapshot (although an important one). © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2018. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  14. 77 FR 28617 - Call for Nominations and Comments for the 2012 National Petroleum Reserve-Alaska Oil and Gas...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-05-15

    ... Nominations and Comments for the 2012 National Petroleum Reserve-Alaska Oil and Gas Lease Sale AGENCY: Bureau... tracts for oil and gas leasing for the 2012 National Petroleum Reserve in Alaska (NPR-A) oil and gas... receive all nominations and comments on these tracts for consideration on or before June 29, 2012...

  15. Smoking in Video Games: A Systematic Review.

    PubMed

    Forsyth, Susan R; Malone, Ruth E

    2016-06-01

    remains unclear, there appears to be a correlation between problem gaming and smoking and the genre of games may play a role in adolescent smoking behavior. © The Author 2015. Published by Oxford University Press on behalf of the Society for Research on Nicotine and Tobacco. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.

  16. Security Games Applied to Real-World: Research Contributions and Challenges

    DTIC Science & Technology

    2012-01-01

    Marecki, J.: GUARDS and PROTECT: Next Generation Applications of Security Games . SIGECOM 10 (March 2011) 31–34 4. Shieh, E ., An, B., Yang, R., Tambe...Steigerwald, E .: GUARDS - Game Theoretic Security Allocation on a National Scale. In: Proc. of The 10th International Conference on Autonomous Agents...Shieh, E ., Kiekintveld, C.: Refinement of Strong Stackelberg Equilibria in Security Games . In: Proc. of the 25th Conference on Artificial Intelligence

  17. Functional changes in the reward circuit in response to gaming-related cues after training with a commercial video game.

    PubMed

    Gleich, Tobias; Lorenz, Robert C; Gallinat, Jürgen; Kühn, Simone

    2017-05-15

    In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG). Before and after the training phase, in both groups, fMRI imaging was conducted during passively viewing reward and punishment-related videos sequences recorded from the trained video game. The results show that video game training may lead to reward related decrease in neuronal activation in the dorsolateral prefrontal cortex (DLPFC) and increase in the hippocampus. Additionally, the decrease in DLPFC activation was associated with gaming related parameters experienced during playing. Specifically, we found that in the VG, gaming related parameters like performance, experienced fun and frustration (assessed during the training period) were correlated to decrease in reward related DLPFC activity. Thus, neuronal changes in terms of video game training seem to be highly related to the appetitive character and reinforcement schedule of the game. Those neuronal changes may also be related to the often reported video game associated improvements in cognitive functions. Copyright © 2017 Elsevier Inc. All rights reserved.

  18. Memory boosts turn taking in evolutionary dilemma games.

    PubMed

    Wang, Tao; Chen, Zhigang; Yang, Lei; Zou, You; Luo, Juan

    2015-05-01

    Spontaneous turn taking phenomenon can be observed in many self-organized systems, and the mechanism is unclear. This paper tries to model it by evolutionary dilemma games with memory mechanism. Prisoner's dilemma, Snowdrift (including Leader and Hero) and Stag-hunt games are unified on an extended S-T plane. Agents play game with all the others and make decision by the last game histories. The experiments find that when agents remember last 2-step histories or more, a kind of cooperative turn taking (CAD) bursts at the area of Snowdrift game with restriction of S + T > 2R and S ≠ T, while the consistent strategy (DorC) gathers on the line of S + T > 2R and S = T. We also find that the system's fitness ratio greatly improved with 2-step memory. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  19. 76 FR 36145 - Call for Nominations and Comments for the 2011 National Petroleum Reserve-Alaska Oil and Gas...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-06-21

    ... DEPARTMENT OF THE INTERIOR Bureau of Land Management [LLAK930000.L13100000.EI0000.241A] Call for Nominations and Comments for the 2011 National Petroleum Reserve--Alaska Oil and Gas Lease Sale AGENCY: Bureau... tracts for oil and gas leasing for the 2011 National Petroleum Reserve--Alaska (NPR-A) oil and gas lease...

  20. Study on GIS-based sport-games information system

    NASA Astrophysics Data System (ADS)

    Peng, Hongzhi; Yang, Lingbin; Deng, Meirong; Han, Yongshun

    2008-10-01

    With the development of internet and such info-technologies as, Information Superhighway, Computer Technology, Remote Sensing(RS), Global Positioning System(GPS), Digital Communication and National Information Network(NIN),etc. Geographic Information System (GIS) becomes more and more popular in fields of science and industries. It is not only feasible but also necessary to apply GIS to large-scale sport games. This paper firstly discussed GIS technology and its application, then elaborated on the frame and content of Sport-Games Geography Information System(SG-GIS) with the function of gathering, storing, processing, sharing, exchanging and utilizing all kind of spatial-temporal information about sport games, and lastly designed and developed a public service GIS for the 6th Asian Winter Games in Changchun, China(CAWGIS). The application of CAWGIS showed that the established SG-GIS was feasible and GIS-based sport games information system was able to effectively process a large amount of sport-games information and provide the real-time sport games service for governors, athletes and the public.

  1. 76 FR 47154 - Proposed Information Collection; Comment Request; Cooperative Game Fish Tagging Report

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-04

    ... Collection; Comment Request; Cooperative Game Fish Tagging Report AGENCY: National Oceanic and Atmospheric... Game Fish Tagging Program was initiated in 1971 as part of a comprehensive research program resulting from passage of Public Law 86-359, Study of Migratory Game Fish, and other legislative acts under which...

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

    PubMed

    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.

  3. Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls.

    PubMed

    Stockdale, Laura; Coyne, Sarah M

    2018-01-01

    The Internet Gaming Disorder Scale (IGDS) is a widely used measure of video game addiction, a pathology affecting a small percentage of all people who play video games. Emerging adult males are significantly more likely to be video game addicts. Few researchers have examined how people who qualify as video game addicts based on the IGDS compared to matched controls based on age, gender, race, and marital status. The current study compared IGDS video game addicts to matched non-addicts in terms of their mental, physical, social-emotional health using self-report, survey methods. Addicts had poorer mental health and cognitive functioning including poorer impulse control and ADHD symptoms compared to controls. Additionally, addicts displayed increased emotional difficulties including increased depression and anxiety, felt more socially isolated, and were more likely to display internet pornography pathological use symptoms. Female video game addicts were at unique risk for negative outcomes. The sample for this study was undergraduate college students and self-report measures were used. Participants who met the IGDS criteria for video game addiction displayed poorer emotional, physical, mental, and social health, adding to the growing evidence that video game addictions are a valid phenomenon. Copyright © 2017 Elsevier B.V. All rights reserved.

  4. Quantification of Accelerometer Derived Impacts Associated With Competitive Games in National Collegiate Athletic Association Division I College Football Players.

    PubMed

    Wellman, Aaron D; Coad, Sam C; Goulet, Grant C; McLellan, Christopher P

    2017-02-01

    Wellman, AD, Coad, SC, Goulet, GC, and McLellan, CP. Quantification of accelerometer derived impacts associated with competitive games in National Collegiate Athletic Association division I college football players. J Strength Cond Res 31(2): 330-338, 2017-The aims of the present study were to (a) examine positional impact profiles of National Collegiate Athletic Association (NCAA) division I college football players using global positioning system (GPS) and integrated accelerometry (IA) technology and (b) determine if positional differences in impact profiles during competition exist within offensive and defensive teams. Thirty-three NCAA division I Football Bowl Subdivision players were monitored using GPS and IA (GPSports) during 12 regular season games throughout the 2014 season. Individual player data sets (n = 294) were divided into offensive and defensive teams, and positional subgroups. The intensity, number, and distribution of impact forces experienced by players during competition were recorded. Positional differences were found for the distribution of impacts within offensive and defensive teams. Wide receivers sustained more very light and light to moderate (5-6.5 G force) impacts than other position groups, whereas the running backs were involved in more severe (>10 G force) impacts than all offensive position groups, with the exception of the quarterbacks (p ≤ 0.05). The defensive back and linebacker groups were subject to more very light (5.0-6.0 G force) impacts, and the defensive tackle group sustained more heavy and very heavy (7.1-10 G force) impacts than other defensive positions (p ≤ 0.05). Data from the present study provide novel quantification of positional impact profiles related to the physical demands of college football games and highlight the need for position-specific monitoring and training in the preparation for the impact loads experienced during NCAA division I football competition.

  5. Structural connectivity at a national scale: Wildlife corridors in Tanzania.

    PubMed

    Riggio, Jason; Caro, Tim

    2017-01-01

    Wildlife corridors can help maintain landscape connectivity but novel methods must be developed to assess regional structural connectivity quickly and cheaply so as to determine where expensive and time-consuming surveys of functional connectivity should occur. We use least-cost methods, the most accurate and up-to-date land conversion dataset for East Africa, and interview data on wildlife corridors, to develop a single, consistent methodology to systematically assess wildlife corridors at a national scale using Tanzania as a case study. Our research aimed to answer the following questions; (i) which corridors may still remain open (i.e. structurally connected) at a national scale, (ii) which have been potentially severed by anthropogenic land conversion (e.g., agriculture and settlements), (iii) where are other remaining potential wildlife corridors located, and (iv) which protected areas with lower forms of protection (e.g., Forest Reserves and Wildlife Management Areas) may act as stepping-stones linking more than one National Park and/or Game Reserve. We identify a total of 52 structural connections between protected areas that are potentially open to wildlife movement, and in so doing add 23 to those initially identified by other methods in Tanzanian Government reports. We find that the vast majority of corridors noted in earlier reports as "likely to be severed" have actually not been cut structurally (21 of 24). Nonetheless, nearly a sixth of all the wildlife corridors identified in Tanzania in 2009 have potentially been separated by land conversion, and a third now pass across lands likely to be converted to human use in the near future. Our study uncovers two reserves with lower forms of protection (Uvinza Forest Reserve in the west and Wami-Mbiki Wildlife Management Area in the east) that act as apparently crucial stepping-stones between National Parks and/or Game Reserves and therefore require far more serious conservation support. Methods used in this

  6. Structural connectivity at a national scale: Wildlife corridors in Tanzania

    PubMed Central

    Caro, Tim

    2017-01-01

    Wildlife corridors can help maintain landscape connectivity but novel methods must be developed to assess regional structural connectivity quickly and cheaply so as to determine where expensive and time-consuming surveys of functional connectivity should occur. We use least-cost methods, the most accurate and up-to-date land conversion dataset for East Africa, and interview data on wildlife corridors, to develop a single, consistent methodology to systematically assess wildlife corridors at a national scale using Tanzania as a case study. Our research aimed to answer the following questions; (i) which corridors may still remain open (i.e. structurally connected) at a national scale, (ii) which have been potentially severed by anthropogenic land conversion (e.g., agriculture and settlements), (iii) where are other remaining potential wildlife corridors located, and (iv) which protected areas with lower forms of protection (e.g., Forest Reserves and Wildlife Management Areas) may act as stepping-stones linking more than one National Park and/or Game Reserve. We identify a total of 52 structural connections between protected areas that are potentially open to wildlife movement, and in so doing add 23 to those initially identified by other methods in Tanzanian Government reports. We find that the vast majority of corridors noted in earlier reports as “likely to be severed” have actually not been cut structurally (21 of 24). Nonetheless, nearly a sixth of all the wildlife corridors identified in Tanzania in 2009 have potentially been separated by land conversion, and a third now pass across lands likely to be converted to human use in the near future. Our study uncovers two reserves with lower forms of protection (Uvinza Forest Reserve in the west and Wami-Mbiki Wildlife Management Area in the east) that act as apparently crucial stepping-stones between National Parks and/or Game Reserves and therefore require far more serious conservation support. Methods used in

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

    PubMed

    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.

  8. An Assessment of Training Needs of the U.S. Army Reserve and National Guard of Idaho

    DTIC Science & Technology

    1988-04-01

    am I IWI I 7 f ARI Research Note 88-33 L4l N I" AN ASSESSMENT OF TRAINING NEEDS OF THE U.S. ARMY RESERVE AND NATIONAL GUARD OF IDAHO o Myron P. Viner...TITLE (and Subtitle) 1. TYPE OF REPORT & PERIOO COVERED An Assessment of Training Needs of the U.S. Army Final Report Reserve and National Guard in Idaho ...PAGES Boise, Idaho 83707-0045 142 14. MONITORING AGECNCY NAME & ADORESS(II different hrom Controlling0llcc) IS. SECURITY CLASS. (of Chia report) U.S

  9. Clinical predictors of gaming abstinence in help-seeking adult problematic gamers.

    PubMed

    King, Daniel L; Adair, Cam; Saunders, John B; Delfabbro, Paul H

    2018-03-01

    Research into the effectiveness of interventions for problematic gaming has been limited by a lack of data concerning the clinical characteristics of voluntary treatment-seekers; the nature and history of their gaming problems; and, their reasons for seeking help. The study aimed to identify variables predictive of short-term commitment to gaming abstinence following initial voluntary contact with an online help service. A total of 186 adult gamers with gaming-related problems were recruited online. Participants completed the DSM-5 Internet gaming disorder (IGD) checklist, Depression Anxiety Stress Scales-21, Internet Gaming Cognition Scale, Gaming Craving Scale, and Gaming Quality of Life Scale. A one-week follow up survey assessed adherence with intended gaming abstinence. Abstainers were less likely to have withdrawal symptoms and less likely to play action shooting games. Participants with mood symptoms (40% of the total) reported significantly more IGD symptoms, stronger maladaptive gaming cognitions (e.g., overvaluing game rewards), more previous occurrences of gaming problems, and poorer quality of life. However, mood symptoms did not predict abstinence from or continuation of gaming. Adults with gaming disorder seeking help to reduce their gaming may benefit initially from strategies that manage withdrawal and psychoeducation about riskier gaming activities. Copyright © 2018 Elsevier B.V. All rights reserved.

  10. Video Game Genre as a Predictor of Problem Use

    PubMed Central

    Golub, Andrew; Ream, Geoffrey; Dunlap, Eloise

    2012-01-01

    Abstract This study assessed how problem video game playing (PVP) varies with game type, or “genre,” among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem. PMID:22242785

  11. Video game genre as a predictor of problem use.

    PubMed

    Elliott, Luther; Golub, Andrew; Ream, Geoffrey; Dunlap, Eloise

    2012-03-01

    This study assessed how problem video game playing (PVP) varies with game type, or "genre," among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem.

  12. Differences in Game Statistics Between Winning and Losing Rugby Teams in the Six Nations Tournament

    PubMed Central

    Ortega, Enrique; Villarejo, Diego; Palao, José M.

    2009-01-01

    The objective of the present study was to analyze the differences in rugby game statistics between winning and losing teams. The data from 58 games of round robin play from the Six Nations tournament from the 2003-2006 seasons were analyzed. The groups of variables studied were: number of points scored, way in which the points were scored; way teams obtained the ball and how the team used it; and technical and tactical aspects of the game. A univariate (t-test) and multivariate (discriminant) analysis of data was done. Winning teams had average values that were significantly higher in points scored, conversions, successful drops, mauls won, line breaks, possessions kicked, tackles completed, and turnovers won. Losing teams had significantly higher averages for the variables scrums lost and line-outs lost. The results showed that: a) in the phases of obtaining the ball and more specifically in scrummage and line-out, winning teams lose fewer balls than losing teams (winning teams have an efficacy of 90% in both actions); b) the winning team tends to play more with their feet when they obtain the ball, to utilize the maul as a way of attacking, and to break the defensive line more often than the losing team does; and c) On defence, winning teams recovered more balls and completed more tackles than losing teams, and the percentage of tackles completed by winning teams was 94%. The value presented could be used as a reference for practice and competition in peak performance teams. Key points This paper increases the knowledge about rugby match analysis. Give normative values to establish practice and match goals. Give applications ideas to connect research with coaches practice. PMID:24149592

  13. The effects of video games on laparoscopic simulator skills.

    PubMed

    Jalink, Maarten B; Goris, Jetse; Heineman, Erik; Pierie, Jean-Pierre E N; ten Cate Hoedemaker, Henk O

    2014-07-01

    Recently, there has been a growth in studies supporting the hypothesis that video games have positive effects on basic laparoscopic skills. This review discusses all studies directly related to these effects. A search in the PubMed and EMBASE databases was performed using synonymous terms for video games and laparoscopy. All available articles concerning video games and their effects on skills on any laparoscopic simulator (box trainer, virtual reality, and animal models) were selected. Video game experience has been related to higher baseline laparoscopic skills in different studies. There is currently, however, no standardized method to assess video game experience, making it difficult to compare these studies. Several controlled experiments have, nevertheless, shown that video games cannot only be used to improve laparoscopic basic skills in surgical novices, but are also used as a temporary warming-up before laparoscopic surgery. Copyright © 2014 Elsevier Inc. All rights reserved.

  14. Multidimensional extended spatial evolutionary games.

    PubMed

    Krześlak, Michał; Świerniak, Andrzej

    2016-02-01

    The goal of this paper is to study the classical hawk-dove model using mixed spatial evolutionary games (MSEG). In these games, played on a lattice, an additional spatial layer is introduced for dependence on more complex parameters and simulation of changes in the environment. Furthermore, diverse polymorphic equilibrium points dependent on cell reproduction, model parameters, and their simulation are discussed. Our analysis demonstrates the sensitivity properties of MSEGs and possibilities for further development. We discuss applications of MSEGs, particularly algorithms for modelling cell interactions during the development of tumours. Copyright © 2015 Elsevier Ltd. All rights reserved.

  15. Optional games on cycles and complete graphs.

    PubMed

    Jeong, Hyeong-Chai; Oh, Seung-Yoon; Allen, Benjamin; Nowak, Martin A

    2014-09-07

    We study stochastic evolution of optional games on simple graphs. There are two strategies, A and B, whose interaction is described by a general payoff matrix. In addition, there are one or several possibilities to opt out from the game by adopting loner strategies. Optional games lead to relaxed social dilemmas. Here we explore the interaction between spatial structure and optional games. We find that increasing the number of loner strategies (or equivalently increasing mutational bias toward loner strategies) facilitates evolution of cooperation both in well-mixed and in structured populations. We derive various limits for weak selection and large population size. For some cases we derive analytic results for strong selection. We also analyze strategy selection numerically for finite selection intensity and discuss combined effects of optionality and spatial structure. Copyright © 2014 Elsevier Ltd. All rights reserved.

  16. The epidemiology of sports injury during the 37th Thailand National Games 2008 in Phitsanulok.

    PubMed

    Laoruengthana, Artit; Poosamsai, Paisan; Fangsanau, Tharinee; Supanpaiboon, Pattrawan; Tungkasamesamran, Kasame

    2009-12-01

    Prevention of injury among athletes is of paramount importance for sport events. The incidence of injury differs depending on many factors, such as level of competition, type of sport, and standard of surveillance systems. It is our purpose to provide a descriptive epidemiology of a national level competition multi-sports event. During the 2008 Thailand National "Phitsanulok" Games, official medical teams of the various sports completed a report form after each match or competition. The demographic data, type of sport, details of injury or illness, diagnosis, and treatment were collected from the PLKGames 2008 program and analyzed by the Medical Surveillance Committee. There were 14,429 athletes and staff participating in the "Phitsanulok" games. A total of 496 injuries were reported during the competition, of which 300 male and 196 female athletes sustained injuries, resulting in an incidence rate of 4.1 injuries per 100 registered athletes. For all sports, 71, 50 and 38 injuries occurred during Rugby, Handball and Basketball, respectively, which accounted for 32% of all injuries. No injury was reported from many sports, such as table tennis, shooting, dancing, and golf The most common diagnoses were sprains and strains. About half of injuries were caused by contact with another athlete, followed by noncontact (28.6%) and limited-contact incidences (27.6%). According to the number of athletes, the risk of incurring an injury was highest in Pencak Silat, handball, basketball, and rugby football. About half of injuries affected lower extremities, while 135, 53, and 49 injuries involved upper extremity, head & neck, and axial body parts, respectively. The knee and ankle were the most common sites of injury. The data demonstrates a potential risk of injury occurring predominately in full-contact sports and limited-contact sports. The data is potentially useful in developing injury surveillance systems for future sporting events.

  17. The benefits of playing video games.

    PubMed

    Granic, Isabela; Lobel, Adam; Engels, Rutger C M E

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  18. Learning the Rules of the Game: The Nature of Game and Classroom Supports When Using a Concept-Integrated Digital Physics Game in the Middle School Science Classroom

    NASA Astrophysics Data System (ADS)

    Stewart, Phillip Michael, Jr.

    Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled Learning Science Through Computer Games and Simulations (2011). The report recommends moving beyond typical proof-of-concept studies into more exploratory and theoretically-based work to determine how best to integrate games into K-12 classrooms for learning , as well as how scaffolds from within the game and from outside the game (from peers and teachers) support the learning of applicable science. This study uses a mixed-methods, quasi-experimental design with an 8th grade class at an independent school in southern Connecticut to answer the following questions: 1. What is the nature of the supports for science content learning provided by the game, the peer, and the teacher, when the game is used in a classroom setting? 2. How do the learning gains in the peer support condition compare to the solo play condition, both qualitatively and quantitatively? The concept-integrated physics game SURGE (Scaffolding Understanding through Redesigning Games for Education) was selected for this study, as it was developed with an ear towards specific learning theories and prior work on student understandings of impulse, force, and vectors. Stimulated recall interviews and video observations served as the primary sources and major patterns emerged through the triangulation of data sources and qualitative analysis in the software QSR NVivo 9. The first pattern which emerged indicated that scaffolding from within the game and outside the game requires a pause in game action to be effective, unless that scaffolding is directly useful to the player in the moment of action. The second major pattern indicated that both amount and type of prior gaming experience has somewhat complex effects on both the uses of supports and learning outcomes. In general, a high correlation was found

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

    PubMed

    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.

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

    PubMed Central

    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

  1. A systematic review of serious video games used for vaccination.

    PubMed

    Ohannessian, Robin; Yaghobian, Sarina; Verger, Pierre; Vanhems, Philippe

    2016-08-31

    Vaccination is an effective and proven method of preventing infectious diseases. However, uptake has not been optimal with available vaccines partly due to vaccination hesitancy. Various public health approaches have adressed vaccination hesitancy. Serious video games involving vaccination may represent an innovative public health approach. The aim of this study was to identify, describe, and review existing serious video games on vaccination. A systematic review was performed. Various databases were used to find data on vaccination-related serious video games published from January 1st 2000 to May 15th 2015. Data including featured medical and vaccination content, publication characteristics and games classification were collected for each identified serious game. Sixteen serious video games involved in vaccination were identified. All games were developed in high-income countries between 2003 and 2014. The majority of games were available online and were sponsored by educational/health institutions. All games were free of charge to users. Edugame was the most prevalent serious game subcategory. Twelve games were infectious disease-specific and the majority concerned influenza. The main objective of the games was disease control with a collective perspective. Utilization data was available for two games. Two games were formally evaluated. The use of serious video games for vaccination is an innovative tool for public health. Evaluation of vaccination related serious video games should be encouraged to demonstrate their efficacy and utility. Copyright © 2016 Elsevier Ltd. All rights reserved.

  2. 50 CFR 32.56 - Oregon.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    .... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, and snipe on that portion of the refuge.... Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing... Valley National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting...

  3. 50 CFR 32.56 - Oregon.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    .... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, and snipe on that portion of the refuge.... Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing... Valley National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting...

  4. 50 CFR 32.56 - Oregon.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    .... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, and snipe on that portion of the refuge.... Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing... Valley National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting...

  5. 75 FR 9277 - Proposed Information Collection (VA National Rehabilitation Special Events, Event Registration...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-03-01

    ... Clinic Application, VA Form 0928--53 hours. f. National Veterans Creative Arts Festival Application, VA... Games, National Veterans Golden Age Games, National Veterans Creative Arts Festival, National Veterans...

  6. Industrial ecology Prosperity Game{trademark}

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    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 systemmore » 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.« less

  7. Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults.

    PubMed

    O'Donovan, C; Hussey, J

    2012-09-01

    To examine the energy expenditure and heart rate response while playing active video games, and the effect of gaming experience on energy expenditure. Cross-sectional study. Twenty-eight healthy participants (18 male, age 19 to 27 years) played either Wii Sports Boxing, Tennis and Baseball, or Wii Sports Boxing and Wii Fit Free Jogging. Percentage maximal heart rate (%HRmax) and metabolic equivalents (METs) were measured during 15 minutes of rest and during each game. Mean %HRmax and METs while playing each of the four games were as follows: Wii Fit Free Jogging 71% [standard deviation (SD) 13%], 5.9 (SD 1.8); Wii Sports Boxing 58% (SD 13%), 3.2 (SD 1.1); Wii Sports Baseball 42% (SD 6%), 2.0 (SD 0.5); and Wii Sports Tennis 42% (SD 7%), 2.0 (SD 0.4). Subjects with gaming experience achieved a lower heart rate playing Wii Sports Tennis compared with subjects without gaming experience. Wii Sports Boxing, Tennis and Baseball are light-intensity activities, and Wii Fit Free Jogging is a moderate-intensity activity. Experience of gaming may affect the exercise intensity of games requiring controller skill. Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  8. Students Designing Video Games about Immunology: Insights for Science Learning

    ERIC Educational Resources Information Center

    Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie

    2011-01-01

    Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…

  9. Game on: The gamification of the pharmacy classroom.

    PubMed

    Sera, Leah; Wheeler, Erin

    Gamification is the use of game mechanics to promote engagement and enjoyment of problem-solving in non-game situations. Gamification has been used widely in recent years in industry and academia as a tool for training and education. The aims of this paper are to provide an overview of gamification and digital game-based learning (DGBL), review the use of digital games in health professional education, and provide suggestions for future use in pharmacy curricula. Many examples of game-based learning in pharmacy and other health professional curricula have been published, however the body of literature on DGBL is less developed. Overall, evaluations of these techniques show that students find them engaging and enjoyable. A recent meta-analysis of studies comparing DGBL to non-game based learning in primary, secondary, post-secondary education found that DGBL significantly enhances learning. Challenges to implementing game-based learning are financial, cultural, and technological. Many areas of the pharmacy curriculum could be appropriate for digital gamification. With more students entering pharmacy school familiar with video games and game-based living the time has come for pharmacy educators to explore how these instructional technologies could benefit a new generation of pharmacy students. As serious games are developed and researched in pharmacy curricula, test scores, student confidence in knowledge and skills, and retention of knowledge and skills are all outcomes that, if published, will help advance the adoption of DGBL into the pharmacy school classroom. Copyright © 2016 Elsevier Inc. All rights reserved.

  10. 50 CFR 32.26 - Connecticut.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... and Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Stewart B. McKinney National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck, coot, and goose on designated areas of the...

  11. 77 FR 60625 - Minimum Internal Control Standards for Class II Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-10-04

    ...-37 Minimum Internal Control Standards for Class II Gaming AGENCY: National Indian Gaming Commission... Internal Control Standards that were published on September 21, 2012. DATES: The effective date [email protected] . FOR FURTHER INFORMATION CONTACT: Jennifer Ward, Attorney, NIGC Office of General Counsel, at...

  12. Ready, Reliable, and Relevant: The Army Reserve Component as an Operational Reserve

    DTIC Science & Technology

    2015-05-21

    SUBJECT TERMS Army Reserve Component, Army National Guard, United States Army Reserve, Operational Reserve, Total Force Policy, Mobilization...School of Advanced Military Studies Henry A. Arnold III, COL, IN Accepted this 21st day of May 2015 by...Component (AC). Fifth, the Army’s “ Total Force 2 “Army National Guard History: Always Ready

  13. Fingerstroke time estimates for touchscreen-based mobile gaming interaction.

    PubMed

    Lee, Ahreum; Song, Kiburm; Ryu, Hokyoung Blake; Kim, Jieun; Kwon, Gyuhyun

    2015-12-01

    The growing popularity of gaming applications and ever-faster mobile carrier networks have called attention to an intriguing issue that is closely related to command input performance. A challenging mirroring game service, which simultaneously provides game service to both PC and mobile phone users, allows them to play games against each other with very different control interfaces. Thus, for efficient mobile game design, it is essential to apply a new predictive model for measuring how potential touch input compares to the PC interfaces. The present study empirically tests the keystroke-level model (KLM) for predicting the time performance of basic interaction controls on the touch-sensitive smartphone interface (i.e., tapping, pointing, dragging, and flicking). A modified KLM, tentatively called the fingerstroke-level model (FLM), is proposed using time estimates on regression models. Copyright © 2015 Elsevier B.V. All rights reserved.

  14. The Metacognitions about Online Gaming Scale: Development and psychometric properties.

    PubMed

    Spada, Marcantonio M; Caselli, Gabriele

    2017-01-01

    Recent research has suggested that metacognitions may play a role across the spectrum of addictive behaviours. The goal of our studies was to develop the first self-report scale of metacognitions about online gaming. We conducted two studies with samples of online gamers (n=225, n=348) to test the structure and psychometric properties of the Metacognitions about Online Gaming Scale and examined its capacity to predict weekly online gaming hours and Internet addiction. Exploratory and confirmatory factor analyses supported a three-factor solution: positive metacognitions about online gaming, negative metacognitions about the uncontrollability of online gaming, and negative metacognitions about the dangers of online gaming. Internal consistency, predictive and divergent validity were acceptable. All the factors of the Metacognitions about Online Gaming Scale correlated positively with weekly online gaming hours and Internet addiction. Regression analyses showed that negative metacognitions about the uncontrollability of online gaming and levels of Internet addiction were the only significant predictors of weekly online gaming hours, and that positive metacognitions about online gaming and negative metacognitions about the uncontrollability of online gaming were the only significant predictors of Internet addiction. The Metacognitions about Online Gaming Scale was shown to possess good psychometric properties, as well as predictive and divergent validity within the populations that were tested. Copyright © 2015 Elsevier Ltd. All rights reserved.

  15. 50 CFR 32.72 - Guam.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... regulations. Guam National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may fish and collect marine life on...

  16. 50 CFR 32.72 - Guam.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... regulations. Guam National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may fish and collect marine life on...

  17. 50 CFR 32.72 - Guam.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... regulations. Guam National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may fish and collect marine life on...

  18. 50 CFR 32.72 - Guam.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... regulations. Guam National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may fish and collect marine life on...

  19. Video games and surgical ability: a literature review.

    PubMed

    Lynch, Jeremy; Aughwane, Paul; Hammond, Toby M

    2010-01-01

    Surgical training is rapidly evolving because of reduced training hours and the reduction of training opportunities due to patient safety concerns. There is a popular conception that video game usage might be linked to improved operating ability especially those techniques involving endoscopic modalities. If true this might suggest future directions for training. A search was made of the MEDLINE databases for the MeSH term, "Video Games," combined with the terms "Surgical Procedures, Operative," "Endoscopy," "Robotics," "Education," "Learning," "Simulators," "Computer Simulation," "Psychomotor Performance," and "Surgery, Computer-Assisted,"encompassing all journal articles before November 2009. References of articles were searched for further studies. Twelve relevant journal articles were discovered. Video game usage has been studied in relationship to laparoscopic, gastrointestinal endoscopic, endovascular, and robotic surgery. Video game users acquire endoscopic but not robotic techniques quicker, and training on video games appears to improve performance. Copyright (c) 2010 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  20. Healthy Gaming – Video Game Design to promote Health

    PubMed Central

    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

  1. Correlation Between Arthroscopy Simulator and Video Game Performance: A Cross-Sectional Study of 30 Volunteers Comparing 2- and 3-Dimensional Video Games.

    PubMed

    Jentzsch, Thorsten; Rahm, Stefan; Seifert, Burkhardt; Farei-Campagna, Jan; Werner, Clément M L; Bouaicha, Samy

    2016-07-01

    To investigate the association between arthroscopy simulator performance and video game skills. This study compared the performances of 30 volunteers without experience performing arthroscopies in 3 different tasks of a validated virtual reality knee arthroscopy simulator with the video game experience using a questionnaire and actual performances in 5 different 2- and 3-dimensional (D) video games of varying genres on 2 different platforms. Positive correlations between knee arthroscopy simulator and video game performances (ρ = 0.63, P < .001) as well as experiences (ρ = 0.50, P = .005) were found. The strongest correlations were found for the task of catching (hooking) 6 foreign bodies (virtual rings; "triangulation") and the dribbling performance in a sports game and a first-person shooter game, as well as the meniscus resection and a tile-matching puzzle game (all ρ ≥ 0.60, P < .001). No correlations were found for any of the knee arthroscopy simulator tasks and a strategy game. Although knee arthroscopy performances do not correlate with 2-D strategy video game skills, they show a correlation with 2-D tile-matching puzzle games only for easier tasks with a rather limited focus, and highly correlate with 3-D sports and first-person shooter video games. These findings show that experienced and good 3-D gamers are better arthroscopists than nonexperienced and poor 3-D gamers. Level II, observational cross-sectional study. Copyright © 2016 Arthroscopy Association of North America. Published by Elsevier Inc. All rights reserved.

  2. Exploring children's movement characteristics during virtual reality video game play.

    PubMed

    Levac, Danielle; Pierrynowski, Michael R; Canestraro, Melissa; Gurr, Lindsay; Leonard, Laurean; Neeley, Christyann

    2010-12-01

    There is increasing interest in the use of commercially-available virtual reality video gaming systems within pediatric rehabilitation, yet little is known about the movement characteristics of game play. This study describes quantity and quality of movement during Nintendo Wii and Wii Fit game play, explores differences in these movement characteristics between games and between novice and experienced players, and investigates whether motivation to succeed at the game impacts movement characteristics. Thirty-eight children (aged 7-12) with and without previous game experience played Wii (boxing and tennis) and Wii Fit (ski slalom and soccer heading) games. Force plate data provided center of pressure displacement (quantity) and processed pelvis motion indicated smoothness of pelvic movement (quality). Children rated their motivation to succeed at each game. Movement quantity and quality differed between games (p<.001). Children with previous experience playing Wii Fit games demonstrated greater movement quantity during Wii Fit game play (p<.001); quality of movement did not differ between groups. Motivation to succeed did not influence the relationship between experience and outcomes. Findings enhance clinical understanding of this technology and inform the development of research questions to explore its potential to improve movement skills in children with motor impairments. Copyright © 2010 Elsevier B.V. All rights reserved.

  3. Serious Games: Video Games for Good?

    ERIC Educational Resources Information Center

    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…

  4. Withdrawal symptoms in internet gaming disorder: A systematic review.

    PubMed

    Kaptsis, Dean; King, Daniel L; Delfabbro, Paul H; Gradisar, Michael

    2016-02-01

    Internet gaming disorder (IGD) is currently positioned in the appendix of the DSM-5 as a condition requiring further study. The aim of this review was to examine the state of current knowledge of gaming withdrawal symptomatology, given the importance of withdrawal in positioning the disorder as a behavioral addiction. A total of 34 studies, including 10 qualitative studies, 17 research reports on psychometric instruments, and 7 treatment studies, were evaluated. The results indicated that the available evidence on Internet gaming withdrawal is very underdeveloped. Internet gaming withdrawal is most consistently referred to as 'irritability' and 'restlessness' following cessation of the activity. There exists a concerning paucity of qualitative studies that provide detailed clinical descriptions of symptoms arising from cessation of internet gaming. This has arguably compromised efforts to quantify withdrawal symptoms in empirical studies of gaming populations. Treatment studies have not reported on the natural course of withdrawal and/or withdrawal symptom trajectory following intervention. It is concluded that many more qualitative clinical studies are needed, and should be prioritised, to develop our understanding of gaming withdrawal. This should improve clinical descriptions of problematic internet gaming and in turn improve the quantification of IGD withdrawal and thus treatments for harmful internet gaming. Copyright © 2015 Elsevier Ltd. All rights reserved.

  5. Analysis of Human Activities in Nature Reserves Based on Nighttime Light Remote Sensing and Microblogging Data - by the Case of National Nature Reserves in Jiangxi Province

    NASA Astrophysics Data System (ADS)

    Shi, F.; Li, X.; Xu, H.

    2017-09-01

    The study used the mainstream social media in china - Sina microblogging data combined with nighttime light remote sensing and various geographical data to reveal the pattern of human activities and light pollution of the Jiangxi Provincial National Nature Reserves. Firstly, we performed statistical analysis based on both functional areas and km-grid from the perspective of space and time, and selected the key areas for in-depth study. Secondly, the relationship between microblogging data and nighttime light remote sensing, population, GDP, road coverage, road distance and road type in nature reserves was analyzed by Spearman correlation coefficient method, so the distribution pattern and influencing factors of the microblogging data were explored. Thirdly, a region where the luminance value was greater than 0.2 was defined as a light region. We evaluated the management status by analyzing the distribution of microblogging data in both light area and non-light area. Final results showed that in all nature reserves, the top three were the Lushan Nature Reserve, the Jinggangshan Nature Reserve, the Taohongling National Nature Reserve of Sikas both on the total number and density of microblogging ; microblogging had a significant correlation with nighttime light remote sensing , the GDP, population, road and other factors; the distribution of microblogging near roads in protected area followed power laws; luminous radiance of Lushan Nature Reserve was the highest, with 43 percent of region was light at night; analysis combining nighttime light remote sensing with microblogging data reflected the status of management of nature reserves.

  6. Changing the Rules of the Game: Indigenous Economics.

    ERIC Educational Resources Information Center

    Adamson, Rebecca

    1995-01-01

    Rebecca Adamson, president and founder of First Nations Development Institute, compares the values of traditional American Indian economies that stress sustainability and limited inequalities among society members with the deficiencies of the Western economic system. Discusses First Nations Development Institute's view of Indian gaming and how it…

  7. Evidence Points To 'Gaming' At Hospitals Subject To National Health Service Cleanliness Inspections.

    PubMed

    Toffolutti, Veronica; McKee, Martin; Stuckler, David

    2017-02-01

    Inspections are a key way to monitor and ensure quality of care and maintain high standards in the National Health Service (NHS) in England. Yet there is a perception that inspections can be gamed. This can happen, for example, when staff members know that an inspection will soon take place. Using data for 205 NHS hospitals for the period 2011-14, we tested whether patients' perceptions of cleanliness increased during periods when inspections occurred. Our results show that during the period within two months of an inspection, there was a significant elevation (2.5-11.0 percentage points) in the share of patients who reported "excellent" cleanliness. This association was consistent even after adjustment for secular time trends. The association was concentrated in hospitals that outsourced cleaning services and was not detected in those that used NHS cleaning services. Project HOPE—The People-to-People Health Foundation, Inc.

  8. 75 FR 58277 - National Employer Support of the Guard and Reserve Week, 2010

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-09-23

    ... Reserve Week, 2010 By the President of the United States of America A Proclamation Since our Nation's... encouragement is critical to the strength of our Armed Forces. Making up nearly half of our military force, the... admiration of us all as they balance the demands of civilian and military life. During this week, we pay...

  9. Bioaccessibility of metals in fish, shellfish, wild game, and seaweed harvested in British Columbia, Canada.

    PubMed

    Laird, Brian D; Chan, Hing Man

    2013-08-01

    Fish, shellfish, wild game, and seaweed are important traditional foods that are essential to the physical and cultural well-being of Indigenous peoples in Canada. The goal of this study was to measure the concentration and bioaccessibility of As, Cd, Hg, Se, Cu and Mn in 45 commonly consumed traditional foods collected by harvested by the First Nations Food, Nutrition, and Environment Study (FNFNES) from 21 First Nations communities in British Columbia, Canada, in 2008-2009. A significant and negative correlation was observed between Hg concentration and Hg bioaccessibility. Metal bioaccessibility tended to be high; median values ranging between 52% (Mn) and 83% (Cu). The notable exceptions were observed for As in wild game organs (7-19%) and rabbit meat (4%) as well as Hg in salmon eggs (10%). Results of Principal Components Analysis confirmed the unique pattern of bioaccessibility of As and Hg in traditional foods, suggesting that, unlike other metals, As and Hg bioaccessibility are not simply controlled by food digestibility under the operating conditions of the in vitro model. These data provide useful information for dietary contaminant risk assessment and intake assessments of essential trace elements. Copyright © 2013 Elsevier Ltd. All rights reserved.

  10. Defining and Leveraging Game Qualities for Serious Games

    NASA Technical Reports Server (NTRS)

    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. 50 CFR 32.54 - Ohio.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D... flotation devices. Ottawa National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of goose... nontoxic shotshells (see § 32.2(k)) while in the field in quantities of 25 or less. B. Upland Game Hunting...

  12. 50 CFR 32.54 - Ohio.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D... flotation devices. Ottawa National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of goose... nontoxic shotshells (see § 32.2(k)) while in the field in quantities of 25 or less. B. Upland Game Hunting...

  13. 50 CFR 32.54 - Ohio.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D... flotation devices. Ottawa National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of goose... nontoxic shotshells (see § 32.2(k)) while in the field in quantities of 25 or less. B. Upland Game Hunting...

  14. Changing stakeholder relationships in nature reserve management: a case study on Snake Island-Laotie Mountain National Nature Reserve, Liaoning, China.

    PubMed

    Zhou, Dan; Wang, Ziyan; Lassoie, James; Wang, Xiaoping; Sun, Lixin

    2014-12-15

    The number and total area of nature reserves in China has increased rapidly over the past couple of decades; however, the ability to effectively manage these reserves has not kept pace and conflicts between conservation efforts and economic development have emerged. The Snake Island-Laotie Mountain National Nature Reserve (SILMNNR) currently is experiencing the challenges of balancing conservation with local community development. This paper uses components analysis of human ecosystems (HEC) to examine conflicts arising from the management of the nature reserve and uses a stakeholder analysis to identify and better understand stakeholder inter-relationships in the SILMNNR-HEC. The goal of this study is to identify critical factors influencing stakeholder relationships in order to find ways of relieving conflicts between the reserve management and development. The stakeholder analysis revealed that the key stakeholders in the SILMNNR-HEC are natural resources, the Liaoning SILMNNR Authority, local residents, and enterprise developers; however, there was unequal power among stakeholders in the decision making process affecting the nature reserve. The paper evaluated the conditions and processes of SILMNNR-HEC through a framework of stakeholder relationships where critical factors, such as policy, finance, technology, and labor, and their respective strengths and feedbacks among stakeholders, were assessed and showed unequal flows of power among stakeholders. Two approaches are provided for transforming the unbalanced relationships into a stable and sustainable framework to sustainably manage the nature reserve: the first is by changing stakeholder relationships from opposition to cooperation; and the second by enhancing feedbacks and dynamics among stakeholders. The analysis used in this paper can be used as a model to assess conflicts around other protected areas in China and elsewhere. Copyright © 2014 Elsevier Ltd. All rights reserved.

  15. Games among relatives revisited.

    PubMed

    Allen, Benjamin; Nowak, Martin A

    2015-08-07

    We present a simple model for the evolution of social behavior in family-structured, finite sized populations. Interactions are represented as evolutionary games describing frequency-dependent selection. Individuals interact more frequently with siblings than with members of the general population, as quantified by an assortment parameter r, which can be interpreted as "relatedness". Other models, mostly of spatially structured populations, have shown that assortment can promote the evolution of cooperation by facilitating interaction between cooperators, but this effect depends on the details of the evolutionary process. For our model, we find that sibling assortment promotes cooperation in stringent social dilemmas such as the Prisoner's Dilemma, but not necessarily in other situations. These results are obtained through straightforward calculations of changes in gene frequency. We also analyze our model using inclusive fitness. We find that the quantity of inclusive fitness does not exist for general games. For special games, where inclusive fitness exists, it provides less information than the straightforward analysis. Copyright © 2015 Elsevier Ltd. All rights reserved.

  16. Circle of Courage Infusion into the Alberta Indigenous Games 2011

    ERIC Educational Resources Information Center

    Marchand, Dawn Marie

    2011-01-01

    Thousands of indigenous people from across North America came to the Enoch Cree Nation for the Alberta Indigenous Games, six days of sport, education, and cultural awakening. The vision of the Alberta Indigenous Games is to recognize the value and potential of Indigenous culture and the young people. Activities include sports, indigenous arts,…

  17. Zero-determinant strategies in finitely repeated games.

    PubMed

    Ichinose, Genki; Masuda, Naoki

    2018-02-07

    Direct reciprocity is a mechanism for sustaining mutual cooperation in repeated social dilemma games, where a player would keep cooperation to avoid being retaliated by a co-player in the future. So-called zero-determinant (ZD) strategies enable a player to unilaterally set a linear relationship between the player's own payoff and the co-player's payoff regardless of the strategy of the co-player. In the present study, we analytically study zero-determinant strategies in finitely repeated (two-person) prisoner's dilemma games with a general payoff matrix. Our results are as follows. First, we present the forms of solutions that extend the known results for infinitely repeated games (with a discount factor w of unity) to the case of finitely repeated games (0 < w < 1). Second, for the three most prominent ZD strategies, the equalizers, extortioners, and generous strategies, we derive the threshold value of w above which the ZD strategies exist. Third, we show that the only strategies that enforce a linear relationship between the two players' payoffs are either the ZD strategies or unconditional strategies, where the latter independently cooperates with a fixed probability in each round of the game, proving a conjecture previously made for infinitely repeated games. Copyright © 2017 Elsevier Ltd. All rights reserved.

  18. "We don't need no education": Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels.

    PubMed

    Nije Bijvank, Marije; Konijn, Elly A; Bushman, Brad J

    2012-02-01

    This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N = 830, age-range 11-17). In the Netherlands, standardized tests are used to place students into lower, medium, and higher educational ability groups. Results showed that boys in the lower educational ability group preferred to play violent, stand-alone games, identified more with video game characters, and perceived video games to be more realistic than other boys did. Lower levels of education were also related to higher levels of aggressiveness and sensation seeking. Higher educational ability boys preferred social, multiplayer games. Within a risk and resilience model, boys with lower educational ability are at greater risk for aggression. Copyright © 2011 The Foundation for Professionals in Services for Adolescents. All rights reserved.

  19. Internet and Video Game Addictions: Diagnosis, Epidemiology, and Neurobiology.

    PubMed

    Sussman, Clifford J; Harper, James M; Stahl, Jessica L; Weigle, Paul

    2018-04-01

    In the past 2 decades, there has been substantial increase in availability and use of digital technologies, including the Internet, computer games, smart phones, and social media. Behavioral addiction to use of technologies spawned a body of related research. The recent inclusion of Internet gaming disorder as a condition for further study in the DSM-V invigorated a new wave of researchers, thereby expanding our understanding of these conditions. This article reviews current research, theory, and practice regarding the diagnosis, epidemiology, and neurobiology of Internet and video game addictions. Copyright © 2017 Elsevier Inc. All rights reserved.

  20. A Participants' DSS for a Management Game with a DSS Generator.

    ERIC Educational Resources Information Center

    Yeo, Gee Kin; Nah, Fui Hoon

    1992-01-01

    Describes the design of a decision support system (DSS) for a management game called MAGNUS (Management Game for National University of Singapore). Built-in models for performance analysis and decision making are explained; database query and model building are described; and future work is discussed. (11 references) (LRW)

  1. Health promotion programs related to the Athens 2004 Olympic and Para Olympic games.

    PubMed

    Soteriades, Elpidoforos S; Hadjichristodoulou, Christos; Kremastinou, Jeni; Chelvatzoglou, Fotini C; Minogiannis, Panagiotis S; Falagas, Matthew E

    2006-02-24

    The Olympic Games constitute a first-class opportunity to promote athleticism and health messages. Little is known, however on the impact of Olympic Games on the development of health-promotion programs for the general population. Our objective was to identify and describe the population-based health-promotion programs implemented in relation to the Athens 2004 Olympic and Para Olympic Games. A cross-sectional survey of all stakeholders of the Games, including the Athens 2004 Organizing Committee, all ministries of the Greek government, the National School of Public Health, all municipalities hosting Olympic events and all official private sponsors of the Games, was conducted after the conclusion of the Games. A total of 44 agencies were surveyed, 40 responded (91%), and ten (10) health-promotion programs were identified. Two programs were implemented by the Athens 2004 Organizing Committee, 2 from the Greek ministries, 2 from the National School of Public Health, 1 from municipalities, and 3 from official private sponsors of the Games. The total cost of the programs was estimated at 943,000 Euros; a relatively small fraction (0.08%) of the overall cost of the Games. Greece has made a small, however, significant step forward, on health promotion, in the context of the Olympic Games. The International Olympic Committee and the future hosting countries, including China, are encouraged to elaborate on this idea and offer the world a promising future for public health.

  2. Health promotion programs related to the Athens 2004 Olympic and Para Olympic games

    PubMed Central

    Soteriades, Elpidoforos S; Hadjichristodoulou, Christos; Kremastinou, Jeni; Chelvatzoglou, Fotini C; Minogiannis, Panagiotis S; Falagas, Matthew E

    2006-01-01

    Background The Olympic Games constitute a first-class opportunity to promote athleticism and health messages. Little is known, however on the impact of Olympic Games on the development of health-promotion programs for the general population. Our objective was to identify and describe the population-based health-promotion programs implemented in relation to the Athens 2004 Olympic and Para Olympic Games. Methods A cross-sectional survey of all stakeholders of the Games, including the Athens 2004 Organizing Committee, all ministries of the Greek government, the National School of Public Health, all municipalities hosting Olympic events and all official private sponsors of the Games, was conducted after the conclusion of the Games. Results A total of 44 agencies were surveyed, 40 responded (91%), and ten (10) health-promotion programs were identified. Two programs were implemented by the Athens 2004 Organizing Committee, 2 from the Greek ministries, 2 from the National School of Public Health, 1 from municipalities, and 3 from official private sponsors of the Games. The total cost of the programs was estimated at 943,000 Euros; a relatively small fraction (0.08%) of the overall cost of the Games. Conclusion Greece has made a small, however, significant step forward, on health promotion, in the context of the Olympic Games. The International Olympic Committee and the future hosting countries, including China, are encouraged to elaborate on this idea and offer the world a promising future for public health. PMID:16504120

  3. Illustrating a Model-Game-Model Paradigm for Using Human Wargames in Analysis

    DTIC Science & Technology

    2017-02-01

    Working Paper Illustrating a Model- Game -Model Paradigm for Using Human Wargames in Analysis Paul K. Davis RAND National Security Research...paper proposes and illustrates an analysis-centric paradigm (model- game -model or what might be better called model-exercise-model in some cases) for...to involve stakehold- ers in model development from the outset. The model- game -model paradigm was illustrated in an application to crisis planning

  4. Competitive active video games: Physiological and psychological responses in children and adolescents.

    PubMed

    Lisón, Juan F; Cebolla, Ausias; Guixeres, Jaime; Álvarez-Pitti, Julio; Escobar, Patricia; Bruñó, Alejandro; Lurbe, Empar; Alcañiz, Mariano; Baños, Rosa

    2015-10-01

    Recent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated. To determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players. Sixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect, arousal, rate of perceived exertion, heart rate and percentage of heart rate reserve were measured for each participant and condition. Kinect conditions revealed significantly higher heart rate, percentage of heart rate reserve, rate of perceived exertion and arousal when compared with treadmill walking (P<0.001). Opponent-based condition revealed lower values for the rate of perceived exertion (P=0.02) and higher affect (P=0.022) when compared with single play. Competitive active video games improved children's psychological responses (affect and rate of perceived exertion) compared with single play, providing a solution that may contribute toward improved adherence to physical activity.

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

    ERIC Educational Resources Information Center

    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. 25 CFR 522.11 - Individually owned class II gaming operations operating on September 1, 1986.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false Individually owned class II gaming operations operating on September 1, 1986. 522.11 Section 522.11 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR APPROVAL OF CLASS II AND CLASS III ORDINANCES AND RESOLUTIONS SUBMISSION OF GAMING...

  7. Games in Geography.

    ERIC Educational Resources Information Center

    Walford, Rex

    Six games designed for classroom use are described in this book: 1) Shopping Game; 2) Bus Service Game; 3) North Sea Gas Game; 4) Railway Pioneers Game; 5) Development Game; and 6) Export Drive Game. The description of each game comprises a separate chapter, and includes information about the general aims of the game, how the various game elements…

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

    PubMed

    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.

  9. [Spanish validation of Game Addiction Scale for Adolescents (GASA)].

    PubMed

    Lloret Irles, Daniel; Morell Gomis, Ramon; Marzo Campos, Juan Carlos; Tirado González, Sonia

    The aim of this study is to adapt and validate the Game Addiction Scale for Adolescents (GASA) to the Spanish youth population. Cultural adaptation and validation study. Secondary Education centres. Two independent studies were conducted on a group of 466 young people with a mean age of 15.27 years (13-18, SD: 1.83) and 48.7% ♀ and on another group of 566, with a mean age of 21.24 years (19-26; SD: 1.86) 44.1% ♀. Addiction to video games (GASA); Game behavior (Game habits usage questionnaire), Impulsiveness (Plutchik Impulsiveness Scale) and Group Pressure (Ad hoc questionnaire). The Spanish version of GASA has shown good reliability and true to the original scale factor structure. As regards criterion validity, GASA scores are significantly different according to four criteria related to problem gambling: Game intensity and frequency, impulsiveness, and peer pressure. The results show that the adapted version GASA is adequate and a valid tool for assessing problematic gaming behaviour. Copyright © 2017 Elsevier España, S.L.U. All rights reserved.

  10. Learning from number board games: you learn what you encode.

    PubMed

    Laski, Elida V; Siegler, Robert S

    2014-03-01

    We tested the hypothesis that encoding the numerical-spatial relations in a number board game is a key process in promoting learning from playing such games. Experiment 1 used a microgenetic design to examine the effects on learning of the type of counting procedure that children use. As predicted, having kindergartners count-on from their current number on the board while playing a 0-100 number board game facilitated their encoding of the numerical-spatial relations on the game board and improved their number line estimates, numeral identification, and count-on skill. Playing the same game using the standard count-from-1 procedure led to considerably less learning. Experiment 2 demonstrated that comparable improvement in number line estimation does not occur with practice encoding the numerals 1-100 outside of the context of a number board game. The general importance of aligning learning activities and physical materials with desired mental representations is discussed. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  11. Towards a rigorous framework for studying 2-player continuous games.

    PubMed

    Shutters, Shade T

    2013-03-21

    The use of 2-player strategic games is one of the most common frameworks for studying the evolution of economic and social behavior. Games are typically played between two players, each given two choices that lie at the extremes of possible behavior (e.g. completely cooperate or completely defect). Recently there has been much interest in studying the outcome of games in which players may choose a strategy from the continuous interval between extremes, requiring the set of two possible choices be replaced by a single continuous equation. This has led to confusion and even errors in the classification of the game being played. The issue is described here specifically in relation to the continuous prisoners dilemma and the continuous snowdrift game. A case study is then presented demonstrating the misclassification that can result from the extension of discrete games into continuous space. The paper ends with a call for a more rigorous and clear framework for working with continuous games. Copyright © 2013 Elsevier Ltd. All rights reserved.

  12. Altered cardiorespiratory coupling in young male adults with excessive online gaming.

    PubMed

    Chang, Jae Seung; Kim, Eun Young; Jung, Dooyoung; Jeong, Seong Hoon; Kim, Yeni; Roh, Myoung-Sun; Ahn, Yong Min; Hahm, Bong-Jin

    2015-09-01

    This study aimed to investigate changes in heart rate variability and cardiorespiratory coupling in male college students with problematic Internet use (PIU) excessive gaming type during action video game play to assess the relationship between PIU tendency and central autonomic regulation. Electrocardiograms and respiration were simultaneously recorded from 22 male participants with excessive online gaming and 22 controls during action video game play. Sample entropy (SampEn) was computed to assess autonomic regularity, and cross-SampEn was calculated to quantify autonomic coordination. During video game play, reduced cardiorespiratory coupling (CRC) was observed in individuals with PIU excessive gaming type compared with controls, implicating central autonomic dysregulation. The PIU tendency was associated with the severity of autonomic dysregulation. These findings indicate impaired CRC in PIU excessive gaming type, which may reflect alterations of central inhibitory control over autonomic responses to pleasurable online stimuli. Copyright © 2015 Elsevier B.V. All rights reserved.

  13. A bargaining game analysis of international climate negotiations

    NASA Astrophysics Data System (ADS)

    Smead, Rory; Sandler, Ronald L.; Forber, Patrick; Basl, John

    2014-06-01

    Climate negotiations under the United Nations Framework Convention on Climate Change have so far failed to achieve a robust international agreement to reduce greenhouse gas emissions. Game theory has been used to investigate possible climate negotiation solutions and strategies for accomplishing them. Negotiations have been primarily modelled as public goods games such as the Prisoner's Dilemma, though coordination games or games of conflict have also been used. Many of these models have solutions, in the form of equilibria, corresponding to possible positive outcomes--that is, agreements with the requisite emissions reduction commitments. Other work on large-scale social dilemmas suggests that it should be possible to resolve the climate problem. It therefore seems that equilibrium selection may be a barrier to successful negotiations. Here we use an N-player bargaining game in an agent-based model with learning dynamics to examine the past failures of and future prospects for a robust international climate agreement. The model suggests reasons why the desirable solutions identified in previous game-theoretic models have not yet been accomplished in practice and what mechanisms might be used to achieve these solutions.

  14. Mobilization of the Army National Guard and Army Reserve: Historical Perspective and the Vietnam War

    DTIC Science & Technology

    1984-09-07

    RC) forces involved. La *tt the study provides conclusions relative to mobilization in general and ^o the partial mobilization for the Vietnam War...Reserve to counter possible Soviet military operations elsewhere in the w^rld. la effect, the mobilization was not a declaration of war, but a...understanding of the uso of the National Guard for State service, for domestic disturbances wnile in a Fede*. «.1 status, and for minor wars. National

  15. Resource Allocation Games: A Priming Game for a Series of Instructional Games (The POE Game).

    ERIC Educational Resources Information Center

    Allen, Layman E.

    This paper describes in detail the paper-and-pencil POE (Pelham Odd 'R Even) game, in which units of space are the allocated resources. The game is designed to provide an introduction to the rule structure common to the games of EQUATIONS, WFF 'N PROOF, and ON-SENTS & NON-SENTS. Techniques of playing POE, including goals, solutions, moves, scoring…

  16. Treatment Considerations in Internet and Video Game Addiction: A Qualitative Discussion.

    PubMed

    Greenfield, David N

    2018-04-01

    Internet and video game addiction has been a steadily developing consequence of modern living. Behavioral and process addictions and particularly Internet and video game addiction require specialized treatment protocols and techniques. Recent advances in addiction medicine have improved our understanding of the neurobiology of substance and behavioral addictions. Novel research has expanded the ways we understand and apply well-established addiction treatments as well as newer therapies specific to Internet and video game addiction. This article reviews the etiology, psychology, and neurobiology of Internet and video game addiction and presents treatment strategies and protocols for addressing this growing problem. Copyright © 2017 Elsevier Inc. All rights reserved.

  17. Emergency medical care for spectators attending National Football League games.

    PubMed

    Roberts, D M; Blackwell, T H; Marx, J A

    1997-01-01

    To analyze medical care facilities and resources available for spectators attending football games in the current National Football League (NFL) stadiums. A prospective, structured questionnaire regarding facilities, transportation, medications and equipment, personnel configuration, compensation, and communications was mailed to all 28 NFL organizations. Those falling to respond were interviewed by telephone using the identical questionnaire. Data were compiled using Lotus 1-2-3. Data were collected from all 28 NFL organizations. Because two teams use the same stadium, results were calculated for 27 facilities (n = 27). The number of stadium first aid rooms ranges from 1 to 7, with an average of 2.4 +/- 1.3 rooms per stadium (+/- 1 SD) and these vary in size from 120 to 2,000 square feet, with a mean of 434 +/- 377 square feet. Each room is equipped with an average of 3.3 +/- 2.9 stretchers (or tables), with telephones being present in 91% and sinks in 88% of all rooms. To provide contractual EMS coverage, stadiums use standard EMS system designs, including private (n = 19), fire department-based (n = 7), municipal (city/county) (n = 5), volunteer (n = 4), and hospital (n = 3). Nine stadiums employ more than one type of provider. All stadiums have a minimum of one ambulance dedicated on-site for spectators, with a range of 1 to 7, and a mean of 2.9 +/- 1.4. Golf carts are used for intrafacility patient transportation in 17 stadiums, with a range of 1 to 6, and a mean of 2.5 +/- 1.3. Advanced Cardiac Life Support (ACLS) medications and equipment are present in all NFL stadiums and are provided by the private EMS company (n = 16), stadium (n = 10), fire EMS (n = 7), hospitals (n = 4), municipal EMS (n = 2), and the local NFL organization (n = 1). Several facilities have more than one provider of ACLS medications and equipment. The majority of stadiums dispense acetaminophen (n = 25) and aspirin (n = 24). Some dispense antacids (n = 7) and antihistamines (n = 6). The

  18. 75 FR 43145 - Evaluation of State Coastal Management Programs and National Estuarine Research Reserves

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-07-23

    ..., 2010, at 6:30 p.m. at the Tom Ridge Environmental Center at Presque Isle, Room 112, 301 Peninsula Drive, Erie, Pennsylvania. ADDRESSES: Copies of the States' most recent performance reports, as well as OCRM's... North Inlet/Winyah Bay (South Carolina) National Estuarine Research Reserve and the Pennsylvania Coastal...

  19. 25 CFR 547.6 - What are the minimum technical standards for enrolling and enabling Class II gaming system...

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... and enabling Class II gaming system components? 547.6 Section 547.6 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM TECHNICAL STANDARDS FOR GAMING EQUIPMENT USED WITH THE PLAY OF CLASS II GAMES § 547.6 What are the minimum technical standards for enrolling and...

  20. Hockey Games and the Incidence of ST-Elevation Myocardial Infarction.

    PubMed

    Gebhard, Caroline E; Gebhard, Catherine; Maafi, Foued; Bertrand, Marie-Jeanne; Stähli, Barbara E; Wildi, Karin; Galvan, Zurine; Toma, Aurel; Zhang, Zheng W; Smith, David; Ly, Hung Q

    2018-06-01

    The association between diagnosed acute ST-elevation myocardial infarction (STEMI) and hockey games in the Canadian population is unknown. We retrospectively analyzed the association between hockey games of the National Hockey League Montreal Canadiens and daily hospital admissions for acute STEMI at the Montreal Heart Institute, Canada. Between June 2010 and December 2014, a total of 2199 patients (25.9% women; mean age, 62.6 ± 12.4 years) were admitted for acute STEMI. An increase in STEMI admissions was observed the day after a hockey game of the Montreal Canadiens in the overall population (from 1.3 ± 1.2 to 1.5 ± 1.3), however, this difference was not significant (P = 0.1). The number of STEMI admissions increased significantly from 0.9 ± 1.0 to 1.2 ± 1.0 per day in men (P = 0.04), but not in women (P = 0.7). The association between ice hockey matches and STEMI admission rates was strongest after a victory of the Montreal Canadiens. Accordingly, an increased risk for the occurrence of STEMI was observed in the overall population (hazard ratio [HR], 1.15; 95% confidence interval [CI], 1.0-1.3; P = 0.037) when the Montreal Canadiens won a match. This association was present in men (HR, 1.2; 95% CI, 1.03-1.4; P = 0.02) but not in women (P = 0.87), with a most pronounced effect seen in younger men (younger than 55 years; HR, 1.4; 95% CI, 1.1-1.8; P = 0.009). Although a weak association between hockey games and hospital admissions for STEMI was found in our overall population, the event of a hockey game significantly increased the risk for STEMI in younger men. Preventive measures targeting behavioural changes could positively affect this risk. Copyright © 2018 Canadian Cardiovascular Society. Published by Elsevier Inc. All rights reserved.

  1. Navajo Games.

    ERIC Educational Resources Information Center

    Cliff, Janet M.

    1990-01-01

    Reviews 163 sources on Navajo games, play, and toys. Includes an annotated bibliography of those materials. Examines relationships between games and religion, origin myths, and ceremonies. Discusses attitudes toward games, gambling, and cheating; and the dichotomy between children's and adults' games. Describes specific toys, games, and play…

  2. Using Robotics and Game Design to Promote Pathways to STEM

    ERIC Educational Resources Information Center

    Leonard, Jacqueline; Buss, Alan; Unertl, Adrienne; Mitchell, Monica

    2016-01-01

    This research report presents the results of a STEM summer program on robotics and game design. The program was part of a three-year study funded by the National Science Foundation. Children in grades four through six participated in a two-week summer camp in 2015 to learn STEM by engaging in LEGO® EV3 robotics and computer-based games using…

  3. [Game addiction].

    PubMed

    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.

  4. Virtual gaming to develop students' pediatric nursing skills: A usability test.

    PubMed

    Verkuyl, Margaret; Atack, Lynda; Mastrilli, Paula; Romaniuk, Daria

    2016-11-01

    As competition for specialty clinical placements increases, there is an urgent need to create safe, stimulating, alternative learning environments for students. To address that clinical gap, our team developed a virtual game-based simulation to help nursing students develop their pediatric nursing skills. A usability study was conducted using the Technology Acceptance Model as a research framework. The study was conducted at a community college and included nursing students, nursing faculty/clinicians and two gaming experts. The two experts evaluated the game using a heuristic checklist after playing the game. Participants engaged in a think-aloud activity while playing the game and completed a survey and interview based on the Technology Acceptance Model to explore ease of use and utility of the game. We found a high degree of user satisfaction with the game. Students reported that they had learned about pediatric care, they had become immersed in the game and they were keen to keep playing. Several design changes were recommended. Usability testing is critical in the early stages of simulation development and the study provided useful direction for the development team in the next stage of game development. Copyright © 2016 Elsevier Ltd. All rights reserved.

  5. The influence of game genre on Internet gaming disorder

    PubMed Central

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

    2017-01-01

    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. PMID:28658960

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

    PubMed

    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.

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

    PubMed

    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 < 0.001). Type of game played or preferred the most was not associated with addiction severity, 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.

  8. 76 FR 14376 - Evaluation of State Coastal Management Programs and National Estuarine Research Reserves

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-03-16

    ... Management (OCRM) announces its intent to evaluate the performance of the ACE Basin (South Carolina) National... Reserve final management plan approved by the Secretary of Commerce, and adhered to the terms of financial... CFR part 923, subpart L. The CZMA requires continuing review of the performance of States with respect...

  9. Improving drivers' knowledge of road rules using digital games.

    PubMed

    Li, Qing; Tay, Richard

    2014-04-01

    Although a proficient knowledge of the road rules is important to safe driving, many drivers do not retain the knowledge acquired after they have obtained their licenses. Hence, more innovative and appealing methods are needed to improve drivers' knowledge of the road rules. This study examines the effect of game based learning on drivers' knowledge acquisition and retention. We find that playing an entertaining game that is designed to impart knowledge of the road rules not only improves players' knowledge but also helps them retain such knowledge. Hence, learning by gaming appears to be a promising learning approach for driver education. Copyright © 2013 Elsevier Ltd. All rights reserved.

  10. 36 CFR 241.3 - Federal refuge regulations.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... regulation of game as provided in § 241.2 and the necessary implementing laws or regulations have been... be effective: (a) Any person desiring to hunt or take game or non-game animals, game or non-game... reservation or a national game or bird refuge, preserve, sanctuary, or reservation established by or under...

  11. 36 CFR 241.3 - Federal refuge regulations.

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... regulation of game as provided in § 241.2 and the necessary implementing laws or regulations have been... be effective: (a) Any person desiring to hunt or take game or non-game animals, game or non-game... reservation or a national game or bird refuge, preserve, sanctuary, or reservation established by or under...

  12. 36 CFR 241.3 - Federal refuge regulations.

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... regulation of game as provided in § 241.2 and the necessary implementing laws or regulations have been... be effective: (a) Any person desiring to hunt or take game or non-game animals, game or non-game... reservation or a national game or bird refuge, preserve, sanctuary, or reservation established by or under...

  13. 36 CFR 241.3 - Federal refuge regulations.

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... regulation of game as provided in § 241.2 and the necessary implementing laws or regulations have been... be effective: (a) Any person desiring to hunt or take game or non-game animals, game or non-game... reservation or a national game or bird refuge, preserve, sanctuary, or reservation established by or under...

  14. 36 CFR 241.3 - Federal refuge regulations.

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... regulation of game as provided in § 241.2 and the necessary implementing laws or regulations have been... be effective: (a) Any person desiring to hunt or take game or non-game animals, game or non-game... reservation or a national game or bird refuge, preserve, sanctuary, or reservation established by or under...

  15. Wildlife Management Plan for the Oak Ridge Reservation

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Giffen, Neil R; Evans, James W.; Parr, Patricia Dreyer

    This document outlines a plan for management of the wildlife resources on the Department of Energy's (DOE's) Oak Ridge Reservation. Management includes wildlife population control through hunting, trapping, removal, and habitat manipulation; wildlife damage control; restoration of wildlife species; preservation, management, and enhancement of wildlife habitats; coordination of wildlife studies and characterization of areas; and law enforcement. Wildlife resources are divided into several categories, each with a specific set of objectives and procedures for attaining them. These objectives are management of (1) wildlife habitats to ensure that all resident wildlife species exist on the Reservation in viable numbers; (2) featuredmore » species to produce selected species in desired numbers on designated land units; (3) game species for research, education, recreation, and public safety; (4) the Three Bend Scenic and Wildlife Management Refuge Area; (5) nuisance wildlife, including nonnative species, to achieve adequate population control for the maintenance of health and safety on the Reservation; (6) sensitive species (i.e., state or federally listed as endangered, threatened, of special concern, or in need of management) through preservation and protection of both the species and habitats critical to the survival of those species; and (7) wildlife disease. Achievement of the objectives is a joint effort between the Tennessee Wildlife Resources Agency (TWRA) and the Oak Ridge National Laboratory through agreements between TWRA and DOE and between DOE and UT-Battelle, LLC.« less

  16. 24 CFR 203.439a - Mortgages on property in Allegany Reservation of Seneca Nation of Indians authorized by section...

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... Reservation of Seneca Nation of Indians authorized by section 203(q) of the National Housing Act. 203.439a... Indians authorized by section 203(q) of the National Housing Act. (a) Applicability. This section shall apply to mortgages authorized by section 203(q) of the National Housing Act (§ 203.43j of this part...

  17. 24 CFR 203.439a - Mortgages on property in Allegany Reservation of Seneca Nation of Indians authorized by section...

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... Reservation of Seneca Nation of Indians authorized by section 203(q) of the National Housing Act. 203.439a... Indians authorized by section 203(q) of the National Housing Act. (a) Applicability. This section shall apply to mortgages authorized by section 203(q) of the National Housing Act (§ 203.43j of this part...

  18. 24 CFR 203.439a - Mortgages on property in Allegany Reservation of Seneca Nation of Indians authorized by section...

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... Reservation of Seneca Nation of Indians authorized by section 203(q) of the National Housing Act. 203.439a... Indians authorized by section 203(q) of the National Housing Act. (a) Applicability. This section shall apply to mortgages authorized by section 203(q) of the National Housing Act (§ 203.43j of this part...

  19. 24 CFR 203.439a - Mortgages on property in Allegany Reservation of Seneca Nation of Indians authorized by section...

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... Reservation of Seneca Nation of Indians authorized by section 203(q) of the National Housing Act. 203.439a... Indians authorized by section 203(q) of the National Housing Act. (a) Applicability. This section shall apply to mortgages authorized by section 203(q) of the National Housing Act (§ 203.43j of this part...

  20. 24 CFR 203.439a - Mortgages on property in Allegany Reservation of Seneca Nation of Indians authorized by section...

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... Reservation of Seneca Nation of Indians authorized by section 203(q) of the National Housing Act. 203.439a... Indians authorized by section 203(q) of the National Housing Act. (a) Applicability. This section shall apply to mortgages authorized by section 203(q) of the National Housing Act (§ 203.43j of this part...

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

    PubMed Central

    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 < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (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

  2. Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games.

    PubMed

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

    2012-07-01

    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. 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. 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 < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). 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. © 2012 Diabetes Technology Society.

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

    PubMed

    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.

  4. 50 CFR 32.56 - Oregon.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    .... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, and snipe on that portion of the refuge... § 32.2(k)). B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We.... Highway 101. Bear Valley National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland...

  5. Population and harvest trends of big game and small game species: a technical document supporting the USDA Forest Service Interim Update of the 2000 RPA Assessment

    Treesearch

    Curtis H. Flather; Michael S. Knowles; Stephen J. Brady

    2009-01-01

    This technical document supports the Forest Service's requirement to assess the status of renewable natural resources as mandated by the Forest and Rangeland Renewable Resources Planning Act of 1974 (RPA). It updates past reports on national and regional trends in population and harvest estimates for species classified as big game and small game. The trends...

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

    NASA Astrophysics Data System (ADS)

    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.

  7. 50 CFR 32.69 - Wisconsin.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck and coot on designated.... Upland Game Hunting. We allow hunting of ring-necked pheasant, gray partridge, squirrel, and cottontail...

  8. 50 CFR 32.69 - Wisconsin.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck and coot on designated.... Upland Game Hunting. We allow hunting of ring-necked pheasant, gray partridge, squirrel, and cottontail...

  9. 50 CFR 32.69 - Wisconsin.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck and coot on designated.... Upland Game Hunting. We allow hunting of ring-necked pheasant, gray partridge, squirrel, and cottontail...

  10. 50 CFR 32.69 - Wisconsin.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck and coot on designated.... Upland Game Hunting. We allow hunting of ring-necked pheasant, gray partridge, squirrel, and cottontail...

  11. 50 CFR 32.69 - Wisconsin.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck and coot on designated.... Upland Game Hunting. We allow hunting of ring-necked pheasant, gray partridge, squirrel, and cottontail...

  12. A History of Anterior Cruciate Ligament Reconstruction at the National Football League Combine Results in Inferior Early National Football League Career Participation.

    PubMed

    Provencher, Matthew T; Bradley, James P; Chahla, Jorge; Sanchez, Anthony; Beaulieu-Jones, Brendin R; Arner, Justin W; Kennedy, Nicholas I; Sanchez, George; Kennedy, Mitchell I; Moatshe, Gilbert; Cinque, Mark E; LaPrade, Robert F

    2018-05-19

    To evaluate whether players with a history of an anterior cruciate ligament reconstruction (ACLR) before the National Football League (NFL) Combine played or started fewer games and/or participated in fewer eligible snaps compared with NFL Combine participants without a history of knee injury or surgery. We performed a retrospective review of all players who participated in the NFL Combine between 2009 and 2015 and who had a history of an ACLR. NFL Combine participants were included if they had a previous ACLR or combined anterior cruciate ligament (ACL) injury and nonoperatively managed medial collateral ligament injury. The number of games started, number of games played, draft number, overall draft pick, and snap percentage for each position were determined. The mean value of each outcome metric was compared between case and control players. We identified 110 players who had an ACL injury (n = 76) or a combined ACL and medial collateral ligament injury (n = 34). Players in the ACLR group had a significantly worse mean draft pick number (difference of 30.2, P = .002) and mean draft round (difference of 0.8, P = .019) versus controls. Compared with control players, players in the ACLR group started and played significantly fewer games in both season 1 (difference of 2.7 games started, P < .001; difference of 2.7 games played, P < .001) and season 2 (difference of 7.4 games started, P < .001; difference of 3.0 games played, P = .003) and had a significantly lower snap percentage in both season 1 (difference of 23.1%, P < .001) and season 2 (difference of 24.0%, P < .001). Athletes at the NFL Combine who previously underwent an ACLR had significantly lower early-career NFL player metrics, including fewer games started, fewer games played, and a lower snap percentage, than uninjured controls. Defensive linemen, defensive backs, and linebackers were the 3 most affected positions. Players with a prior ACLR and combined meniscal-chondral pathology had

  13. Game theory: applications for surgeons and the operating room environment.

    PubMed

    McFadden, David W; Tsai, Mitchell; Kadry, Bassam; Souba, Wiley W

    2012-11-01

    Game theory is an economic system of strategic behavior, often referred to as the "theory of social situations." Very little has been written in the medical literature about game theory or its applications, yet the practice of surgery and the operating room environment clearly involves multiple social situations with both cooperative and non-cooperative behaviors. A comprehensive review was performed of the medical literature on game theory and its medical applications. Definitive resources on the subject were also examined and applied to surgery and the operating room whenever possible. Applications of game theory and its proposed dilemmas abound in the practicing surgeon's world, especially in the operating room environment. The surgeon with a basic understanding of game theory principles is better prepared for understanding and navigating the complex Operating Room system and optimizing cooperative behaviors for the benefit all stakeholders. Copyright © 2012 Mosby, Inc. All rights reserved.

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

    PubMed

    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. Factors influencing the flavour of game meat: A review.

    PubMed

    Neethling, J; Hoffman, L C; Muller, M

    2016-03-01

    Flavour is a very important attribute contributing to the sensory quality of meat and meat products. Although the sensory quality of meat includes orthonasal and retronasal aroma, taste, as well as appearance, juiciness and other textural attributes, the focus of this review is primarily on flavour. The influence of species, age, gender, muscle anatomical location, diet, harvesting conditions, ageing of meat, packaging and storage, as well as cooking method on the flavour of game meat are discussed. Very little research is available on the factors influencing the flavour of the meat derived from wild and free-living game species. The aim of this literature review is thus to discuss the key ante- and post-mortem factors that influence the flavour of game meat, with specific focus on wild and free-living South African game species. Copyright © 2015 Elsevier Ltd. All rights reserved.

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

    PubMed

    Wilson, Darryl; Ramchandani, Girish

    2017-01-01

    There is a paucity of home advantage research set in the context of para-sport events. It is this gap in the knowledge that this paper addresses by investigating the prevalence and size of home advantage in the Summer Paralympic Games. Using a standardised measure of success, we compared the performances of nations when competing at home with their own performances away from home in the competition between 1960 and 2016. Both country-level and individual sport-level analyses were conducted for this time frame. A Wilcoxon signed rank test was used to determine whether there was a genuine difference in nations' performance under host and non-host conditions. Spearman's rank-order correlation was run to assess the relationship between nation quality and home advantage. Strong evidence of a home advantage effect in the Summer Paralympic Games was found at country level ( p  < 0.01). When examining individual sports, only athletics, table tennis, and wheelchair fencing returned a significant home advantage effect ( p  < 0.05). Possible explanations for these findings are discussed. The size of the home advantage effect was not significantly correlated with the quality or strength of the host nation ( p  > 0.10). While our results confirm that home advantage is prevalent in the Summer Paralympic Games at an overall country level and within specific sports, they do not explain fully why such an effect does exist. Future studies should investigate the causes of home advantage in the competition and also draw comparisons with the Summer Olympic Games to explore any differences between para-sport events and able-bodied events.

  17. 25 CFR 547.17 - How does a tribal gaming regulatory authority apply for a variance from these standards?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... CLASS II GAMES § 547.17 How does a tribal gaming regulatory authority apply for a variance from these... 25 Indians 2 2010-04-01 2010-04-01 false How does a tribal gaming regulatory authority apply for a variance from these standards? 547.17 Section 547.17 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT...

  18. The choking game: A deadly game. Analysis of two cases of "self-strangulation" in young boys and review of the literature.

    PubMed

    Re, Laura; Birkhoff, Jutta M; Sozzi, Marta; Andrello, Luisa; Osculati, Antonio M M

    2015-02-01

    The choking game is defined as a self-strangulation or strangulation by another person with the hands or a noose to achieve a brief euphoric state caused by cerebral hypoxia. Death may occur, but forensic pathologists often classify them as suicides or accidental deaths, without focusing on the possibility that they may result from a deliberate self-temporary-asphyxiation, turned into a deadly game. Presenting two fatal cases of self-strangulation involving an 11-year-old boy and a teenager of 15 years, the authors identify victims' characteristics and death scene's evidence, which may help to distinguish if a death is from an asphyxial suicide or an asphyxial game. Copyright © 2014 Elsevier Ltd and Faculty of Forensic and Legal Medicine. All rights reserved.

  19. Dynamics in atomic signaling games.

    PubMed

    Fox, Michael J; Touri, Behrouz; Shamma, Jeff S

    2015-07-07

    We study an atomic signaling game under stochastic evolutionary dynamics. There are a finite number of players who repeatedly update from a finite number of available languages/signaling strategies. Players imitate the most fit agents with high probability or mutate with low probability. We analyze the long-run distribution of states and show that, for sufficiently small mutation probability, its support is limited to efficient communication systems. We find that this behavior is insensitive to the particular choice of evolutionary dynamic, a property that is due to the game having a potential structure with a potential function corresponding to average fitness. Consequently, the model supports conclusions similar to those found in the literature on language competition. That is, we show that efficient languages eventually predominate the society while reproducing the empirical phenomenon of linguistic drift. The emergence of efficiency in the atomic case can be contrasted with results for non-atomic signaling games that establish the non-negligible possibility of convergence, under replicator dynamics, to states of unbounded efficiency loss. Copyright © 2015 Elsevier Ltd. All rights reserved.

  20. Problematic video game use: estimated prevalence and associations with mental and physical health.

    PubMed

    Mentzoni, Rune Aune; Brunborg, Geir Scott; Molde, Helge; Myrseth, Helga; Skouverøe, Knut Joachim Mår; Hetland, Jørn; Pallesen, Ståle

    2011-10-01

    A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.

  1. Feral Cattle in the White Rock Canyon Reserve at Los Alamos National Laboratory

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hathcock, Charles D.; Hansen, Leslie A.

    2014-03-27

    At the request of the Los Alamos Field Office (the Field Office), Los Alamos National Security (LANS) biologists placed remote-triggered wildlife cameras in and around the mouth of Ancho Canyon in the White Rock Canyon Reserve (the Reserve) to monitor use by feral cattle. The cameras were placed in October 2012 and retrieved in January 2013. Two cameras were placed upstream in Ancho Canyon away from the Rio Grande along the perennial flows from Ancho Springs, two cameras were placed at the north side of the mouth to Ancho Canyon along the Rio Grande, and two cameras were placed atmore » the south side of the mouth to Ancho Canyon along the Rio Grande. The cameras recorded three different individual feral cows using this area as well as a variety of local native wildlife. This report details our results and issues associated with feral cattle in the Reserve. Feral cattle pose significant risks to human safety, impact cultural and biological resources, and affect the environmental integrity of the Reserve. Regional stakeholders have communicated to the Field Office that they support feral cattle removal.« less

  2. Participation in Armed Forces, National, and International Sports Activities

    DTIC Science & Technology

    1987-03-09

    American Games , Olympic Games , and other authorized national and international sports competitions (to include qualifying and preparatory events) as long...concerning the participation of Armed Forces personnel in Armed Forces, national, and international sports competitions ; establishes a Senior Military Sports ...program is to ensure that the U.S. Armed Forces are appropriately represented in national and international sports competitions . 3. The purpose of this

  3. Game Indicators Determining Sports Performance in the NBA

    PubMed Central

    Mikołajec, Kazimierz; Maszczyk, Adam; Zając, Tomasz

    The main goal of the present study was to identify basketball game performance indicators which best determine sports level in the National Basketball Association (NBA) league. The research material consisted of all NBA game statistics at the turn of eight seasons (2003–11) and included 52 performance variables. Through detailed analysis the variables with high influence on game effectiveness were selected for final procedures. It has been proven that a limited number of factors, mostly offensive, determines sports performance in the NBA. The most critical indicators are: Win%, Offensive EFF, 3rd Quarter PPG, Win% CG, Avg Fauls and Avg Steals. In practical applications these results connected with top teams and elite players may help coaches to design better training programs. PMID:24146715

  4. Game Indicators Determining Sports Performance in the NBA.

    PubMed

    Mikołajec, Kazimierz; Maszczyk, Adam; Zając, Tomasz

    2013-01-01

    The main goal of the present study was to identify basketball game performance indicators which best determine sports level in the National Basketball Association (NBA) league. The research material consisted of all NBA game statistics at the turn of eight seasons (2003-11) and included 52 performance variables. Through detailed analysis the variables with high influence on game effectiveness were selected for final procedures. It has been proven that a limited number of factors, mostly offensive, determines sports performance in the NBA. The most critical indicators are: Win%, Offensive EFF, 3rd Quarter PPG, Win% CG, Avg Fauls and Avg Steals. In practical applications these results connected with top teams and elite players may help coaches to design better training programs.

  5. Cognitive control and reward/loss processing in Internet gaming disorder: Results from a comparison with recreational Internet game-users.

    PubMed

    Dong, G; Li, H; Wang, L; Potenza, M N

    2017-07-01

    Although playing of Internet games may lead to Internet gaming disorder (IGD), most game-users do not develop problems and only a relatively small subset experiences IGD. Game playing may have positive health associations, whereas IGD has been repeatedly associated with negative health measures, and it is thus important to understand differences between individuals with IGD, recreational (non-problematic) game use (RGU) and non-/low-frequency game use (NLFGU). Individuals with IGD have shown differences in neural activations from non-gamers, yet few studies have examined neural differences between individuals with IGD, RGU and NLFGU. Eighteen individuals with IGD, 21 with RGU and 19 with NFLGU performed a color-word Stroop task and a guessing task assessing reward/loss processing. Behavioral and functional imaging data were collected and compared between groups. RGU and NLFGU subjects showed lower Stroop effects as compared with those with IGD. RGU subjects as compared to those with IGD demonstrated less frontal cortical activation brain activation during Stroop performance. During the guessing task, RGU subjects showed greater cortico-striatal activations than IGD subjects during processing of winning outcomes and greater frontal brain during processing of losing outcomes. Findings suggest that RGU as compared with IGD subjects show greater executive control and greater activations of brain regions implicated in motivational processes during reward processing and greater cortical activations during loss processing. These findings suggest neural and behavioral features distinguishing RGU from IGD and mechanisms by which RGU may be motivated to play online games frequently yet avoid developing IGD. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  6. Virtual muscularity: a content analysis of male video game characters.

    PubMed

    Martins, Nicole; Williams, Dmitri C; Ratan, Rabindra A; Harrison, Kristen

    2011-01-01

    The 150 top-selling video games were content analyzed to study representations of male bodies. Human males in the games were captured via screenshot and body parts measured. These measurements were then compared to anthropometric data drawn from a representative sample of 1120 North American men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of photorealism were also larger than the average American male, but these characters were so much larger that they appeared cartoonish. Idealized male characters were more likely to be found in games for children than in games for adults. Implications for cultivation theory are discussed. Copyright © 2010 Elsevier Ltd. All rights reserved.

  7. A meta-analysis of serious digital games for healthy lifestyle promotion.

    PubMed

    DeSmet, Ann; Van Ryckeghem, Dimitri; Compernolle, Sofie; Baranowski, Tom; Thompson, Debbe; Crombez, Geert; Poels, Karolien; Van Lippevelde, Wendy; Bastiaensens, Sara; Van Cleemput, Katrien; Vandebosch, Heidi; De Bourdeaudhuij, Ilse

    2014-12-01

    Several systematic reviews have described health-promoting effects of serious games but so far no meta-analysis has been reported. This paper presents a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion, in which we investigated the overall effectiveness of serious digital games on healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators. Findings showed that serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373) and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge. Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120). Long-term effects were maintained for all outcomes except for behavior. Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Given that effects of games remain heterogeneous, further explorations of which game features create larger effects are needed. Copyright © 2014 Elsevier Inc. All rights reserved.

  8. Postdeployment reintegration experiences of female soldiers from national guard and reserve units in the United States.

    PubMed

    Kelly, Patricia J; Berkel, LaVerne A; Nilsson, Johanna E

    2014-01-01

    Women are an integral part of Reserve and National Guard units and active duty armed forces of the United States. Deployment to conflict and war zones is a difficult experience for both soldiers and their families. On return from deployment, all soldiers face the challenge of reintegration into family life and society, but those from the National Guard and Reserve units face the additional challenge of reintegration in relative isolation from other soldiers. There is limited research about the reintegration experiences of women and the functioning of the families during reintegration following deployment. The goal was to document postdeployment family reintegration experiences of women in the National Guard. Semistructured interviews were conducted with 42 female members of Midwestern National Guard units. Directed content analysis was used to identify categories of experiences related to women's family reintegration. Five categories of postdeployment experience for female soldiers and their families were identified: Life Is More Complex, Loss of Military Role, Deployment Changes You, Reestablishing Partner Connections, and Being Mom Again. The categories reflected individual and family issues, and both need to be considered when soldiers and their families seek care. Additional research is needed to fully understand the specific impact of gender on women's reintegration.

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

    PubMed Central

    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

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

    PubMed

    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.

  11. Linking Obesity and Activity Level with Children's Television and Video Game Use

    ERIC Educational Resources Information Center

    Vandewater, Elizabeth A.; Shim, Mi-suk; Caplovitz, Allison G.

    2004-01-01

    This study examined the links between childhood obesity, activity participation and television and video game use in a nationally representative sample of children (N=2831) ages 1-12 using age-normed body mass index (BMI) ratings. Results indicated that while television use was not related to children's weight status, video game use was. Children…

  12. Time trends for injuries and illness, and their relation to performance in the National Basketball Association.

    PubMed

    Podlog, Leslie; Buhler, Craig F; Pollack, Harvey; Hopkins, Paul N; Burgess, Paul R

    2015-05-01

    To survey injury/illness in the National Basketball Association over a 25-year period and examine the relationship of injury/illness to team performance. A retrospective correlational design. Trends were examined in reported numbers of players injured/ill during a season and games missed due to injury/illness from seasons ending in 1986 through 2005. This period was compared to years 2006-2010, when NBA teams were allowed to increase the total number of players on the team from 12 to 15. There was a highly significant trend (p<0.0001) of increasing numbers of players injured/ill and games missed from 1986 through 2005. After the team expansion in 2006, these rates fell abruptly by 13% and 39% respectively (both p<0.0001 compared to the previous 5-year period). We also found a significant inverse association between games missed due to injury/illness and percent games won (r=-0.29, p<0.0001). Results demonstrate an increased rate of injury in the National Basketball Association up until the expansion of team size in 2006. Following 2006, team expansion was positively associated with decreased injury/illness rates. The latter finding suggests the importance of maintaining a healthy roster with respect to winning outcomes. Copyright © 2014 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  13. [Video games, a therapeutic mediator for teens].

    PubMed

    Nickler, Christophe

    2015-10-01

    Teenagers love video games and other multimedia tools. Sometimes they love them too much, leading to addictive use. A child psychiatry team in Nancy has developed a therapeutic multimedia workshop to contribute to treating teens. Copyright © 2015 Elsevier Masson SAS. All rights reserved.

  14. Game Design through Mentoring and Collaboration

    ERIC Educational Resources Information Center

    Clark, Kevin; Sheridan, Kimberly

    2010-01-01

    The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle and high schools students in the Washington, D.C. metropolitan area to learn the basics of…

  15. Mastering Fact Fluency: Are They Game?

    ERIC Educational Resources Information Center

    Godfrey, Connie J.; Stone, Jamalee

    2013-01-01

    Math games can be powerful tools in helping students achieve automaticity in basic addition and related subtraction facts if both teachers and students use them purposefully. According to the National Council of Teachers of Mathematics (NCTM 2000), developing a solid mathematical foundation is essential for every child in prekindergarten through…

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

    PubMed Central

    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. PMID:24550858

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

    PubMed

    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.

  18. 8 CFR 204.8 - [Reserved

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... 8 Aliens and Nationality 1 2010-01-01 2010-01-01 false [Reserved] 204.8 Section 204.8 Aliens and Nationality DEPARTMENT OF HOMELAND SECURITY IMMIGRATION REGULATIONS IMMIGRANT PETITIONS Immigrant Visa Petitions § 204.8 [Reserved] ...

  19. Combat games

    NASA Technical Reports Server (NTRS)

    Ardema, M. D.; Heymann, M.; Rajan, N.

    1985-01-01

    A mathematical formulation is proposed of a combat game between two opponents with offensive capabilities and offensive objective is proposed. Resolution of the combat involves solving two differential games with state constraints. Depending on the game dynamics and parameters, the combat can terminate in one of four ways: the first player wins; the second player wins; a draw (neither wins); or joint capture. In the first two cases, the optimal strategies of the two players are determined from suitable zero-sum games, whereas in the latter two the relevant games are nonzero-sum. Further, to avoid certain technical difficulties, the concept of a delta-combat game is introduced.

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

    PubMed

    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.

  1. The Role of Violent Video Game Content in Adolescent Development: Boys' Perspectives

    ERIC Educational Resources Information Center

    Olson, Cheryl K.; Kutner, Lawrence A.; Warner, Dorothy E.

    2008-01-01

    Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12…

  2. "The Academic Game" as a Frame Game.

    ERIC Educational Resources Information Center

    Bredemeier, Mary E.; And Others

    1981-01-01

    Describes a frame game which focuses on problems of sex, status, and organizational development. "The Academic Game" is a specific model of a generic game that has differential consequences for men and women, and is easily adaptable to other organizational settings, including public administration and industry. Six references are listed.…

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

    PubMed

    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.

  4. Does playing video games improve laparoscopic skills?

    PubMed

    Ou, Yanwen; McGlone, Emma Rose; Camm, Christian Fielder; Khan, Omar A

    2013-01-01

    A best evidence topic in surgery was written according to a structured protocol. The question addressed was whether playing video games improves surgical performance in laparoscopic procedures. Altogether 142 papers were found using the reported search, of which seven represented the best evidence to answer the clinical question. The details of the papers were tabulated including relevant outcomes and study weaknesses. We conclude that medical students and experienced laparoscopic surgeons with ongoing video game experience have superior laparoscopic skills for simulated tasks in terms of time to completion, improved efficiency and fewer errors when compared to non-gaming counterparts. There is some evidence that this may be due to better psycho-motor skills in gamers, however further research would be useful to demonstrate whether there is a direct transfer of skills from laparoscopic simulators to the operating table. Copyright © 2013 Surgical Associates Ltd. Published by Elsevier Ltd. All rights reserved.

  5. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    PubMed

    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.

  6. Constructionist Gaming: Understanding the Benefits of Making Games for Learning.

    PubMed

    Kafai, Yasmin B; Burke, Quinn

    2015-10-02

    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.

  7. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    PubMed Central

    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

  8. Enhancing cognition with video games: a multiple game training study.

    PubMed

    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.

  9. Enhancing Cognition with Video Games: A Multiple Game Training Study

    PubMed Central

    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

  10. Ubiquitous Games for Learning (UbiqGames): Weatherlings, a Worked Example

    ERIC Educational Resources Information Center

    Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H.

    2012-01-01

    This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…

  11. A review of game-theoretic models of road user behaviour.

    PubMed

    Elvik, Rune

    2014-01-01

    This paper reviews game-theoretic models that have been developed to explain road user behaviour in situations where road users interact with each other. The paper includes the following game-theoretic models: 1.A general model of the interaction between road users and their possible reaction to measures improving safety (behavioural adaptation).2.Choice of vehicle size as a Prisoners’ dilemma game.3.Speed choice as a co-ordination game.4.Speed compliance as a game between drivers and the police.5.Merging into traffic from an acceleration lane as a mixed-strategy game.6.Choice of level of attention in following situations as an evolutionary game.7.Choice of departure time to avoid congestion as variant of a Prisoners’ dilemma game.8.Interaction between cyclists crossing the road and car drivers.9.Dipping headlights at night well ahead of the point when glare becomes noticeable.10.Choice of evasive action in a situation when cars are on collision course. The models reviewed are different in many respects, but a common feature of the models is that they can explain how informal norms of behaviour can develop among road users and be sustained even if these informal norms violate the formal regulations of the traffic code. Game-theoretic models are not applicable to every conceivable interaction between road users or to situations in which road users choose behaviour without interacting with other road users. Nevertheless, it is likely that game-theoretic models can be applied more widely than they have been until now. Copyright © 2013 Elsevier Ltd. All rights reserved.

  12. 32 CFR 226.3 - [Reserved

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 32 National Defense 2 2014-07-01 2014-07-01 false [Reserved] 226.3 Section 226.3 National Defense Department of Defense (Continued) OFFICE OF THE SECRETARY OF DEFENSE (CONTINUED) MISCELLANEOUS SHELTER FOR THE HOMELESS § 226.3 [Reserved] ...

  13. 32 CFR 219.121 - [Reserved

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 32 National Defense 2 2014-07-01 2014-07-01 false [Reserved] 219.121 Section 219.121 National Defense Department of Defense (Continued) OFFICE OF THE SECRETARY OF DEFENSE (CONTINUED) MISCELLANEOUS PROTECTION OF HUMAN SUBJECTS § 219.121 [Reserved] ...

  14. Video Games for Neuro-Cognitive Optimization.

    PubMed

    Mishra, Jyoti; Anguera, Joaquin A; Gazzaley, Adam

    2016-04-20

    Sophisticated video games that integrate engaging cognitive training with real-time biosensing and neurostimulation have the potential to optimize cognitive performance in health and disease. We argue that technology development must be paired with rigorous scientific validation and discuss academic and industry opportunities in this field. Copyright © 2016 Elsevier Inc. All rights reserved.

  15. Energy cost and game flow of 5 exer-games in trained players.

    PubMed

    Bronner, Shaw; Pinsker, Russell; Noah, J Adam

    2013-05-01

    To determine energy expenditure and player experience in exer-games designed for novel platforms. Energy cost of 7 trained players was measured in 5 music-based exer-games. Participants answered a questionnaire about "game flow," experience of enjoyment, and immersion in game play. Energy expenditure during game play ranged from moderate to vigorous intensity (4 - 9 MET). Participant achieved highest MET levels and game flow while playing StepMania and lowest MET levels and game flow when playing Wii Just Dance 3(®) and Kinect Dance Central™. Game flow scores positively correlated with MET levels. Physiological measurement and game flow testing during game development may help to optimize exer-game player activity and experience.

  16. 32 CFR 705.3 - [Reserved

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 32 National Defense 5 2010-07-01 2010-07-01 false [Reserved] 705.3 Section 705.3 National Defense Department of Defense (Continued) DEPARTMENT OF THE NAVY UNITED STATES NAVY REGULATIONS AND OFFICIAL RECORDS PUBLIC AFFAIRS REGULATIONS § 705.3 [Reserved] ...

  17. An Interactive Immersive Serious Game Application for Kunyu Quantu World Map

    NASA Astrophysics Data System (ADS)

    Peng, S.-T.; Hsu, S.-Y.; Hsieh, K.-C.

    2015-08-01

    In recent years, more and more digital technologies and innovative concepts are applied on museum education. One of the concepts applied is "Serious game." Serious game is not designed for entertainment purpose but allows users to learn real world's cultural and educational knowledge in the virtual world through game-experiencing. Technologies applied on serious game are identical to those applied on entertainment game. Nowadays, the interactive technology applications considering users' movement and gestures in physical spaces are developing rapidly, which are extensively used in entertainment games, such as Kinect-based games. The ability to explore space via Kinect-based games can be incorporated into the design of serious game. The ancient world map, Kunyu Quantu, from the collection of the National Palace Museum is therefore applied in serious game development. In general, the ancient world map does not only provide geological information, but also contains museum knowledge. This particular ancient world map is an excellent content applied in games as teaching material. In the 17th century, it was first used by a missionary as a medium to teach the Kangxi Emperor of the latest geologic and scientific spirits from the West. On this map, it also includes written biological knowledge and climate knowledge. Therefore, this research aims to present the design of the interactive and immersive serious game based installation that developed from the rich content of the Kunyu Quantu World Map, and to analyse visitor's experience in terms of real world's cultural knowledge learning and interactive responses.

  18. Precise estimates of gaming-related harm should guide regulation of gaming.

    PubMed

    Starcevic, Vladan; Billieux, Joël

    2018-06-13

    Regulation of gaming is largely based on the perception of gaming-related harm. This perception varies from one country to another and does not necessarily correspond to the real gaming-related harm. It is argued that there is a crucial need to define and assess domains of this harm in order to introduce policies that regulate gaming. Such policies would ideally be targeted at individuals at risk for problematic gaming and would be based more on educational efforts than on restrictive measures. The role of gaming industry in the regulation of gaming would depend on the more precise estimates of gaming-related harm.

  19. Evaluating Educational Computer Games in Geography: What Is the Relationship to Curriculum Requirements?

    ERIC Educational Resources Information Center

    Brysch, Carmen P.; Huynh, Niem Tu; Scholz, Michael

    2012-01-01

    Computer games, whether accessed online or through commercial software, have learning potential in educational settings. However, alignment with national, state, or local curriculum requirements can create a barrier. The purpose of this study was to conduct a content analysis of selected games that could be used in a sixth grade geography or…

  20. Video games.

    PubMed

    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.

  1. Game theory.

    PubMed

    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.

  2. Resource management plan for the Oak Ridge Reservation. Volume 27, Wildlife Management Plan

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Parr, P.D.; Evans, J.W.

    1992-06-01

    A plan for management of the wildlife resources on the US Department of Energy`s Oak Ridge Reservation is outlined in this document. Management includes wildlife population control (hunts, trapping, and removal), handling specific problems with wildlife, restoration of species, coordination with researchers on wildlife studies, preservation and management of habitats, and law enforcement. Wildlife resources are divided into five categories, each with a specific set of objectives and procedures for obtaining these objectives. These categories are (1) species-richness management to ensure that all resident wildlife species exist on the Reservation in viable numbers; (2) featured species management to produce selectedmore » species in desired numbers on designated land units; (3) management of game species for research, education, recreation, and public safety, (4) endangered species management designed to preserve and protect both the species and habitats critical to the survival of those species; and (5) pest management. Achievement of the objectives is a joint effort between the Tennessee Wildlife Resources Agency and the Oak Ridge National Laboratory`s Environmental Sciences Division.« less

  3. Differential games.

    NASA Technical Reports Server (NTRS)

    Varaiya, P. P.

    1972-01-01

    General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.

  4. 45 CFR 660.12 - [Reserved

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 45 Public Welfare 3 2014-10-01 2014-10-01 false [Reserved] 660.12 Section 660.12 Public Welfare Regulations Relating to Public Welfare (Continued) NATIONAL SCIENCE FOUNDATION INTERGOVERNMENTAL REVIEW OF THE NATIONAL SCIENCE FOUNDATION PROGRAMS AND ACTIVITIES § 660.12 [Reserved] ...

  5. 45 CFR 660.12 - [Reserved

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 45 Public Welfare 3 2012-10-01 2012-10-01 false [Reserved] 660.12 Section 660.12 Public Welfare Regulations Relating to Public Welfare (Continued) NATIONAL SCIENCE FOUNDATION INTERGOVERNMENTAL REVIEW OF THE NATIONAL SCIENCE FOUNDATION PROGRAMS AND ACTIVITIES § 660.12 [Reserved] ...

  6. 45 CFR 660.12 - [Reserved

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 45 Public Welfare 3 2011-10-01 2011-10-01 false [Reserved] 660.12 Section 660.12 Public Welfare Regulations Relating to Public Welfare (Continued) NATIONAL SCIENCE FOUNDATION INTERGOVERNMENTAL REVIEW OF THE NATIONAL SCIENCE FOUNDATION PROGRAMS AND ACTIVITIES § 660.12 [Reserved] ...

  7. 45 CFR 660.4 - [Reserved

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 45 Public Welfare 3 2013-10-01 2013-10-01 false [Reserved] 660.4 Section 660.4 Public Welfare Regulations Relating to Public Welfare (Continued) NATIONAL SCIENCE FOUNDATION INTERGOVERNMENTAL REVIEW OF THE NATIONAL SCIENCE FOUNDATION PROGRAMS AND ACTIVITIES § 660.4 [Reserved] ...

  8. 45 CFR 660.12 - [Reserved

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 45 Public Welfare 3 2010-10-01 2010-10-01 false [Reserved] 660.12 Section 660.12 Public Welfare Regulations Relating to Public Welfare (Continued) NATIONAL SCIENCE FOUNDATION INTERGOVERNMENTAL REVIEW OF THE NATIONAL SCIENCE FOUNDATION PROGRAMS AND ACTIVITIES § 660.12 [Reserved] ...

  9. 45 CFR 660.12 - [Reserved

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 45 Public Welfare 3 2013-10-01 2013-10-01 false [Reserved] 660.12 Section 660.12 Public Welfare Regulations Relating to Public Welfare (Continued) NATIONAL SCIENCE FOUNDATION INTERGOVERNMENTAL REVIEW OF THE NATIONAL SCIENCE FOUNDATION PROGRAMS AND ACTIVITIES § 660.12 [Reserved] ...

  10. 45 CFR 660.4 - [Reserved

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 45 Public Welfare 3 2014-10-01 2014-10-01 false [Reserved] 660.4 Section 660.4 Public Welfare Regulations Relating to Public Welfare (Continued) NATIONAL SCIENCE FOUNDATION INTERGOVERNMENTAL REVIEW OF THE NATIONAL SCIENCE FOUNDATION PROGRAMS AND ACTIVITIES § 660.4 [Reserved] ...

  11. 45 CFR 660.4 - [Reserved

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 45 Public Welfare 3 2010-10-01 2010-10-01 false [Reserved] 660.4 Section 660.4 Public Welfare Regulations Relating to Public Welfare (Continued) NATIONAL SCIENCE FOUNDATION INTERGOVERNMENTAL REVIEW OF THE NATIONAL SCIENCE FOUNDATION PROGRAMS AND ACTIVITIES § 660.4 [Reserved] ...

  12. 45 CFR 660.4 - [Reserved

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 45 Public Welfare 3 2011-10-01 2011-10-01 false [Reserved] 660.4 Section 660.4 Public Welfare Regulations Relating to Public Welfare (Continued) NATIONAL SCIENCE FOUNDATION INTERGOVERNMENTAL REVIEW OF THE NATIONAL SCIENCE FOUNDATION PROGRAMS AND ACTIVITIES § 660.4 [Reserved] ...

  13. 45 CFR 660.4 - [Reserved

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 45 Public Welfare 3 2012-10-01 2012-10-01 false [Reserved] 660.4 Section 660.4 Public Welfare Regulations Relating to Public Welfare (Continued) NATIONAL SCIENCE FOUNDATION INTERGOVERNMENTAL REVIEW OF THE NATIONAL SCIENCE FOUNDATION PROGRAMS AND ACTIVITIES § 660.4 [Reserved] ...

  14. Altered Heart Rate Variability During Gaming in Internet Gaming Disorder.

    PubMed

    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.

  15. Educational Game Development Approach to a particular case: the donor's evaluation.

    PubMed

    Borro Escribano, B; del Blanco, A; Torrente, J; Borro Mate, J M; Fernandez Manjon, B

    2015-01-01

    Serious games are a current trend nowadays. Almost every sector has used serious games in recent years for different educational purposes. The eLearning research team of the Complutense University of Madrid main focus of research is the development of low-cost serious games. During the past 10 years, we have been working with and developing serious games, paying special attention to those related to healthcare. From all these studies, a methodology was defined-the Educational Game Development Approach (EGDA)-to design, develop, and evaluate game-like simulations or serious games in healthcare. We present the application of the EGDA to a particular case, the development of a serious game representing the donor's evaluation in an intensive care unit from the point of view of a hospital coordinator following the EGDA methodology. In this simulation, we changed the strategy of selection of teaching cases by exponentially increasing the number of teaching cases. This kind of educational content provides several benefits to students as they learn while playing; they receive immediate feedback of mistakes and correct moves and an objective assessment. These simulations allow the students to practice in a risk-free environment. Moreover, the addition of game elements increases engagement and promotes the retention of important information. A game-like simulation has been developed through the use of this methodology. This simulation represents a complex medical procedure. Copyright © 2015 Elsevier Inc. All rights reserved.

  16. Predictors and patterns of problematic Internet game use using a decision tree model

    PubMed Central

    Rho, Mi Jung; Jeong, Jo-Eun; Chun, Ji-Won; Cho, Hyun; Jung, Dong Jin; Choi, In Young; Kim, Dai-Jin

    2016-01-01

    Background and aims Problematic Internet game use is an important social issue that increases social expenditures for both individuals and nations. This study identified predictors and patterns of problematic Internet game use. Methods Data were collected from online surveys between November 26 and December 26, 2014. We identified 3,881 Internet game users from a total of 5,003 respondents. A total of 511 participants were assigned to the problematic Internet game user group according to the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria. From the remaining 3,370 participants, we used propensity score matching to develop a normal comparison group of 511 participants. In all, 1,022 participants were analyzed using the chi-square automatic interaction detector (CHAID) algorithm. Results According to the CHAID algorithm, six important predictors were found: gaming costs (50%), average weekday gaming time (23%), offline Internet gaming community meeting attendance (13%), average weekend and holiday gaming time (7%), marital status (4%), and self-perceptions of addiction to Internet game use (3%). In addition, three patterns out of six classification rules were explored: cost-consuming, socializing, and solitary gamers. Conclusion This study provides direction for future work on the screening of problematic Internet game use in adults. PMID:27499227

  17. Predictors and patterns of problematic Internet game use using a decision tree model.

    PubMed

    Rho, Mi Jung; Jeong, Jo-Eun; Chun, Ji-Won; Cho, Hyun; Jung, Dong Jin; Choi, In Young; Kim, Dai-Jin

    2016-09-01

    Background and aims Problematic Internet game use is an important social issue that increases social expenditures for both individuals and nations. This study identified predictors and patterns of problematic Internet game use. Methods Data were collected from online surveys between November 26 and December 26, 2014. We identified 3,881 Internet game users from a total of 5,003 respondents. A total of 511 participants were assigned to the problematic Internet game user group according to the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria. From the remaining 3,370 participants, we used propensity score matching to develop a normal comparison group of 511 participants. In all, 1,022 participants were analyzed using the chi-square automatic interaction detector (CHAID) algorithm. Results According to the CHAID algorithm, six important predictors were found: gaming costs (50%), average weekday gaming time (23%), offline Internet gaming community meeting attendance (13%), average weekend and holiday gaming time (7%), marital status (4%), and self-perceptions of addiction to Internet game use (3%). In addition, three patterns out of six classification rules were explored: cost-consuming, socializing, and solitary gamers. Conclusion This study provides direction for future work on the screening of problematic Internet game use in adults.

  18. Extended non-local games and monogamy-of-entanglement games.

    PubMed

    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.

  19. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    PubMed

    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.

  20. Bupropion sustained release treatment decreases craving for video games and cue-induced brain activity in patients with Internet video game addiction.

    PubMed

    Han, Doug Hyun; Hwang, Jun Won; Renshaw, Perry F

    2010-08-01

    Bupropion has been used in the treatment of patients with substance dependence based on its weak inhibition of dopamine and norepinephrine reuptake. We hypothesized that 6 weeks of bupropion sustained release (SR) treatment would decrease craving for Internet game play as well as video game cue-induced brain activity in patients with Internet video game addiction (IAG). Eleven subjects who met criteria for IAG, playing StarCraft (>30 hr/week), and eight healthy comparison subjects (HC) who had experience playing StarCraft (<3 days/week and <1 hr/day). At baseline and at the end of 6 weeks of bupropion SR treatment, brain activity in response to StarCraft cue presentation was assessed using 1.5 Tesla functional MRI. In addition, symptoms of depression, craving for playing the game, and the severity of Internet addiction were evaluated by Beck Depression Inventory, self-report of craving on a 7-point visual analogue scale, and Young's Internet Addiction Scale, respectively. In response to game cues, IAG showed higher brain activation in left occipital lobe cuneus, left dorsolateral prefrontal cortex, and left parahippocampal gyrus than HC. After a 6 week period of bupropion SR, craving for Internet video game play, total game play time, and cue-induced brain activity in dorsolateral prefrontal cortex were decreased in the IAG. We suggest that bupropion SR may change craving and brain activity in ways that are similar to those observed in individuals with substance abuse or dependence. PsycINFO Database Record 2010 APA, all rights reserved.

  1. Game meat authentication through rare earth elements fingerprinting.

    PubMed

    Danezis, G P; Pappas, A C; Zoidis, E; Papadomichelakis, G; Hadjigeorgiou, I; Zhang, P; Brusic, V; Georgiou, C A

    2017-10-23

    Accurate labelling of meat (e.g. wild versus farmed, geographical and genetic origin, organic versus conventional, processing treatment) is important to inform the consumers about the products they buy. Meat and meat products declared as game have higher commercial value making them target to fraudulent labelling practices and replacement with non-game meat. We have developed and validated a new method for authentication of wild rabbit meat using elemental metabolomics approach. Elemental analysis was performed using rapid ultra-trace multi-element measurement by inductively coupled plasma mass spectrometry (ICP-MS). Elemental signatures showed excellent ability to discriminate the wild rabbit from non-wild rabbit meat. Our results demonstrate the usefulness of metabolic markers -rare earth signatures, as well as other trace element signatures for game meat authentication. Copyright © 2017 Elsevier B.V. All rights reserved.

  2. 50 CFR 32.48 - New Hampshire.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... the shoreline of Great Bay. D. Sport Fishing. [Reserved] Silvio O. Conte National Fish and Wildlife...'s or OHV's). B. Upland Game Hunting. We allow hunting of coyote, fox, raccoon, woodchuck, red.... Sport Fishing. [Reserved] Umbagog National Wildlife Refuge A. Migratory Game Bird Hunting. We allow...

  3. 50 CFR 32.48 - New Hampshire.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... the shoreline of Great Bay. D. Sport Fishing. [Reserved] Silvio O. Conte National Fish and Wildlife...'s or OHV's). B. Upland Game Hunting. We allow hunting of coyote, fox, raccoon, woodchuck, red.... Sport Fishing. [Reserved] Umbagog National Wildlife Refuge A. Migratory Game Bird Hunting. We allow...

  4. 50 CFR 32.48 - New Hampshire.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... the shoreline of Great Bay. D. Sport Fishing. [Reserved] Silvio O. Conte National Fish and Wildlife...'s or OHV's). B. Upland Game Hunting. We allow hunting of coyote, fox, raccoon, woodchuck, red.... Sport Fishing. [Reserved] Umbagog National Wildlife Refuge A. Migratory Game Bird Hunting. We allow...

  5. 8 CFR 103.1 - [Reserved

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 8 Aliens and Nationality 1 2013-01-01 2013-01-01 false [Reserved] 103.1 Section 103.1 Aliens and Nationality DEPARTMENT OF HOMELAND SECURITY IMMIGRATION REGULATIONS IMMIGRATION BENEFITS; BIOMETRIC REQUIREMENTS; AVAILABILITY OF RECORDS Applying for Benefits, Surety Bonds, Fees § 103.1 [Reserved] ...

  6. 8 CFR 103.1 - [Reserved

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... 8 Aliens and Nationality 1 2012-01-01 2012-01-01 false [Reserved] 103.1 Section 103.1 Aliens and Nationality DEPARTMENT OF HOMELAND SECURITY IMMIGRATION REGULATIONS IMMIGRATION BENEFITS; BIOMETRIC REQUIREMENTS; AVAILABILITY OF RECORDS Applying for Benefits, Surety Bonds, Fees § 103.1 [Reserved] ...

  7. 8 CFR 103.1 - [Reserved

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... 8 Aliens and Nationality 1 2014-01-01 2014-01-01 false [Reserved] 103.1 Section 103.1 Aliens and Nationality DEPARTMENT OF HOMELAND SECURITY IMMIGRATION REGULATIONS IMMIGRATION BENEFITS; BIOMETRIC REQUIREMENTS; AVAILABILITY OF RECORDS Applying for Benefits, Surety Bonds, Fees § 103.1 [Reserved] ...

  8. Fleet Arctic Operations Game: Game Report

    DTIC Science & Technology

    2011-09-01

    By: Director: CDR Christopher Gray Designer : Prof. Leif Bergey Analyst: Prof. Walter A. Berbrick Report Documentation Page Form ApprovedOMB No...7 II. GAME DESIGN & RESEARCH...METHODOLOGY ......................................................................... 9 Discussion of Game Design

  9. Learning by gaming - evaluation of an online game for children.

    PubMed

    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.

  10. Chemical evolutionary games.

    PubMed

    Aristotelous, Andreas C; Durrett, Richard

    2014-05-01

    Inspired by the use of hybrid cellular automata in modeling cancer, we introduce a generalization of evolutionary games in which cells produce and absorb chemicals, and the chemical concentrations dictate the death rates of cells and their fitnesses. Our long term aim is to understand how the details of the interactions in a system with n species and m chemicals translate into the qualitative behavior of the system. Here, we study two simple 2×2 games with two chemicals and revisit the two and three species versions of the one chemical colicin system studied earlier by Durrett and Levin (1997). We find that in the 2×2 examples, the behavior of our new spatial model can be predicted from that of the mean field differential equation using ideas of Durrett and Levin (1994). However, in the three species colicin model, the system with diffusion does not have the coexistence which occurs in the lattices model in which sites interact with only their nearest neighbors. Copyright © 2014 Elsevier Inc. All rights reserved.

  11. The effect of family therapy on the changes in the severity of on-line game play and brain activity in adolescents with on-line game addiction.

    PubMed

    Han, Doug Hyun; Kim, Sun Mi; Lee, Young Sik; Renshaw, Perry F

    2012-05-31

    We evaluated whether a brief 3-week family therapy intervention would change patterns of brain activation in response to affection and gaming cues in adolescents from dysfunctional families who met criteria for on-line game addiction. Fifteen adolescents with on-line game addiction and fifteen adolescents without problematic on-line game play and an intact family structure were recruited. Over 3 weeks, families were asked to carry out homework assignments focused on increasing family cohesion for more than 1 hour/day and 4 days/week. Before therapy, adolescents with on-line game addiction demonstrated decreased activity as measured by functional magnetic resonance imaging (fMRI) within the caudate, middle temporal gyrus, and occipital lobe in response to images depicting parental affection and increased activity of the middle frontal and inferior parietal in response scenes from on-line games, relative to healthy comparison subjects. Improvement in perceived family cohesion following 3 weeks of treatment was associated with an increase in the activity of the caudate nucleus in response to affection stimuli and was inversely correlated with changes in on-line game playing time. With evidence of brain activation changes in response to on-line game playing cues and images depicting parental love, the present findings suggest that family cohesion may be an important factor in the treatment of problematic on-line game playing. Crown Copyright © 2012. Published by Elsevier Ireland Ltd. All rights reserved.

  12. Bounded rationality in volunteering public goods games.

    PubMed

    Xu, Zhaojin; Wang, Zhen; Zhang, Lianzhong

    2010-05-07

    It is one of the fundamental problems in biology and social sciences how to maintain high levels of cooperation among selfish individuals. Theorists present an effective mechanism promoting cooperation by allowing for voluntary participation in public goods games. But Nash's theory predicts that no one can do better or worse than loners (players unwilling to join the public goods game) in the long run, and that the frequency of participants is independent of loners' payoff. In this paper, we introduce a degree of rationality and investigate the model by means of an approximate best response dynamics. Our research shows that the payoffs of the loners have a significant effect in anonymous voluntary public goods games by this introduction and that the dynamics will drive the system to a fixed point, which is different from the Nash equilibrium. In addition, we also qualitatively explain the existing experimental results. Copyright (c) 2010 Elsevier Ltd. All rights reserved.

  13. Games and Learning

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2006-01-01

    From a very early age, people learn from games and play. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage everyone, capturing their attention. People willingly spend time on task. Although students in high school and college continue to play games, games rarely…

  14. The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements.

    ERIC Educational Resources Information Center

    Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia

    1999-01-01

    Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)

  15. 8 CFR 245a.36 - [Reserved

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... 8 Aliens and Nationality 1 2012-01-01 2012-01-01 false [Reserved] 245a.36 Section 245a.36 Aliens and Nationality DEPARTMENT OF HOMELAND SECURITY IMMIGRATION REGULATIONS ADJUSTMENT OF STATUS TO THAT... AND NATIONALITY ACT LIFE Act Amendments Family Unity Provisions § 245a.36 [Reserved] ...

  16. 8 CFR 245a.36 - [Reserved

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... 8 Aliens and Nationality 1 2011-01-01 2011-01-01 false [Reserved] 245a.36 Section 245a.36 Aliens and Nationality DEPARTMENT OF HOMELAND SECURITY IMMIGRATION REGULATIONS ADJUSTMENT OF STATUS TO THAT... IMMIGRATION AND NATIONALITY ACT LIFE Act Amendments Family Unity Provisions § 245a.36 [Reserved] ...

  17. 8 CFR 245a.36 - [Reserved

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... 8 Aliens and Nationality 1 2010-01-01 2010-01-01 false [Reserved] 245a.36 Section 245a.36 Aliens and Nationality DEPARTMENT OF HOMELAND SECURITY IMMIGRATION REGULATIONS ADJUSTMENT OF STATUS TO THAT... IMMIGRATION AND NATIONALITY ACT LIFE Act Amendments Family Unity Provisions § 245a.36 [Reserved] ...

  18. 8 CFR 245a.36 - [Reserved

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... 8 Aliens and Nationality 1 2014-01-01 2014-01-01 false [Reserved] 245a.36 Section 245a.36 Aliens and Nationality DEPARTMENT OF HOMELAND SECURITY IMMIGRATION REGULATIONS ADJUSTMENT OF STATUS TO THAT... AND NATIONALITY ACT LIFE Act Amendments Family Unity Provisions § 245a.36 [Reserved] ...

  19. 8 CFR 245a.36 - [Reserved

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 8 Aliens and Nationality 1 2013-01-01 2013-01-01 false [Reserved] 245a.36 Section 245a.36 Aliens and Nationality DEPARTMENT OF HOMELAND SECURITY IMMIGRATION REGULATIONS ADJUSTMENT OF STATUS TO THAT... AND NATIONALITY ACT LIFE Act Amendments Family Unity Provisions § 245a.36 [Reserved] ...

  20. Pesticide fate and transport from farm fields adjacent to the Jobos Bay National Estuarine Research Reserve

    USDA-ARS?s Scientific Manuscript database

    Agriculture is a primary land-use in the Jobos Bay National Estuarine Research Reserve (JBNERR) watershed located on Puerto Rico's southeast coast. Crop production in near-shore areas depends on pesticides for weed, disease and insect control. There are continuing concerns about their potential fo...

  1. 32 CFR 220.12 - [Reserved

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 32 National Defense 2 2013-07-01 2013-07-01 false [Reserved] 220.12 Section 220.12 National Defense Department of Defense (Continued) OFFICE OF THE SECRETARY OF DEFENSE (CONTINUED) MISCELLANEOUS COLLECTION FROM THIRD PARTY PAYERS OF REASONABLE CHARGES FOR HEALTHCARE SERVICES § 220.12 [Reserved] ...

  2. 32 CFR 220.12 - [Reserved

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... 32 National Defense 2 2011-07-01 2011-07-01 false [Reserved] 220.12 Section 220.12 National Defense Department of Defense (Continued) OFFICE OF THE SECRETARY OF DEFENSE (CONTINUED) MISCELLANEOUS COLLECTION FROM THIRD PARTY PAYERS OF REASONABLE CHARGES FOR HEALTHCARE SERVICES § 220.12 [Reserved] ...

  3. 32 CFR 220.12 - [Reserved

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 32 National Defense 2 2014-07-01 2014-07-01 false [Reserved] 220.12 Section 220.12 National Defense Department of Defense (Continued) OFFICE OF THE SECRETARY OF DEFENSE (CONTINUED) MISCELLANEOUS COLLECTION FROM THIRD PARTY PAYERS OF REASONABLE CHARGES FOR HEALTHCARE SERVICES § 220.12 [Reserved] ...

  4. 32 CFR 220.12 - [Reserved

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 32 National Defense 2 2010-07-01 2010-07-01 false [Reserved] 220.12 Section 220.12 National Defense Department of Defense (Continued) OFFICE OF THE SECRETARY OF DEFENSE (CONTINUED) MISCELLANEOUS COLLECTION FROM THIRD PARTY PAYERS OF REASONABLE CHARGES FOR HEALTHCARE SERVICES § 220.12 [Reserved] ...

  5. 32 CFR 220.12 - [Reserved

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... 32 National Defense 2 2012-07-01 2012-07-01 false [Reserved] 220.12 Section 220.12 National Defense Department of Defense (Continued) OFFICE OF THE SECRETARY OF DEFENSE (CONTINUED) MISCELLANEOUS COLLECTION FROM THIRD PARTY PAYERS OF REASONABLE CHARGES FOR HEALTHCARE SERVICES § 220.12 [Reserved] ...

  6. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    PubMed Central

    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

  7. Online gaming in the context of social anxiety.

    PubMed

    Lee, Bianca W; Leeson, Peter R C

    2015-06-01

    In 2014, over 23 million individuals were playing massive multiplayer online role-playing games (MMORPGs). In light of the framework provided by Davis's (2001) cognitive-behavioral model of pathological Internet use, social anxiety, expressions of true self, and perceived in-game and face-to-face social support were examined as predictors of Generalized Problematic Internet Use Scale (GPIUS) scores and hours spent playing MMORPGs per week. Data were collected from adult MMORPG players via an online survey (N = 626). Using structural equation modeling, the hypothesized model was tested on 1 half of the sample (N = 313) and then retested on the other half of the sample. The results indicated that the hypothesized model fit the data well in both samples. Specifically, expressing true self in game, higher levels of social anxiety, larger numbers of in-game social supports, and fewer supportive face-to-face relationships were significant predictors of higher GPIUS scores, and the number of in-game supports was significantly associated with time spent playing. The current study provides clinicians and researchers with a deeper understanding of MMORPG use by being the first to apply, test, and replicate a theory-driven model across 2 samples of MMORPG players. In addition, the present findings suggest that a psychometric measure of MMORPG usage is more indicative of players' psychological and social well-being than is time spent playing these games. (PsycINFO Database Record (c) 2015 APA, all rights reserved).

  8. Pokémon Go: A game changer for the physical inactivity crisis?

    PubMed

    LeBlanc, Allana G; Chaput, Jean-Philippe

    2017-08-01

    There is an urgent need to find novel strategies aimed at motivating people to go outside and move more. Pokémon Go blends a fun smartphone game with real-life, outdoor physical activity. Initial reports suggest it is a successful population level strategy to increase physical activity levels. Further research is needed to understand the long-term risks and benefits of this new game. Free-to-play location-based augmented reality mobile games are likely to be a new model for promoting healthy active living in the future. Copyright © 2016 Elsevier Inc. All rights reserved.

  9. Learning game for training child bicyclists' situation awareness.

    PubMed

    Lehtonen, Esko; Sahlberg, Heidi; Rovamo, Emilia; Summala, Heikki

    2017-08-01

    learning game cannot be regarded as an effective tool for situation awareness/hazard perception training, but ways to improve the game are discussed. Copyright © 2016 Elsevier Ltd. All rights reserved.

  10. Games, Gaming, and Gamification: Some Aspects of Motivation

    ERIC Educational Resources Information Center

    Hanson-Smith, Elizabeth

    2016-01-01

    Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.

  11. Biosimilars and the long game.

    PubMed

    Huzair, Farah; Kale, Dinar

    2015-05-01

    Despite greater certainty for biosimilar markets and regulation, the change that was seen in the small-molecule pharmaceuticals market with the rapid entrance of emerging-country generics suppliers will not be replicated exactly. The long game has yet to be played out, and recent changes in regulation, science, and production technology are likely to impact on future patterns of partnership and production. Copyright © 2015 Elsevier Ltd. All rights reserved.

  12. Games people play: How video games improve probabilistic learning.

    PubMed

    Schenk, Sabrina; Lech, Robert K; Suchan, Boris

    2017-09-29

    Recent research suggests that video game playing is associated with many cognitive benefits. However, little is known about the neural mechanisms mediating such effects, especially with regard to probabilistic categorization learning, which is a widely unexplored area in gaming research. Therefore, the present study aimed to investigate the neural correlates of probabilistic classification learning in video gamers in comparison to non-gamers. Subjects were scanned in a 3T magnetic resonance imaging (MRI) scanner while performing a modified version of the weather prediction task. Behavioral data yielded evidence for better categorization performance of video gamers, particularly under conditions characterized by stronger uncertainty. Furthermore, a post-experimental questionnaire showed that video gamers had acquired higher declarative knowledge about the card combinations and the related weather outcomes. Functional imaging data revealed for video gamers stronger activation clusters in the hippocampus, the precuneus, the cingulate gyrus and the middle temporal gyrus as well as in occipital visual areas and in areas related to attentional processes. All these areas are connected with each other and represent critical nodes for semantic memory, visual imagery and cognitive control. Apart from this, and in line with previous studies, both groups showed activation in brain areas that are related to attention and executive functions as well as in the basal ganglia and in memory-associated regions of the medial temporal lobe. These results suggest that playing video games might enhance the usage of declarative knowledge as well as hippocampal involvement and enhances overall learning performance during probabilistic learning. In contrast to non-gamers, video gamers showed better categorization performance, independently of the uncertainty of the condition. Copyright © 2017 Elsevier B.V. All rights reserved.

  13. Energy expenditure and enjoyment during video game play: differences by game type.

    PubMed

    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 < 0.001). Fitness and dance 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 < 0.001). Body mass-corrected energy expenditure was greater in normal weight than in overweight participants in the two most active game types (P < 0.001). Active video 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.

  14. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

    PubMed Central

    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 < .001). Fitness and dance 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 < .001). Body mass-corrected energy expenditure was greater in normal weight than overweight participants in the two most active game types (P < .001). Conclusions Active video 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

  15. Metabolic responses to Wii Fit™ video games at different game levels.

    PubMed

    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.

  16. Occupational Analysis of Air Force Reserve and Air National Guard Nurses. Final Report for Period January 1974-July 1975.

    ERIC Educational Resources Information Center

    Bergmann, Joseph A.; Smith, Michael C.

    An occupational survey comparing active duty and Reserve Forces nurses was conducted to support a Nursing Resources Study Group gathering information on current and future nurse requirements. Job inventory booklets were sent to chief nurses at Reserve and Air National Guard locations which were administered during unit training meetings. Returned…

  17. Diffusion-weighted MRI measures suggest increased white-matter integrity in Internet gaming disorder: Evidence from the comparison with recreational Internet game users.

    PubMed

    Dong, Guangheng; Wu, Lingdan; Wang, Ziliang; Wang, Yifan; Du, Xiaoxia; Potenza, Marc N

    2018-06-01

    Several studies have suggested that Internet gaming disorder (IGD) is related to altered brain white matter integrity. However, seeming inconsistencies exist and may reflect comparison groups not matched well for certain gaming characteristics. In order to address this possible concern, we recruited in the present study individuals with recreational Internet game use (RGU) comprised of individuals who spend similar amounts of time as IGD subjects playing online games without developing IGD. Diffusion tensor imaging data were collected from 42 IGD and 44 RGU subjects. Whole-brain comparisons showed that IGD subjects demonstrated increased fractional anisotropy (FA) in the bilateral anterior thalamic radiation, anterior limb of the internal capsule, bilateral corticospinal tract, bilateral inferior fronto-occipital fasciculus, corpus callosum, and bilateral inferior longitudinal fasciculus. In addition, Internet-addiction severity was positively correlated with FA values. Taken together, we conclude that IGD is associated with measures of increased white-matter integrity in tracts linking reward circuitry and sensory and motor control systems. Copyright © 2018 Elsevier Ltd. All rights reserved.

  18. Developing a health education game for preschoolers: What should we consider?

    PubMed

    Arbianingsih; Rustina, Yeni; Krianto, Tri; Ayubi, Dian

    2018-02-01

    To provide a comprehensive picture of what preschoolers prefer in computer game so that such game may be developed as a medium in health education. This is an important step to attract the children's attention so that the learning objectives from the educational game can be achieved. This study used descriptive qualitative approach and involved seven children aged from three to six years. Purposive sampling was used to choose participants in accordance with the inclusion criteria. Participants were also chosen on the basis of whether they had good communication skills based on evaluation by their teachers. Data were collected through interviews and observation of types and models preferred by preschoolers followed by the analysis process using the Colaizzi method. Research showed there were three characteristic features of games preferred by preschoolers: 1) main character was preferred to be a moving creature, contain elements of fantasy, and have an attractive appearance; 2) game model was favored when it involved activities and rewards, and 3) the use of bright colors, particularly primary and secondary colors. To develop an appealing game for preschoolers, features such as the main character, activities in the games, and bright colors should be considered. Copyright © 2018 Elsevier España, S.L.U. All rights reserved.

  19. 50 CFR 32.25 - Colorado.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... Game Bird Hunting. Hunting of geese, ducks, coots, snipe and mourning doves is permitted on designated... the waterfowl hunting season. B. Upland Game Hunting. Hunting of pheasant, cottontail rabbit, black... waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Arapaho National...

  20. 50 CFR 32.25 - Colorado.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... Game Bird Hunting. Hunting of geese, ducks, coots, snipe and mourning doves is permitted on designated... the waterfowl hunting season. B. Upland Game Hunting. Hunting of pheasant, cottontail rabbit, black... waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Arapaho National...

  1. 50 CFR 32.25 - Colorado.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... Game Bird Hunting. Hunting of geese, ducks, coots, snipe and mourning doves is permitted on designated... the waterfowl hunting season. B. Upland Game Hunting. Hunting of pheasant, cottontail rabbit, black... waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Arapaho National...

  2. 50 CFR 32.25 - Colorado.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... Game Bird Hunting. Hunting of geese, ducks, coots, snipe and mourning doves is permitted on designated... the waterfowl hunting season. B. Upland Game Hunting. Hunting of pheasant, cottontail rabbit, black... waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Arapaho National...

  3. 50 CFR 32.25 - Colorado.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... Game Bird Hunting. Hunting of geese, ducks, coots, snipe and mourning doves is permitted on designated... the waterfowl hunting season. B. Upland Game Hunting. Hunting of pheasant, cottontail rabbit, black... waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Arapaho National...

  4. Mental Health Disorders, Suicide Risk, and Treatment seeking among Formerly Deployed National Guardand Reserve Service Member seen in Non VA Facilities

    DTIC Science & Technology

    2016-10-01

    1 AWARD NUMBER: W81XWH-15-1-0506 TITLE: Mental Health Disorders, Suicide Risk, and Treatment seeking among Formerly Deployed National Guard... Suicide Risk, and Treatment seeking among Formerly Deployed National Guard and Reserve Service Member seen in Non-VA Facilities 5b. GRANT NUMBER W81XWH...and Reserve veterans. The prevalence of current PTSD was 7% (95% CI = 5.7-8.5). Preliminary analyses indicated that PTSD, depression , mental health

  5. A Cognitive Task Analysis for an Emergency Management Serious Game.

    PubMed

    Dass, Susan; Barnieu, Joanne; Cummings, Paul; Cid, Victor

    2016-01-01

    The Bethesda Hospitals' Emergency Preparedness Partnership identified a need to design training systems for hospital emergency management scenarios that included incident command situations. As part of this partnership, the National Library of Medicine (NLM) was challenged to develop an engaging, learner-centered simulation to specifically address hospital procedures for highly infectious diseases (HIDs) for multiple hospital roles. A serious game approach was selected for the simulation because collaborative (multiplayer) immersive, game-based simulations have been proven to generate realistic and engaging learning experiences and, when properly designed, can enhance training while minimizing cost compared to full-scale disaster exercises (Spain et al., 2013). Although substantial research effort has been put into design and evaluation of serious games, less time has been spent on developing sound instructional design methodologies to support serious game development. So how does one collect the appropriate, relevant, contextualized content and then align with serious game design elements? This paper describes how a cognitive task approach supported by a live demonstration with a think-aloud protocol was used to collect the rich psychomotor, procedural, and cognitive data necessary for the design of a serious game for handling HIDs. Furthermore, the paper presents a process to translate the collected data into meaningful content to support rapid prototyping. Recommendations for data collection and translation for a serious game close the paper.

  6. A Cognitive Task Analysis for an Emergency Management Serious Game

    PubMed Central

    Dass, Susan; Barnieu, Joanne; Cummings, Paul; Cid, Victor

    2017-01-01

    The Bethesda Hospitals' Emergency Preparedness Partnership identified a need to design training systems for hospital emergency management scenarios that included incident command situations. As part of this partnership, the National Library of Medicine (NLM) was challenged to develop an engaging, learner-centered simulation to specifically address hospital procedures for highly infectious diseases (HIDs) for multiple hospital roles. A serious game approach was selected for the simulation because collaborative (multiplayer) immersive, game-based simulations have been proven to generate realistic and engaging learning experiences and, when properly designed, can enhance training while minimizing cost compared to full-scale disaster exercises (Spain et al., 2013). Although substantial research effort has been put into design and evaluation of serious games, less time has been spent on developing sound instructional design methodologies to support serious game development. So how does one collect the appropriate, relevant, contextualized content and then align with serious game design elements? This paper describes how a cognitive task approach supported by a live demonstration with a think-aloud protocol was used to collect the rich psychomotor, procedural, and cognitive data necessary for the design of a serious game for handling HIDs. Furthermore, the paper presents a process to translate the collected data into meaningful content to support rapid prototyping. Recommendations for data collection and translation for a serious game close the paper. PMID:29629430

  7. GREMEX - A management game for the new public administration.

    NASA Technical Reports Server (NTRS)

    Mcgregor, E. B.; Baker, R. F.

    1972-01-01

    This is a critique of a new management game being used in the federal government - Goddard Research Engineering Management Exercise (GREMEX). The exercise involves teams of players who act as managers of a research and development project - the orbiting optical observatory - of the National Aeronautics and Space Administration. During this exercise a computer and the referee-instructor together provide the realistic environment within which the team participants make their decisions affecting the course of the project. The article discusses the place of GREMEX in a tradition of games and simulations, and notes the similarities and differences between GREMEX and other management games currently in use for business training. Some of the actual decisions being made by the GREMEX teams are described to illustrate the nature of the exercise.

  8. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    ERIC Educational Resources Information Center

    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;…

  9. Game Over?

    NASA Astrophysics Data System (ADS)

    Harteveld, Casper

    This level marks the ending of the book. After comparing the game design process to a children's book about designing a butterfly, it goes into how a balance is found when designing a game. To explain this, an analogy is made with the concept of Yin and Yang. This level further deals with the “so what” and “who cares” question of the Triadic Game Design (TGD) approach. It is concluded that it can be used as an “analytical lens,” “application tool,” or “puzzle frame” in the field of games. But to have a real impact on the actual practice, it is needed that people are familiar with the idea of TGD. Since game design is (generally) collaborative, it would be beneficial that more than one person knows about it. For this reason, a game-based workshop has been developed that can be employed at the beginning of a project. Besides making sure that a project runs smoothly during the design, considerations should also be made about what happens if the game is finished. From the observations of the “life after the design” it becomes clear that this is certainly an issue that should not be neglected. The main message of this level concerns, however, that although this book is “game over,” it is everything but “over” for the design and research of games. To bring the field to “the next level,” structural approaches are needed and TGD is one of them. With the insights of this approach in mind, people can start to “dance.” Because it takes two to tango, but it takes three to design a game with a meaningful purpose.

  10. Adapting and enhancing PAX Good Behavior Game for First Nations communities: a mixed-methods study protocol developed with Swampy Cree Tribal Council communities in Manitoba

    PubMed Central

    Fortier, Janique; Chartier, Mariette; Turner, Sarah; Murdock, Nora; Turner, Frank; Sareen, Jitender; Afifi, Tracie O; Katz, Laurence Y; Brownell, Marni; Bolton, James; Elias, Brenda; Isaak, Corinne; Woodgate, Roberta; Jiang, Depeng

    2018-01-01

    Introduction High rates of mental health problems, such as suicidal behaviours, among First Nations youth in Canada are a major public health concern. The Good Behavior Game (GBG) is a school-based intervention that provides a nurturing environment for children and has been shown to promote positive outcomes. PAX Good Behavior Game (PAX GBG) is an adaptation and enhancement of the GBG. While PAX GBG has been implemented in Indigenous communities, little research exists examining the cultural and contextual appropriateness and effectiveness of the intervention in First Nations communities. Methods and analysis The present paper describes a protocol of the mixed-methods approach guided by an Indigenous ethical engagement model adopted to implement, adapt and evaluate PAX GBG in First Nations communities in Manitoba, Canada. First, implementation outcomes (eg, acceptability, adoption) of PAX GBG will be evaluated using qualitative interviews with teachers, principals and community members from Swampy Cree Tribal Council (SCTC) communities. Second, by linking administrative databases to programme data from schools in 38 First Nations communities, we will compare PAX GBG and control groups to evaluate whether PAX GBG is associated with improved mental health and academic outcomes. Third, the qualitative results will help inform a cultural and contextual adaptation of PAX GBG called First Nations PAX (FN PAX). Fourth, FN PAX will be implemented in a few SCTC communities and evaluated using surveys and qualitative interviews followed by the remaining communities the subsequent year. Ethics and dissemination Ethical approval was obtained from the University of Manitoba Health Research Ethics Board and will be obtained from the Health Information Privacy Committee and respective data providers for the administrative database linkages. Dissemination and knowledge translation will include community and stakeholder engagement throughout the research process, reports and

  11. RELM: developing a serious game to teach evidence-based medicine in an academic health sciences setting.

    PubMed

    Gleason, Ann Whitney

    2015-01-01

    Gaming as a means of delivering online education continues to gain in popularity. Online games provide an engaging and enjoyable way of learning. Gaming is especially appropriate for case-based teaching, and provides a conducive environment for adult independent learning. With funding from the National Network of Libraries of Medicine, Pacific Northwest Region (NN/LM PNR), the University of Washington (UW) Health Sciences Library, and the UW School of Medicine are collaborating to create an interactive, self-paced online game that teaches players to employ the steps in practicing evidence-based medicine. The game encourages life-long learning and literacy skills and could be used for providing continuing medical education.

  12. 25 CFR 543.12 - What are the minimum internal control standards for gaming promotions and player tracking systems?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 25 Indians 2 2013-04-01 2013-04-01 false What are the minimum internal control standards for gaming promotions and player tracking systems? 543.12 Section 543.12 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS FOR CLASS II GAMING § 543.12 What are the minimum internal contro...

  13. 25 CFR 543.12 - What are the minimum internal control standards for gaming promotions and player tracking systems?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 25 Indians 2 2014-04-01 2014-04-01 false What are the minimum internal control standards for gaming promotions and player tracking systems? 543.12 Section 543.12 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS FOR CLASS II GAMING § 543.12 What are the minimum internal contro...

  14. Video Gaming Disorder and Sport and Exercise in Emerging Adulthood: A Longitudinal Study.

    PubMed

    Henchoz, Yves; Studer, Joseph; Deline, Stéphane; N'Goran, Alexandra A; Baggio, Stéphanie; Gmel, Gerhard

    2016-01-01

    Among the negative consequences of video gaming disorder, decreased participation in sport and exercise has received little attention. This study aimed to assess the longitudinal association between video gaming disorder and the level of sport and exercise in emerging adult men. A questionnaire was completed at baseline and 15-month follow-up by a representative national sample of 4,933 respondents. The seven items of the Game Addiction Scale were used to construct a latent variable representing video gaming disorder. Level of sport and exercise was also self-reported. Cross-lagged path modeling indicated a reciprocal causality between video gaming disorder and the level of sport and exercise, even after adjusting for a large set of confounders. These findings support the need for better promotion of sport and exercise among emerging adults in order to contribute to the prevention of video gaming disorder, and to raise the level of sport and exercise activity in addicted gamers.

  15. More Cooperative Games!

    ERIC Educational Resources Information Center

    Sobel, Jeffrey

    1993-01-01

    Details instructions for four cooperative games primarily for young children. The games are of low to moderate activity level and involve partners or a group circle. Descriptions include variations of the game and helpful hints for making the game more successful. (KS)

  16. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    PubMed

    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; P<.001), a less positive attitude toward non-active games (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; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game 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; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07-3.75; P=.03). Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most strongly (negatively) associated with attitude with

  17. Wildlife resource utilisation at Moremi Game Reserve and Khwai community area in the Okavango Delta, Botswana.

    PubMed

    Mbaiwa, Joseph E

    2005-10-01

    This paper uses the concept of sustainable development to examine the utilisation of wildlife resources at Moremi Game Reserve (MGR) and Khwai community area (NG 18/19) in the Okavango Delta, Botswana. Using both secondary and primary data sources, results show that the establishment of MGR in 1963 led to the displacement of Khwai residents from their land; affected Basarwa's hunting and gathering economy; marked the beginning of resource conflicts between Khwai residents and wildlife managers; and, led to the development of negative attitudes of Khwai residents towards wildlife conservation. Since the late 1980s, a predominantly foreign owned tourism industry developed in and around MGR, however, Khwai residents derive insignificant benefits from it and hence resource conflicts increased. In an attempt to address problems of resource conflicts and promote sustainable wildlife utilisation, the Botswana Government adopted the Community-Based Natural Resource Management (CBNRM) programme, which started operating at Khwai village in 2000. The CBNRM programme promotes local participation in natural resource management and rural development through tourism. It is beginning to have benefits to Khwai residents such as income generation, employment opportunities and local participation in wildlife management. These benefits from CBNRM are thus having an impact in the development of positive attitudes of Khwai residents towards wildlife conservation and tourism development. This paper argues that if extended to MGR, CBNRM has the potential of minimising wildlife conflicts between Khwai residents and the wildlife-tourism sectors. This approach may in the process promote the sustainable wildlife use in and around MGR.

  18. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

    PubMed

    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.

  19. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

    PubMed Central

    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

  20. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    PubMed

    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

  1. Serious Gaming for Test & Evaluation of Clean-Slate (Ab Initio) National Airspace System (NAS) Designs

    NASA Technical Reports Server (NTRS)

    Allen, B. Danette; Alexandrov, Natalia

    2016-01-01

    Incremental approaches to air transportation system development inherit current architectural constraints, which, in turn, place hard bounds on system capacity, efficiency of performance, and complexity. To enable airspace operations of the future, a clean-slate (ab initio) airspace design(s) must be considered. This ab initio National Airspace System (NAS) must be capable of accommodating increased traffic density, a broader diversity of aircraft, and on-demand mobility. System and subsystem designs should scale to accommodate the inevitable demand for airspace services that include large numbers of autonomous Unmanned Aerial Vehicles and a paradigm shift in general aviation (e.g., personal air vehicles) in addition to more traditional aerial vehicles such as commercial jetliners and weather balloons. The complex and adaptive nature of ab initio designs for the future NAS requires new approaches to validation, adding a significant physical experimentation component to analytical and simulation tools. In addition to software modeling and simulation, the ability to exercise system solutions in a flight environment will be an essential aspect of validation. The NASA Langley Research Center (LaRC) Autonomy Incubator seeks to develop a flight simulation infrastructure for ab initio modeling and simulation that assumes no specific NAS architecture and models vehicle-to-vehicle behavior to examine interactions and emergent behaviors among hundreds of intelligent aerial agents exhibiting collaborative, cooperative, coordinative, selfish, and malicious behaviors. The air transportation system of the future will be a complex adaptive system (CAS) characterized by complex and sometimes unpredictable (or unpredicted) behaviors that result from temporal and spatial interactions among large numbers of participants. A CAS not only evolves with a changing environment and adapts to it, it is closely coupled to all systems that constitute the environment. Thus, the ecosystem that

  2. Cyclic dominance in evolutionary games: a review.

    PubMed

    Szolnoki, Attila; Mobilia, Mauro; Jiang, Luo-Luo; Szczesny, Bartosz; Rucklidge, Alastair M; Perc, Matjaž

    2014-11-06

    Rock is wrapped by paper, paper is cut by scissors and scissors are crushed by rock. This simple game is popular among children and adults to decide on trivial disputes that have no obvious winner, but cyclic dominance is also at the heart of predator-prey interactions, the mating strategy of side-blotched lizards, the overgrowth of marine sessile organisms and competition in microbial populations. Cyclical interactions also emerge spontaneously in evolutionary games entailing volunteering, reward, punishment, and in fact are common when the competing strategies are three or more, regardless of the particularities of the game. Here, we review recent advances on the rock-paper-scissors (RPS) and related evolutionary games, focusing, in particular, on pattern formation, the impact of mobility and the spontaneous emergence of cyclic dominance. We also review mean-field and zero-dimensional RPS models and the application of the complex Ginzburg-Landau equation, and we highlight the importance and usefulness of statistical physics for the successful study of large-scale ecological systems. Directions for future research, related, for example, to dynamical effects of coevolutionary rules and invasion reversals owing to multi-point interactions, are also outlined. © 2014 The Author(s) Published by the Royal Society. All rights reserved.

  3. Stress and strategic decision-making in the beauty contest game.

    PubMed

    Leder, Johannes; Häusser, Jan Alexander; Mojzisch, Andreas

    2013-09-01

    Often, economic decisions do not only depend on one's own preferences, but also on the choices of others and therefore require strategizing (i.e., thinking about what others might think). In experimental economics, this has been modeled by the beauty contest game. Another typical feature of economic decisions is that they are often carried out under stress. Therefore, in the present study, we aimed to examine the influence of stress on decision-making in the beauty contest game. Participants were randomly assigned to either the Trier Social Stress Test for Groups (TSST-G) or a placebo version of the TSST-G (control condition). Then, participants played four rounds of a standard beauty contest game. As a biomarker of stress, salivary cortisol was measured. As predicted, participants under stress chose higher numbers in the beauty contest game than non-stressed participants, indicating less strategizing. This effect was mediated by the stress-induced increase in cortisol. Copyright © 2013 Elsevier Ltd. All rights reserved.

  4. Promotion of cooperation in evolutionary game dynamics with local information.

    PubMed

    Liu, Xuesong; Pan, Qiuhui; He, Mingfeng

    2018-01-21

    In this paper, we propose a strategy-updating rule driven by local information, which is called Local process. Unlike the standard Moran process, the Local process does not require global information about the strategic environment. By analyzing the dynamical behavior of the system, we explore how the local information influences the fixation of cooperation in two-player evolutionary games. Under weak selection, the decreasing local information leads to an increase of the fixation probability when natural selection does not favor cooperation replacing defection. In the limit of sufficiently large selection, the analytical results indicate that the fixation probability increases with the decrease of the local information, irrespective of the evolutionary games. Furthermore, for the dominance of defection games under weak selection and for coexistence games, the decreasing of local information will lead to a speedup of a single cooperator taking over the population. Overall, to some extent, the local information is conducive to promoting the cooperation. Copyright © 2017 Elsevier Ltd. All rights reserved.

  5. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    PubMed

    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.

  6. Game-Based Learning Aids in Second Life

    ERIC Educational Resources Information Center

    Young, William, II; Franklin, Teresa; Cooper, Tessa; Carroll, Stephen; Liu, Chang

    2012-01-01

    In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known as STEAM, (Science and Technology Enrichment for Appalachian Middle Schoolers), has examined Second Life as a curriculum aid through the design,…

  7. Physiological and psychophysiological responses to an exer-game training protocol.

    PubMed

    Bronner, Shaw; Pinsker, Russell; Naik, Rutika; Noah, J Adam

    2016-03-01

    Exer-games and virtual reality offer alternative opportunities to provide neuro-rehabilitation and exercise that are fun. Our goal was to determine how effective they are in achieving motor learning goals and fitness benefits as players gain experience. We employed a repeated measures design to determine changes in physical exertion and engagement with training. Fourteen healthy adults trained on the XBOX Kinect video game Dance Central using a skill-based protocol to examine changes in energy expenditure (EE), heart rate (HR), METs, limb movement, game proficiency, and player engagement in initial, post-training, and transfer-testing of a full-body dance exer-game. Data were analyzed using repeated measures analysis of variance, p<0.05. Both EE, HR, and METs increased from initial (EE 4.89±1.35, HR 103±18, METs 4.25±0.72) to post-training (EE 5.92±1.25, HR 110±15, METs 5.05±0.75) and were greatest during transfer-testing (EE 6.34±1.35, HR 115±17, METs 5.42±0.88, p≤0.001). Proficiency, measured by game scores, also increased from initial to post-training and transfer-testing (p≤0.002). Limb movement and player engagement remained unchanged. It is important to understand whether player physiological and psychophysiological responses change with continued game-play. Although Dance Central involves whole-body movement, physical exertion remained at moderate levels after training. As exer-game and virtual reality systems move from their initial novelty, research about how players react to continued involvement with a game can guide game developers to maintain a freshness through game progression that preserves the participant's attentional focus, minimizes attrition and maintains a prescribed level of energy exertion. Copyright © 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  8. Game playing.

    PubMed

    Rosin, Christopher D

    2014-03-01

    Game playing has been a core domain of artificial intelligence research since the beginnings of the field. Game playing provides clearly defined arenas within which computational approaches can be readily compared to human expertise through head-to-head competition and other benchmarks. Game playing research has identified several simple core algorithms that provide successful foundations, with development focused on the challenges of defeating human experts in specific games. Key developments include minimax search in chess, machine learning from self-play in backgammon, and Monte Carlo tree search in Go. These approaches have generalized successfully to additional games. While computers have surpassed human expertise in a wide variety of games, open challenges remain and research focuses on identifying and developing new successful algorithmic foundations. WIREs Cogn Sci 2014, 5:193-205. doi: 10.1002/wcs.1278 CONFLICT OF INTEREST: The author has declared no conflicts of interest for this article. For further resources related to this article, please visit the WIREs website. © 2014 John Wiley & Sons, Ltd.

  9. Payoff-based learning explains the decline in cooperation in public goods games.

    PubMed

    Burton-Chellew, Maxwell N; Nax, Heinrich H; West, Stuart A

    2015-02-22

    Economic games such as the public goods game are increasingly being used to measure social behaviours in humans and non-human primates. The results of such games have been used to argue that people are pro-social, and that humans are uniquely altruistic, willingly sacrificing their own welfare in order to benefit others. However, an alternative explanation for the empirical observations is that individuals are mistaken, but learn, during the game, how to improve their personal payoff. We test between these competing hypotheses, by comparing the explanatory power of different behavioural rules, in public goods games, where individuals are given different amounts of information. We find: (i) that individual behaviour is best explained by a learning rule that is trying to maximize personal income; (ii) that conditional cooperation disappears when the consequences of cooperation are made clearer; and (iii) that social preferences, if they exist, are more anti-social than pro-social. © 2015 The Author(s) Published by the Royal Society. All rights reserved.

  10. Video game playing time and cardiometabolic risk in adolescents: the AFINOS study.

    PubMed

    Martinez-Gómez, David; Gomez-Martinez, Sonia; Ruiz, Jonatan R; Ortega, Francisco B; Marcos, Ascension; Veiga, Oscar L

    2012-09-22

    We aimed to examine the association of video games playing time with cardiometabolic risk biomarkers in adolescents. This study comprised 181 adolescents (88 girls), aged 13- to 17 years old. Moderate-to-vigorous physical activity (MVPA) was measured by accelerometry, and video game playing time in computer and console was self-reported. Waist circumference, systolic blood pressure (BP) and diastolic BP, mean arterial pressure, HDL-cholesterol, LDL-cholesterol, total cholesterol, triglycerides, glucose, insulin, and apolipoproteins A-1 and B-100 were measured. Computer games use was not significantly associated with any biomarker (P>0.1) but the time spent using console games was positively associated with diastolic BP, mean arterial pressure, triglycerides, and a clustered cardiometabolic risk score. These results were independent of age, sex, pubertal stage, MVPA, and WC. These results support some evidence regarding a plausible unfavorable role of playing (console) video games on cardiometabolic health in adolescence. Copyright © 2012 Elsevier España, S.L. All rights reserved.

  11. Prediction of the conditions for the consumption of game by Polish consumers.

    PubMed

    Kwiecińska, Katarzyna; Kosicka-Gębska, Małgorzata; Gębski, Jerzy; Gutkowska, Krystyna

    2017-09-01

    Due to the changing needs of consumers and the increased risk of diet-related diseases, today's consumers are forced to seek alternative types of meat. It should, on one hand be tasty, and on the other will improve the health of the consumer. Game is considered to be such a meat. Although Poland is one of the leading producers and exporters of game in Europe, the level of its consumption is very low at about 0.08kg/person/year. Based on quantitative data from 1000 respondents a model predicting the consumption of wild game based on logistic regression has been prepared. It was demonstrated that consumers are likely to increase their consumption of game, provided that it will have a higher quality and greater commercial availability. A higher propensity to change eating habits in respect of game was displayed mainly by men, city dwellers and those who evaluated their own knowledge on nutritional and diet higher than others. Copyright © 2017 Elsevier Ltd. All rights reserved.

  12. Action video games make dyslexic children read better.

    PubMed

    Franceschini, Sandro; Gori, Simone; Ruffino, Milena; Viola, Simona; Molteni, Massimo; Facoetti, Andrea

    2013-03-18

    Learning to read is extremely difficult for about 10% of children; they are affected by a neurodevelopmental disorder called dyslexia [1, 2]. The neurocognitive causes of dyslexia are still hotly debated [3-12]. Dyslexia remediation is far from being fully achieved [13], and the current treatments demand high levels of resources [1]. Here, we demonstrate that only 12 hr of playing action video games-not involving any direct phonological or orthographic training-drastically improve the reading abilities of children with dyslexia. We tested reading, phonological, and attentional skills in two matched groups of children with dyslexia before and after they played action or nonaction video games for nine sessions of 80 min per day. We found that only playing action video games improved children's reading speed, without any cost in accuracy, more so than 1 year of spontaneous reading development and more than or equal to highly demanding traditional reading treatments. Attentional skills also improved during action video game training. It has been demonstrated that action video games efficiently improve attention abilities [14, 15]; our results showed that this attention improvement can directly translate into better reading abilities, providing a new, fast, fun remediation of dyslexia that has theoretical relevance in unveiling the causal role of attention in reading acquisition. Copyright © 2013 Elsevier Ltd. All rights reserved.

  13. Best Practices in Marine and Coastal Science Education: Lessons Learned from a National Estuarine Research Reserve.

    ERIC Educational Resources Information Center

    McDonnell, Janice D.

    The Jacques Cousteau National Estuarine Research Reserve (JC NERR) program has successfully capitalized on human fascination with the ocean by using the marine environment to develop interest and capability in science. The Institute of Marine & Coastal Sciences, as the managing agency of the JC NERR, makes its faculty, staff resources, and…

  14. 32 CFR 1906.131-1906.139 - [Reserved

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 32 National Defense 6 2013-07-01 2013-07-01 false [Reserved] 1906.131-1906.139 Section 1906.131-1906.139 National Defense Other Regulations Relating to National Defense CENTRAL INTELLIGENCE AGENCY... INTELLIGENCE AGENCY §§ 1906.131-1906.139 [Reserved] ...

  15. 32 CFR 1906.131-1906.139 - [Reserved

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 32 National Defense 6 2014-07-01 2014-07-01 false [Reserved] 1906.131-1906.139 Section 1906.131-1906.139 National Defense Other Regulations Relating to National Defense CENTRAL INTELLIGENCE AGENCY... INTELLIGENCE AGENCY §§ 1906.131-1906.139 [Reserved] ...

  16. 32 CFR 1906.104-1906.109 - [Reserved

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... 32 National Defense 6 2012-07-01 2012-07-01 false [Reserved] 1906.104-1906.109 Section 1906.104-1906.109 National Defense Other Regulations Relating to National Defense CENTRAL INTELLIGENCE AGENCY... INTELLIGENCE AGENCY §§ 1906.104-1906.109 [Reserved] ...

  17. 32 CFR 1906.131-1906.139 - [Reserved

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... 32 National Defense 6 2011-07-01 2011-07-01 false [Reserved] 1906.131-1906.139 Section 1906.131-1906.139 National Defense Other Regulations Relating to National Defense CENTRAL INTELLIGENCE AGENCY... INTELLIGENCE AGENCY §§ 1906.131-1906.139 [Reserved] ...

  18. 32 CFR 1906.141-1906.148 - [Reserved

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... 32 National Defense 6 2011-07-01 2011-07-01 false [Reserved] 1906.141-1906.148 Section 1906.141-1906.148 National Defense Other Regulations Relating to National Defense CENTRAL INTELLIGENCE AGENCY... INTELLIGENCE AGENCY §§ 1906.141-1906.148 [Reserved] ...

  19. 32 CFR 1906.131-1906.139 - [Reserved

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 32 National Defense 6 2010-07-01 2010-07-01 false [Reserved] 1906.131-1906.139 Section 1906.131-1906.139 National Defense Other Regulations Relating to National Defense CENTRAL INTELLIGENCE AGENCY... INTELLIGENCE AGENCY §§ 1906.131-1906.139 [Reserved] ...

  20. 32 CFR 1906.161-1906.169 - [Reserved

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 32 National Defense 6 2013-07-01 2013-07-01 false [Reserved] 1906.161-1906.169 Section 1906.161-1906.169 National Defense Other Regulations Relating to National Defense CENTRAL INTELLIGENCE AGENCY... INTELLIGENCE AGENCY §§ 1906.161-1906.169 [Reserved] ...