Developments in Business Gaming: A Review of the Past 40 Years
ERIC Educational Resources Information Center
Faria, A. J.; Hutchinson, David; Wellington, William J.; Gold, Steven
2009-01-01
This article examines developments in business simulation gaming during the past 40 years. Covered in this article are a brief history of business games, the changing technology employed in the development and use of business games, changes in why business games are adopted and used, changes in how business games are administered, and the current…
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...
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...
Focus on Games & Simulations: Trends+Technologies+Case Studies
ERIC Educational Resources Information Center
Weinstein, Margery
2011-01-01
A changing mindset combined with changing technology is driving the use of games and simulations. People are becoming more open to using games and simulations for learning, and, at the same time, the technologies are making the development of games and simulations easier and faster than a mere five years ago. Together, the changing mindset and the…
Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions
Thompson, Debbe
2012-01-01
Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes. Guidelines discussed include how to develop video games that provide a solid foundation for behavior change by enhancing a player’s knowledge and skill, ways in which personal mastery experiences can be incorporated into a video game environment, using game characters and avatars to promote observational learning, creating personalized experiences through tailoring, and the importance of achieving a balance between “fun-ness” and “seriousness.” The article concludes with suggestions for future research needed to inform this rapidly growing field. PMID:22920806
Designing serious video games for health behavior change: current status and future directions.
Thompson, Debbe
2012-07-01
Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes. Guidelines discussed include how to develop video games that provide a solid foundation for behavior change by enhancing a player's knowledge and skill, ways in which personal mastery experiences can be incorporated into a video game environment, using game characters and avatars to promote observational learning, creating personalized experiences through tailoring, and the importance of achieving a balance between "fun-ness" and "seriousness." The article concludes with suggestions for future research needed to inform this rapidly growing field. © 2012 Diabetes Technology Society.
Designing serious video games for health behavior change: Current status and future directions
USDA-ARS?s Scientific Manuscript database
Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of o...
Duncan, Lindsay R; Hieftje, Kimberly D; Culyba, Sabrina; Fiellin, Lynn E
2014-03-01
As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed "Game Playbooks" which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.
Critical Games: Four Games To Help Develop Critical Perspectives on Economic and Social Development.
ERIC Educational Resources Information Center
Cumming, James A., Ed.
The four games in this booklet are designed to stimulate critical thinking about the effects of structural and cultural issues on society and on the process of social change. The first and original game, "The Growth Game," gives participants a hands-on experience with the basic theoretical constructs of a Marxian critique of the mainstream tenets…
EMERGO: A Methodology and Toolkit for Developing Serious Games in Higher Education
ERIC Educational Resources Information Center
Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen
2008-01-01
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bermann, 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 Electronic Industries Association. Almost all ofmore » the players were from the electronics industry. The game explored policy changes that could enhance US competitiveness in the manufacturing of consumer electronics. Four 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 industry concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.« less
DeSmet, Ann; Thompson, Debbe; Baranowski, Tom; Palmeira, Antonio; Verloigne, Maïté; De Bourdeaudhuij, Ilse
2016-04-29
Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents active user involvement as informant (ie, users are asked for input and feedback) or codesigner (ie, users as equal partners in the design) early on and throughout the game development, may be associated with higher game effectiveness, as opposed to no user involvement or limited user involvement. This paper reports the results of a meta-analysis examining the moderating role of PD in the effectiveness of serious digital games for healthy lifestyle promotion. Four databases were searched for peer-reviewed papers in English that were published or in press before October 2014, using a (group-) randomized controlled trial design. Effectiveness data were derived from another meta-analysis assessing the role of behavior change techniques and game features in serious game effectiveness. A total of 58 games evaluated in 61 studies were included. As previously reported, serious digital games had positive effects on healthy lifestyles and their determinants. Unexpectedly, PD (g=0.075, 95% CI 0.017 to 0.133) throughout game development was related to lower game effectiveness on behavior (Q=6.74, P<.05) than when users were only involved as testers (g=0.520, 95% CI 0.150 to 0.890, P<.01). Games developed with PD (g=0.171, 95% CI 0.061 to 0.281, P<.01) were also related to lower game effectiveness on self-efficacy (Q=7.83, P<.05) than when users were not involved in game design (g=0.384, 95% CI 0.283 to 0.485, P<.001). Some differences were noted depending on age group, publication year of the study, and on the specific role in PD (ie, informant or codesigner), and depending on the game design element. Games developed with PD were more effective in changing behavioral determinants when they included users in design elements on game dynamics (beta=.215, 95% CI .075 to .356, P<.01) and, more specifically, as an informant (beta=.235, 95% CI .079 to .329, P<.01). Involving users as informants in PD to create game levels was also related to higher game effectiveness (Q=7.02, P<.01). Codesign was related to higher effectiveness when used to create the game challenge (Q=11.23, P<.01), but to lower game effectiveness when used to create characters (Q=4.36, P<.05) and the game world (Q=3.99, P<.05). The findings do not support higher effectiveness of games developed with PD. However, significant differences existed among PD games. More support was found for informant roles than for codesign roles. When PD was applied to game dynamics, levels, and game challenge, this was associated with higher effectiveness than when it was applied to game aesthetics. Since user involvement may have an important influence on reach, adoption, and implementation of the intervention, further research and design efforts are needed to enhance effectiveness of serious games developed with PD.
Climate change games as tools for education and engagement
NASA Astrophysics Data System (ADS)
Wu, Jason S.; Lee, Joey J.
2015-05-01
Scientists, educators and policymakers continue to face challenges when it comes to finding effective strategies to engage the public on climate change. We argue that games on the subject of climate change are well-suited to address these challenges because they can serve as effective tools for education and engagement. Recently, there has been a dramatic increase in the development of such games, many featuring innovative designs that blur traditional boundaries (for example, those that involve social media, alternative reality games, or those that involve direct action upon the real world). Here, we present an overview of the types of climate change game currently available, the benefits and trade-offs of their use, and reasons why they hold such promise for education and engagement regarding climate change.
ERIC Educational Resources Information Center
Keating, Paul
2016-01-01
Building on the use of the internet and social media as sites for activism, this paper highlights the emergence of political activism and collective protest in the online gaming environment. Referencing social movement theory and the rapidly evolving capacity of multiplayer online games to facilitate the development of strong group identities and…
Castro-Sánchez, Enrique; Kyratsis, Yiannis; Iwami, Michiyo; Rawson, Timothy M; Holmes, Alison H
2016-01-01
The uptake of improvement initiatives in infection prevention and control (IPC) has often proven challenging. Innovative interventions such as 'serious games' have been proposed in other areas to educate and help clinicians adopt optimal behaviours. There is limited evidence about the application and evaluation of serious games in IPC. The purposes of the study were: a) to synthesise research evidence on the use of serious games in IPC to support healthcare workers' behaviour change and best practice learning; and b) to identify gaps across the formulation and evaluation of serious games in IPC. A scoping study was conducted using the methodological framework developed by Arksey and O'Malley. We interrogated electronic databases (Ovid MEDLINE, Embase Classic + Embase, PsycINFO, Scopus, Cochrane, Google Scholar) in December 2015. Evidence from these studies was assessed against an analytic framework of intervention formulation and evaluation. Nine hundred sixty five unique papers were initially identified, 23 included for full-text review, and four finally selected. Studies focused on intervention inception and development rather than implementation. Expert involvement in game design was reported in 2/4 studies. Potential game users were not included in needs assessment and game development. Outcome variables such as fidelity or sustainability were scarcely reported. The growing interest in serious games for health has not been coupled with adequate evaluation of processes, outcomes and contexts involved. Explanations about the mechanisms by which game components may facilitate behaviour change are lacking, further hindering adoption.
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
Gamification - Environmental and Sustainable Development Organizations Could Do More
NASA Astrophysics Data System (ADS)
Ziegler, C. R.; Miller, C. A.; Kilaru, V.; French, R. A.; Costanza, R.; Brookes, A.
2013-12-01
The use of digital games to foster sustainable development and environmental goals has grown over the last 10 years. Innovative thinking and the origins of 'serious games,' 'games for change' and 'gamification' are partly rooted in movies and science fiction. Existing games illustrate a spectrum of approaches: for example, World Food Programme's FoodForce and University of Washington's Foldit. Environmental organizations globally (e.g. US EPA) have dabbled with game development and gamification, but have only touched the tip of the iceberg, particularly when compared to the success of the commercial gaming industry. We explore: 1) the intersection of environmental organization mission statements in the context of gamification efforts , 2) some examples of existing games, from simple to complex, 3) business model approaches (e.g. game development partnerships with academia, private industry, NGOs, etc.), 4) barriers, and 5) benefits of a more concerted and technologically-advanced approach to gamification for environmental organizations.
The Development of Attention Skills in Action Video Game Players
ERIC Educational Resources Information Center
Dye, M. W. G.; Green, C. S.; Bavelier, D.
2009-01-01
Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and…
Thompson, Debbe; Baranowski, Tom; Palmeira, Antonio; Verloigne, Maïté
2016-01-01
Background Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents active user involvement as informant (ie, users are asked for input and feedback) or codesigner (ie, users as equal partners in the design) early on and throughout the game development, may be associated with higher game effectiveness, as opposed to no user involvement or limited user involvement. Objective This paper reports the results of a meta-analysis examining the moderating role of PD in the effectiveness of serious digital games for healthy lifestyle promotion. Methods Four databases were searched for peer-reviewed papers in English that were published or in press before October 2014, using a (group-) randomized controlled trial design. Effectiveness data were derived from another meta-analysis assessing the role of behavior change techniques and game features in serious game effectiveness. Results A total of 58 games evaluated in 61 studies were included. As previously reported, serious digital games had positive effects on healthy lifestyles and their determinants. Unexpectedly, PD (g=0.075, 95% CI 0.017 to 0.133) throughout game development was related to lower game effectiveness on behavior (Q=6.74, P<.05) than when users were only involved as testers (g=0.520, 95% CI 0.150 to 0.890, P<.01). Games developed with PD (g=0.171, 95% CI 0.061 to 0.281, P<.01) were also related to lower game effectiveness on self-efficacy (Q=7.83, P<.05) than when users were not involved in game design (g=0.384, 95% CI 0.283 to 0.485, P<.001). Some differences were noted depending on age group, publication year of the study, and on the specific role in PD (ie, informant or codesigner), and depending on the game design element. Games developed with PD were more effective in changing behavioral determinants when they included users in design elements on game dynamics (beta=.215, 95% CI .075 to .356, P<.01) and, more specifically, as an informant (beta=.235, 95% CI .079 to .329, P<.01). Involving users as informants in PD to create game levels was also related to higher game effectiveness (Q=7.02, P<.01). Codesign was related to higher effectiveness when used to create the game challenge (Q=11.23, P<.01), but to lower game effectiveness when used to create characters (Q=4.36, P<.05) and the game world (Q=3.99, P<.05). Conclusions The findings do not support higher effectiveness of games developed with PD. However, significant differences existed among PD games. More support was found for informant roles than for codesign roles. When PD was applied to game dynamics, levels, and game challenge, this was associated with higher effectiveness than when it was applied to game aesthetics. Since user involvement may have an important influence on reach, adoption, and implementation of the intervention, further research and design efforts are needed to enhance effectiveness of serious games developed with PD. PMID:27129447
What's Your Game Plan?: Developing Library Games Can Help Students Master Information Skills
ERIC Educational Resources Information Center
Siderius, Jennifer A.
2011-01-01
Stepping into a school library today reveals the dramatic changes in educational games since the author's elementary school days. Many current school libraries now boast computer- and video-based games, as well as geocaching, big games, or large-scale scavenger hunts that pit teams against each other in timed races to find clues about a…
Spook, Jorinde E; Paulussen, Theo; Paulissen, Rosie; Visschedijk, Gillian; Kok, Gerjo; van Empelen, Pepijn
2015-10-01
This article describes the design rationale behind a serious self-regulation game intervention. The aim of the game is to promote healthy dietary intake and physical activity among secondary vocational educational students in The Netherlands (approximately 16-20 years of age). The game "Balance It" was developed according to an intervention mapping (IM) protocol. Following IM, we specified health promotion and usability objectives and linked these objectives to selected behavior change and persuasive methods. Accordingly, these methods were translated into a coherent intervention program. The health behavior change objectives were derived from the determinants of the behavior and from Self-Regulation Theory (e.g., students are asked to set goals, monitor and evaluate their behavior, and create coping plans). Usability objectives were derived from the RE-AIM model (i.e., Reach, Effectiveness, Adoption, Implementation, and Maintenance). Next, behavior change and persuasive techniques were selected (e.g., goal setting and prompting, respectively) that did fit with the targeted change objectives and were translated in the design of a (mobile) serious self-regulation game intervention. Subsequently, three concept and usability tests were performed to improve intervention usability, and an evaluation plan was developed. The aim of this study was to provide a design rationale for game interventions targeting health-related behaviors. We developed a coherent program design in which both health behavior change and usability factors are addressed. The IM protocol can serve as a useful guide for decision making in program development and evaluation.
Virtual gaming to develop students' pediatric nursing skills: A usability test.
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.
Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study.
Lobel, Adam; Engels, Rutger C M E; Stone, Lisanne L; Burk, William J; Granic, Isabela
2017-04-01
The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight.
Videogame Mechanics in Games for Health.
Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M
2013-08-01
Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.
Game theory and shared water resource management
NASA Astrophysics Data System (ADS)
Najafi, H.; Bagheri, A.
2011-12-01
Based on the "New Periodic Table" (NPT) of 2×2 order games by Robinson and Goforth (2005) this study explores all possible game structures, representing a conflict over a shared water resource between two countries. Each game is analyzed to find the possible outcomes (equilibria), Pareto-optimal outcomes, as well as dominant strategies of the players. It is explained why in practice, parties may behave in a way, resulting in Pareto-inferior outcomes and how parties may change their behavior with the structural changes of the game. Further, how parties may develop cooperative solutions through negotiations and involvement of third parties. This work provides useful policy insights into shared water resource problems and identifies the likely structure of such games in the future and the evolution path of the games.
NASA Astrophysics Data System (ADS)
Sanders, Veronica
This study implemented and evaluated gaming instruction as a professional development for science teachers at a Georgia high school. It was guided by four research questions that (a) assessed the impact of training in gaming instruction and evaluation of that training on science teachers' ability to use games; (b) examined evidence showing that science teachers used games; (c) assessed the impact of the implementation and subsequent evaluation of games-based training on how science teachers instruct their students; and (d) explored the use of change management principles to help teachers transition from traditional to gaming instruction. The study included a purposive sampling of 10 volunteer science teachers who received the professional development of training in gaming instruction and were observed as they used games to instruct their students. Quantitative data were collected from interviews, observations, and reviews of student assignments and teacher plans, and were statistically analyzed to answer the research questions. These same methods were used to obtain qualitative data, which were also analyzed to answer the research questions as well as to understand the meaning, beliefs and experience behind the numbers. Ultimately, data analysis revealed that the science teachers not only used gaming instruction but also that the training helped them to use gaming instruction and that they considered gaming instruction a viable instruction methodology. Finally, data analysis revealed that change management was successfully used in the study.
Development and Testing of a High School Business Game. Final Report.
ERIC Educational Resources Information Center
McNair, Douglas D.; West, Alfred P., Jr.
A computer based business game to be used as a teaching tool in high school business-related courses was designed, developed, and tested. The game is constructed in modules that can be linked together in a variety of ways to achieve a different decision configuration for different class needs and a changing configuration over time to parallel the…
Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments
NASA Astrophysics Data System (ADS)
Reuderink, Boris; Nijholt, Anton; Poel, Mannes
We present the design and development of Affective Pacman, a game that induces frustration to study the effect of user state changes on the EEG signal. Affective Pacman is designed to induce frustration for short periods, and allows the synchronous recording of a wide range of sensors, such as physiological sensors and EEG in addition to the game state. A self-assessment is integrated in the game to track changes in user state. Preliminary results indicate a significant effect of the frustration induction on the EEG.
Educational Game Development Approach to a particular case: the donor's evaluation.
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.
Development and assessment of a chemistry-based computer video game as a learning tool
NASA Astrophysics Data System (ADS)
Martinez-Hernandez, Kermin Joel
The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning experience through gameplay. The project consists of three areas: development, assessment, and implementation. However, the foci of this study were the development and assessment of the computer video game including possible learning outcomes and game design elements. A chemistry-based game using a mixed genre of a single player first-person game embedded with action-adventure and puzzle components was developed to determine if students' level of understanding of chemistry concepts change after gameplay intervention. Three phases have been completed to assess students' understanding of chemistry concepts prior and after gameplay intervention. Two main assessment instruments (pre/post open-ended content survey and individual semi-structured interviews) were used to assess student understanding of concepts. In addition, game design elements were evaluated for future development phases. Preliminary analyses of the interview data suggest that students were able to understand most of the chemistry challenges presented in the game and the game served as a review for previously learned concepts as well as a way to apply such previous knowledge. To guarantee a better understanding of the chemistry concepts, additions such as debriefing and feedback about the content presented in the game seem to be needed. The use of visuals in the game to represent chemical processes, game genre, and game idea appear to be the game design elements that students like the most about the current computer video game.
Serious-game for water resources management adaptation training to climatic changes
NASA Astrophysics Data System (ADS)
Leroy, Eve; Saulnier, Georges-Marie
2013-04-01
Water resources access is a main issue for territorial development to ensure environmental and human well-being. Indeed, sustainable development is vulnerable to water availability and climate change may affect the quantity and temporality of available water resources for anthropogenic water uses. How then to adapt, how to change water management rules and practices and how to involve stakeholders is such process? To prevent water scarcity situations, which may generate conflicts and impacts on ecosystems, it is important to think about a sustainable development where anthropogenic water uses are in good balance with forecasted water resources availability. This implies to raise awareness and involve stakeholders for a sustainable water management. Stakeholders have to think about future territorial development taking into account climate change impacts on water resources. Collaboration between scientists and stakeholders is essential to insure consistent climate change knowledge, well identification of anthropogenic uses, tensions and stakes of the territory. However sharing information on complex questions such as climate change, hydro-meteorological modeling and practical constraints may be a difficult task. Therefore to contribute to an easier debate and to the global training of all the interested actors, a serious game about water management was built. The serious game uses scientist complex models with real data but via a simple and playful web-game interface. The advantage of this interface is that it may help stakeholders, citizen or the target group to raise their understandings of impacts of climate change on water resources and to raise their awareness to the need for a sustainable water management while using state-of-the-art knowledge. The principle of the game is simple. The gamer is a mayor of a city and has to manage the water withdrawals from hydro systems, water distribution and consumption, water retreatment etc. In the same time, a clock is running and climate change occurs on the territory which impacts the water resources. The gamer has to deal with this evolution and try to help its municipality in growing. If the water management plays well the city can develop. At the opposite, wrong player decisions may generate water, energy or food scarcities, which lead the city to decrease. A first version of this game still under development was built. It makes uses of data from a famous French ski resort: Megève municipality. A demo of this game will be presented. Under a playful approach the serious game helps to discuss essential but strained topics between stakeholders, scientists and citizens. It may be considered as a useful tool for decision support and explanation of a complex topic. It is also hoped that this approach offers new ways of collaboration with stakeholders to approach complex situations in order to find the best paths for future water management.
Serious Games for Health: Features, Challenges, Next Steps.
Blumberg, Moderators Fran C; Burke, Lauren C; Hodent, Participants Celia; Evans, Michael A; Lane, H Chad; Schell, Jesse
2014-10-01
As articles in this journal have demonstrated over the past 3 years, serious game development continues to flourish as a vehicle for formal and informal health education. How best to characterize a "serious" game remains somewhat elusive in the literature. Many researchers and practitioners view serious games as capitalizing on computer technology and state-of-the-art video graphics as an enjoyable means by which to provide and promote instruction and training, or to facilitate attitude change among its players. We invited four distinguished researchers and practitioners to further discuss with us how they view the characteristics of serious games for health, how those characteristics differ from those for academic purposes, the challenges posed for serious game development among players of different ages, and next steps for the development and empirical examination of the effectiveness of serious games for players' psychological and physical well-being.
ERIC Educational Resources Information Center
Blattner, Margaret; Hug, Barbara; Watson, Patrick; Korol, Donna
2012-01-01
Adaptation, interactions between species and their environments, and change over time are fundamental principles in biology. They represent aspects of two of the big ideas in science: evolution and natural selection. To help students understand these ideas, the authors developed the "Guppy Game." In this article, they describe the game and how…
NASA Astrophysics Data System (ADS)
Gunda, T.; Yeung, K.; Hornberger, G. M.
2016-12-01
Researchers from the Agricultural Decision Making and Adaptation to Precipitation Trends in Sri Lanka (ADAPT-SL) team have been working for the past six years to understand Sri Lanka's agricultural vulnerability to climate change and how farmers and policy makers can adapt to and mitigate the variety of threats and uncertainties that climate change brings. In addition to academic publications, the compiled and developed knowledge from the ADAPT-SL research efforts are shared routinely with Sri Lankan stakeholders directly. While presentations are the norm for academic and government stakeholder outreach, we decided that an interactive component would increase farmers' learning. Drawing on teaching pedagogies, we designed a place-based, hands-on game that incorporated local climate and market characteristics to convey the impact of climate change on crop water needs for the Sri Lanka farmers. The process of developing the game, however, revealed gaps in our research knowledge, specifically regarding how farmers balance uncertainties associated with weather and market conditions. So we took advantage of the opportunity offered by the outreach effort to collect data; findings from the game led to the development of a system dynamics model. The game was well received by farmers and other Sri Lankan stakeholders in January 2016, with the former expressing that they played the game as if it was emulating actual farming decisions. The farmers also expressed a desire for more outreach efforts to be designed in such an interactive way. The game has since been used to engage U.S. students (from 5th grade to college seniors majoring in Sociology) regarding the complexities of tackling climate change issues.
Hall, Amanda K; Mercado, Rebeccah; Anderson-Lewis, Charkarra; Darville, Gabrielle; Bernhardt, Jay M
2015-12-01
Games for health, including digital videogames and gaming-based approaches, are increasingly being used in health promotion research and practice. Recently published research has shown that videogames have significant potential to promote healthy behaviors among youth and adolescents. Yet, there is a lack of available evidence-based resources to guide practitioners on the integration of games into tobacco prevention and smoking cessation interventions. To address this gap, expert researchers and game developers were interviewed to further define games for health, explore the current research, and provide recommendations for developing, evaluating, and promoting effective anti-tobacco games. Nationally recognized experts on game development, games for health, tobacco, and health behavior were asked to participate. A qualitative analysis of 25 in-depth individual interviews using a constant comparative approach for emerging themes was conducted. Main themes that emerged from the data analysis included the following: (1) the current state of games for health research to facilitate health behavior change, (2) strategies for how to develop and evaluate games for quality and impact, and (3) recommendations for how to effectively design tobacco prevention and smoking cessation educational videogames that engage youth and adolescents. The synthesized findings identified through these expert interviews offer stakeholders strategies for how to incorporate games for health within their current and future work. Specific recommendations are presented for developers and researchers to consider when developing and evaluating videogames for tobacco prevention and smoking cessation targeted at youth and adolescents.
Spitters, H P E M; van Oers, J A M; Sandu, P; Lau, C J; Quanjel, M; Dulf, D; Chereches, R; van de Goor, L A M
2017-12-19
One of the key elements to enhance the uptake of evidence in public health policies is stimulating cross-sector collaboration. An intervention stimulating collaboration is a policy game. The aim of this study was to describe the design and methods of the development process of the policy game ‘In2Action’ within a real-life setting of public health policymaking networks in the Netherlands, Denmark and Romania. The development of the policy game intervention consisted of three phases, pre intervention, designing the game intervention and tailoring the intervention. In2Action was developed as a role-play game of one day, with main focus to develop in collaboration a cross-sector implementation plan based on the approved strategic local public health policy. This study introduced an innovative intervention for public health policymaking. It described the design and development of the generic frame of the In2Action game focusing on enhancing collaboration in local public health policymaking networks. By keeping the game generic, it became suitable for each of the three country cases with only minor changes. The generic frame of the game is expected to be generalizable for other European countries to stimulate interaction and collaboration in the policy process.
Developing games for health behavior change: Getting started
USDA-ARS?s Scientific Manuscript database
Many investigators are considering developing video games for health (video-G4Hs) but have questions about how to get started. This report provides guidance for investigators considering a G4H as a behavioral intervention procedure from a team of experienced G4H developers. Thirteen commonly asked q...
Studies in the Theory of Quantum Games
NASA Astrophysics Data System (ADS)
Iqbal, Azhar
2005-03-01
Theory of quantum games is a new area of investigation that has gone through rapid development during the last few years. Initial motivation for playing games, in the quantum world, comes from the possibility of re-formulating quantum communication protocols, and algorithms, in terms of games between quantum and classical players. The possibility led to the view that quantum games have a potential to provide helpful insight into working of quantum algorithms, and even in finding new ones. This thesis analyzes and compares some interesting games when played classically and quantum mechanically. A large part of the thesis concerns investigations into a refinement notion of the Nash equilibrium concept. The refinement, called an evolutionarily stable strategy (ESS), was originally introduced in 1970s by mathematical biologists to model an evolving population using techniques borrowed from game theory. Analysis is developed around a situation when quantization changes ESSs without affecting corresponding Nash equilibria. Effects of quantization on solution-concepts other than Nash equilibrium are presented and discussed. For this purpose the notions of value of coalition, backwards-induction outcome, and subgame-perfect outcome are selected. Repeated games are known to have different information structure than one-shot games. Investigation is presented into a possible way where quantization changes the outcome of a repeated game. Lastly, two new suggestions are put forward to play quantum versions of classical matrix games. The first one uses the association of De Broglie's waves, with travelling material objects, as a resource for playing a quantum game. The second suggestion concerns an EPR type setting exploiting directly the correlations in Bell's inequalities to play a bi-matrix game.
Moving Toward Trustworthy Systems: R&D Essentials
DOE Office of Scientific and Technical Information (OSTI.GOV)
Sheldon, Frederick T; Vishik, Claire
2010-01-01
Under the game-change metaphor, strate- gies developed to address hard problems will potentially lead to breakthroughs in many different interrelated cybersecuri- ty areas. For software assurance, a game change should focus on improving resil- iency and hardening new technologies that implement moving-target defenses aInd tailored trustworthy spaces.
The Application of Gaming Theory in Health Care.
Elzein, Ashley; Drenkard, Karen; Deyo, Patricia; Swartwout, Ellen
2015-01-01
As the US health care system moves rapidly toward a population health management focus in communities and care settings, the chief nursing officer has an opportunity to lead innovation efforts for patient care. One innovative strategy for use to influence patient behavior change, ongoing clinical education, and prelicensure education is the application of gaming theory into learning strategies. With the ever-increasing emphasis the general public is placing on social media and online gaming, there has been a significant push by the health sector in recent years to harness this medium for use in health management, education, and behavior change. A number of organizations and insurers have dedicated significant resources to researching and developing games and apps to help patients manage diseases, track self-management activities, and motivate behavior change for healthy lifestyles. This article shares information about gaming theory and its application to health care including a review of the science behind the theory, the use of technology, and gaming education strategies for both patients and clinicians.
Game Based Learning as a Means to Teach Climate Literacy in a High School Environment
NASA Astrophysics Data System (ADS)
Fung, M. K.; Tedesco, L.; Katz, M. E.
2013-12-01
As part of RPI's GK-12 graduate fellowship program (which involves graduate STEM fellows in K-12 education) a climate change board game activity was developed and implemented at inner city Troy High School in Troy, New York. The goal was to engage and teach two classes of the Earth Science General Repeat (GR) tenth grade students about climate change through a game-based leaning module. Students placed in the GR course had previously failed Earth Science, and had never passed a general science class in high school. In the past, these students have responded positively to hands-on activities. Therefore, an interactive board game activity was created to teach students about climate, explore how humans impact our environment, and address the future of climate change. The students are presented with a draft version of the game, created by the graduate fellow, and are asked to redesign the game for their peers in the other GR class. The students' version of the game is required to include certain aspects of the original game, for example, the climate change Trivia and Roadblock cards, but the design, addition of rules and overall layout are left to the students. The game-based learning technique allows the students to learn through a storyline, compete against each other, and challenge themselves to perfect their learning and understanding of climate change. The climate change board game activity also incorporates our cascade learning model, in which the graduate fellow designs the activity, works with a high school teacher, and implements the game with high school students. In addition, the activity emphasizes peer-to-peer learning, allowing each classroom to design the game for a different group of students. This allows the students to take leadership and gives them a sense of accomplishment with the completed board game. The nature of a board game also creates a dynamic competitive atmosphere, in which the students want to learn and understand the material to succeed in the overall game. Although this board game activity was designed for high school students, it could easily be adapted for all K-12 levels as an interactive, informative and successful way of teaching students about climate literacy.
Hall, Amanda K.; Mercado, Rebeccah; Anderson-Lewis, Charkarra; Darville, Gabrielle
2015-01-01
Abstract Objective: Games for health, including digital videogames and gaming-based approaches, are increasingly being used in health promotion research and practice. Recently published research has shown that videogames have significant potential to promote healthy behaviors among youth and adolescents. Yet, there is a lack of available evidence-based resources to guide practitioners on the integration of games into tobacco prevention and smoking cessation interventions. To address this gap, expert researchers and game developers were interviewed to further define games for health, explore the current research, and provide recommendations for developing, evaluating, and promoting effective anti-tobacco games. Materials and Methods: Nationally recognized experts on game development, games for health, tobacco, and health behavior were asked to participate. A qualitative analysis of 25 in-depth individual interviews using a constant comparative approach for emerging themes was conducted. Results: Main themes that emerged from the data analysis included the following: (1) the current state of games for health research to facilitate health behavior change, (2) strategies for how to develop and evaluate games for quality and impact, and (3) recommendations for how to effectively design tobacco prevention and smoking cessation educational videogames that engage youth and adolescents. Conclusions: The synthesized findings identified through these expert interviews offer stakeholders strategies for how to incorporate games for health within their current and future work. Specific recommendations are presented for developers and researchers to consider when developing and evaluating videogames for tobacco prevention and smoking cessation targeted at youth and adolescents. PMID:26230046
An educational video game for nutrition of young people: Theory and design
Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom
2016-01-01
Background Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10–12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95–100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. Aim This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. Method The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Results Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Conclusions Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes. PMID:27547019
An educational video game for nutrition of young people: Theory and design.
Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom
2016-08-01
Playing Escape from DIAB (DIAB) and Nanoswarm (NANO) , epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes.
The Value of Team-Based Mixed-Reality (TBMR) Games in Higher Education
ERIC Educational Resources Information Center
Denholm, John A.; Protopsaltis, Aristidis; de Freitas, Sara
2013-01-01
This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, "Winning Margin" Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from…
USDA-ARS?s Scientific Manuscript database
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specifi...
2017-04-06
action by keeping a foot in the door in contested environments. The integration of game -changing technology in force development paired with an...domain synergy, and emerging " game -changing" technologies. The intent of this report is not to define but rather describe what has been coined as the...Energy as possible “ game changers” in the implementation of future offset strategies and each lends distinct capabilities in defense of EABs.23 The
Teaching introductory game development with unreal engine: Challenges, strategies, and experiences
NASA Astrophysics Data System (ADS)
Head, Nicholas A.
From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game development (Owen, 2013). This thesis examines a method of creating and implementing an introductory gaming course and recommends ways to improve the curriculum. The main focus of the course was to introduce game development to the students. Each week, they were given an exercise that covered a different topic. Students also took part in a team project in which they were tasked with creating a complete game. The goal of the team projects was to expand the student's basic knowledge given to them from the exercises. Data was gathered on the students' subjective experiences with the class. This data and the class's overall performance were compared with past iterations of the course. New to the course was the Unreal Engine. Students used the latest version of the engine, Unreal Engine 4, to complete exercises. Not all students chose to use this engine for the team project. Instructor and students experiences with the engine were also recorded. While there were some problems implementing the engine within our lab environment, we were still able to execute the overall lesson plan. Even with the engine issues, the course had overall good performance. CGT 241, Introduction to 3D Animation, was shown to help the students to complete the course while CGT 215, Computer Graphics Programming I, did not provide enough information on game programming. Exercises were found to be helpful but students wanted a better understanding of how these skills can be applied to game development. Team projects also went well with most teams creating a functional project. Students wanted more time to complete projects along with a structured approach to the project. Confidence in game development and the Unreal Engine were not high but students were enthusiastic in continuing in the field of game development. Recommendations were made to the curriculum in order to fix some of the issues with the introductory course and help students find a career. In order to fix the gap between the programming course and the introductory game course, a video game programming course was recommended that focused on teaching students how code works with video game engines. An option to specialize was also recommended in order to see a higher level of understanding on game concepts and a higher level of quality of game projects. Changes to the higher courses were also made for a yearlong course where students would focus on a single project to publish. This would expand on the introductory course while also replicating the game development process.
Better retention through game-play - EcoChains: Arctic Crisis card game
NASA Astrophysics Data System (ADS)
Pfirman, S. L.; Lee, J.; O'Garra, T.; Bachrach, E.
2015-12-01
Increasingly games are being used in formal and informal education with the goal of improving student/participant understanding of content knowledge through enhanced engagement. While most games are fun by design, few controlled studies have been conducted to assess games' potential for learning gains in comparison with traditional educational approaches. Without evidence for learning, it can be difficult to justify incorporating STEM games in curricula and other programming. In this study we assess the impact of a game called EcoChains (http://thepolarhub.org/project/ecochains-arctic-crisis) on learning, using a controlled experiment. The EcoChains: Arctic Crisis card game gives players the opportunity to learn about the components of an Arctic marine food web, the reliance of some species on sea ice, and the potential impacts of future changes on the ecosystem. EcoChains was developed under the Polar Learning and Responding: PoLAR Climate Change Education Partnership (thepolarhub.org). EcoChains aligns with Next Generation Science Standards LS2 Ecosystems: Interactions, Energy, and Dynamics and ESS3 Earth and Human Activity. Participants in this experiment (n=41) were randomly assigned to either play EcoChains or to read a magazine-style article with similar content (the control). Questionnaires, mapping exercises and a 4-week follow-up survey were used to identify changes in participant knowledge of climate change and the Arctic region, attitudes and beliefs about climate change and its impacts, information-seeking behaviors, systems thinking, impressions of and engagement with the intervention experience. Analysis indicates that the game was as effective as, and in some respects more effective than, the article at teaching participants about climate change and the Arctic region and ecosystems. The follow up survey found that game players recalled new information better than those who read the article. Participants were also more engaged in the game than the article, they found it to be more fun, they were happier while playing than while reading, and they were more likely to recommend the game to others. These findings indicate that game-based learning can improve retention of new content knowledge as well as engagement in subject matter.
Cerberus: The Mars Crowdsourcing Experiment
NASA Astrophysics Data System (ADS)
Van't Woud, J. S. S.; Sandberg, J. A. C.; Wielinga, B. J.
2012-05-01
This article discusses the use of crowdsourcing in a serious game. A computer game, called Cerberus, which allows players to tag surface features on Mars, has been developed. Developing the game has allowed us to investigate the effects of different help levels in supporting the transfer of knowledge, and also how changing the game features can affect the quality of the gaming experience. The performance of the players is measured in terms of precision and motivation. Precision reflects the quality of the work done and motivation is represented by the amount of work done by the players. Games with an explicit help function combined with a "rich gaming experience" resulted in significantly more motivation among the players than games with an implicit help function combined with a "poor gaming experience". There was no significant difference in the precision achieved under different game conditions, but it was high enough to generate Martian maps exposing aeolian processes, surface layering, river meanders and other concepts. The players were able to assimilate deeper concepts about Martian geology, and the data from the games were of such high quality that they could be used to support scientific research.
Dong, Guangheng; Wang, Ziliang; Wang, Yifan; Du, Xiaoxia; Potenza, Marc N
2018-04-20
Although males more frequently develop Internet gaming disorder (IGD) as compared with females, few studies have examined gender-related neurocognitive differences in IGD. TASK AND DESIGN: fMRI and subjective data were collected from 119 subjects (IGD, male 29, female 25; recreational game use (RGU), male 34, female 31) when they were actively playing games and during a forced mandatory break. Analyses investigating effects of group (IGD, RGU) and gender (male, female) on the functional connectivity (FC) of executive control and reward systems linked to the dorsolateral prefrontal cortex (DLPFC) and striatum, respectively, were performed. Correlations between FC and subjective craving measures were also calculated. Gaming-group-by-gender interactions were observed. During gaming in males but not in females, the FC between the DLPFC and superior frontal gyrus was relatively decreased, and that between the striatum and thalamus was relatively increased. During the mandatory break, changes in the FC between DLPFC and superior frontal gyrus and the FC between the striatum and thalamus varied by gender with greater RGU-IGD differences observed in females. Significant correlations between FC and self-reported craving were observed. During both gaming and a forced mandatory break, brain regions implicated in executive control and reward processing showed changes in FC that varied by gender. Brain regions implicated in executive control showed differential FC in males during gaming, and FC during the forced mandatory break appeared relevant to both genders, and perhaps particularly for females. The findings suggest possible neural mechanisms for why males appear more likely to develop IGD, and why it may be particularly difficult for individuals with IGD to cease gaming. Copyright © 2018. Published by Elsevier Inc.
Energy Efficiency in Public Buildings through Context-Aware Social Computing.
García, Óscar; Alonso, Ricardo S; Prieto, Javier; Corchado, Juan M
2017-04-11
The challenge of promoting behavioral changes in users that leads to energy savings in public buildings has become a complex task requiring the involvement of multiple technologies. Wireless sensor networks have a great potential for the development of tools, such as serious games, that encourage acquiring good energy and healthy habits among users in the workplace. This paper presents the development of a serious game using CAFCLA, a framework that allows for integrating multiple technologies, which provide both context-awareness and social computing. Game development has shown that the data provided by sensor networks encourage users to reduce energy consumption in their workplace and that social interactions and competitiveness allow for accelerating the achievement of good results and behavioral changes that favor energy savings.
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…
Are Serious Games a Good Strategy for Pharmacy Education?
Cain, Jeff; Piascik, Peggy
2015-05-25
Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education.
ERIC Educational Resources Information Center
Morales, Marie Paz Escaño
2017-01-01
"Laro-ng-Lahi" (Indigenous Filipino game) based physics activities invigorated the integration of culture in the pre-service physics education to develop students' epistemic beliefs and the notion of conceptual understanding through conceptual change. The study conveniently involved 28 pre-service undergraduate physics students enrolled…
Teaching About The Nexus of Energy, Water and Climate Through Traditional Games
NASA Astrophysics Data System (ADS)
Hall, M. K.; Mayhew, M. A.; Kaminsky, A.
2011-12-01
Getting to a sustainable energy economy, while conserving water resources and mitigating climate change, will involve myriad choices. Thus, it is important that the American public have an improved science-based understanding to form a strong basis for decision-making and to understand the trade-offs. To address this need, we are developing compelling, resource management style games that convey the intimate inter-relationships among energy demand, water consumption, and climate change and the importance of these inter-relationships to society. We have developed a card game with the help of professional game developer and an advisory group consisting of high school students and scientists involved with different aspects of energy-climate-water research as well as experts from the energy utilities and regulatory sectors. We have developed the card game based on real world data on energy production and consumption, regional climate information, and knowledge of emerging technologies that would mitigate the demand for energy, consumption of water with energy production, or climate change. The game is being played within the setting of our Cafe Scientifique program, now in its fifth year of serving high school age teens. One of the important aspects of the game is to find the right balance of energy output for various sources, water use by these sources, and amount of "pollution" generated (CO2 impacting climate, but also other kinds, such a radioactive waste and ground water contamination). Each player acts as "governor" of a specific region of the country, and no region has an a priori advantage. At the same time, it is important that the energy-water-pollution values we use correspond as closely as possible to real-world values. Data gathered from a combination of focus groups, surveys, and observations strongly suggest that this game, grounded in real life problems, stimulates authentic, meaningful learning. There is also some evidence that if games, such as this, are played in an educational context (formal or informal), learning can be furthered when game playing is supported by related lecturers and discussions before or after. At the same time, people who participated in focus groups acknowledged that only a subset of the population would be willing to play such games by choice on their own time. This last point is probably due more to broader cultural perspectives on education and learning in the United States than anything intrinsic to the game. Although those indicating that they'd play the game on their own time were in the minority, most participants could see playing the game in class, emphasizing that the game made learning both more fun, more meaningful, and more durable.
Fernández-Aranda, Fernando; Jiménez-Murcia, Susana; Santamaría, Juan J; Gunnard, Katarina; Soto, Antonio; Kalapanidas, Elias; Bults, Richard G A; Davarakis, Costas; Ganchev, Todor; Granero, Roser; Konstantas, Dimitri; Kostoulas, Theodoros P; Lam, Tony; Lucas, Mikkel; Masuet-Aumatell, Cristina; Moussa, Maher H; Nielsen, Jeppe; Penelo, Eva
2012-08-01
Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, rationale, user requirements, usability and preliminary data, in several mental disorders.
ERIC Educational Resources Information Center
Bell, Peter T.; Adkins, Alyssa D.; Gamble, Rex J.; Schultz, Linda D.
2009-01-01
"Enthalpy Costs" is a simple card game created to assist students in developing proper Lewis structure drawing skills. Score keeping is accomplished by tracking the enthalpy changes associated with bond-making and bond-breaking processes during formation of molecules represented by proper Lewis structures. Playing the game requires the student to…
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
Analysis of Biosignals During Immersion in Computer Games.
Yeo, Mina; Lim, Seokbeen; Yoon, Gilwon
2017-11-17
The number of computer game users is increasing as computers and various IT devices in connection with the Internet are commonplace in all ages. In this research, in order to find the relevance of behavioral activity and its associated biosignal, biosignal changes before and after as well as during computer games were measured and analyzed for 31 subjects. For this purpose, a device to measure electrocardiogram, photoplethysmogram and skin temperature was developed such that the effect of motion artifacts could be minimized. The device was made wearable for convenient measurement. The game selected for the experiments was League of Legends™. Analysis on the pulse transit time, heart rate variability and skin temperature showed increased sympathetic nerve activities during computer game, while the parasympathetic nerves became less active. Interestingly, the sympathetic predominance group showed less change in the heart rate variability as compared to the normal group. The results can be valuable for studying internet gaming disorder.
Development Challenges of Game-Changing Entry System Technologies From Concept to Mission Infusion
NASA Technical Reports Server (NTRS)
Venkatapathy, Ethiraj; Beck, Robin; Ellerby, Don; Feldman, Jay; Gage, Peter; Munk, Michelle; Wercinski, Paul
2016-01-01
Realization within the US and NASA that future exploration both Human and Robotic will require innovative new technologies led to the creation of the Space Technology Mission Directorate and investment in game changing technologies with high pay-off. Some of these investments will see success and others, due to many of the constraints, will not attain their goal. The co-authors of this proposed presentation have been involved from concept to mission infusion aspects of entry technologies that are game changing. The four example technologies used to describe the challenges experienced along the pathways to success are at different levels of maturity. They are Conformal, 3-D MAT, HEEET and ADEPT. The four examples in many ways capture broad aspects of the challenges of maturation and illustrate what led some to be exceptionally successful and how others had to be altered in order remain viable game changing technologies.
Game-Based Approaches' Pedagogical Principles: Exploring Task Constraints in Youth Soccer.
Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte
2015-06-27
This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.
Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer
Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte
2015-01-01
This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668
Computer Tablet Games' Effect on Young Children's Self-Concept
ERIC Educational Resources Information Center
Moawad, Ruba Abdel Matloub
2017-01-01
Playing in general has a positive effect on child development; yet with the advancement of technology, the way children play has changed, and the effects of their play have changed as well. Some studies have shown an overall negative effect of electronic games, while others have reported the opposite. This study aims to investigate the effects of…
Are Serious Games a Good Strategy for Pharmacy Education?
Cain, Jeff
2015-01-01
Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education. PMID:26089556
Nagamitsu, Shinichiro; Nagano, Miki; Yamashita, Yushiro; Takashima, Sachio; Matsuishi, Toyojiro
2006-06-01
Video game playing is an attractive form of entertainment among school-age children. Although this activity reportedly has many adverse effects on child development, these effects remain controversial. To investigate the effect of video game playing on regional cerebral blood volume, we measured cerebral hemoglobin concentrations using near-infrared spectroscopy in 12 normal volunteers consisting of six children and six adults. A Hitachi Optical Topography system was used to measure hemoglobin changes. For all subjects, the video game Donkey Kong was played on a Game Boy device. After spectroscopic probes were positioned on the scalp near the target brain regions, the participants were asked to play the game for nine periods of 15s each, with 15-s rest intervals between these task periods. Significant increases in bilateral prefrontal total-hemoglobin concentrations were observed in four of the adults during video game playing. On the other hand, significant decreases in bilateral prefrontal total-hemoglobin concentrations were seen in two of the children. A significant positive correlation between mean oxy-hemoglobin changes in the prefrontal region and those in the bilateral motor cortex area was seen in adults. Playing video games gave rise to dynamic changes in cerebral blood volume in both age groups, while the difference in the prefrontal oxygenation patterns suggested an age-dependent utilization of different neural circuits during video game tasks.
Space Technology Mission Directorate: Game Changing Development
NASA Technical Reports Server (NTRS)
Gaddis, Stephen W.
2015-01-01
NASA and the aerospace community have deep roots in manufacturing technology and innovation. Through it's Game Changing Development Program and the Advanced Manufacturing Technology Project NASA develops and matures innovative, low-cost manufacturing processes and products. Launch vehicle propulsion systems are a particular area of interest since they typically comprise a large percentage of the total vehicle cost and development schedule. NASA is currently working to develop and utilize emerging technologies such as additive manufacturing (i.e. 3D printing) and computational materials and processing tools that could dramatically improve affordability, capability, and reduce schedule for rocket propulsion hardware.
Energy Efficiency in Public Buildings through Context-Aware Social Computing
García, Óscar; Alonso, Ricardo S.; Prieto, Javier; Corchado, Juan M.
2017-01-01
The challenge of promoting behavioral changes in users that leads to energy savings in public buildings has become a complex task requiring the involvement of multiple technologies. Wireless sensor networks have a great potential for the development of tools, such as serious games, that encourage acquiring good energy and healthy habits among users in the workplace. This paper presents the development of a serious game using CAFCLA, a framework that allows for integrating multiple technologies, which provide both context-awareness and social computing. Game development has shown that the data provided by sensor networks encourage users to reduce energy consumption in their workplace and that social interactions and competitiveness allow for accelerating the achievement of good results and behavioral changes that favor energy savings. PMID:28398237
ERIC Educational Resources Information Center
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano
2010-01-01
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Ewing, Kate C; Fairclough, Stephen H; Gilleade, Kiel
2016-01-01
Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed.
Ewing, Kate C.; Fairclough, Stephen H.; Gilleade, Kiel
2016-01-01
Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed. PMID:27242486
Internet Wargaming with Distributed Processing Using the Client-Server Model
1997-03-01
in for war game development . There are tool kits for writing binary files that are interpreted by a particular plug-in. The most popular plug-in set...multi-player game development , the speed with which the environment is changing should be taken into 35 account. For this project JavaScript was chosen
Steenbergen, Laura; Sellaro, Roberta; Stock, Ann-Kathrin; Beste, Christian; Colzato, Lorenza S.
2015-01-01
There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG) playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control), as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop) and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control. PMID:26655929
Steenbergen, Laura; Sellaro, Roberta; Stock, Ann-Kathrin; Beste, Christian; Colzato, Lorenza S
2015-01-01
There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG) playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control), as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop) and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control.
Serious Games for Sexual Health.
Shegog, Ross; Brown, Katherine; Bull, Sheana; Christensen, John L; Hieftje, Kimberly; Jozkowski, Kristen N; Ybarra, Michele L
2015-04-01
Program developers and researchers in the sexual health domain have increasingly embraced technological trends as they emerge. With the emergence of serious game applications to impact health behaviors, a natural step for research enquiry will be the investigation of serious games for sexual health education. We invited a panel of sexual health researchers who are working at the intersection of sexual health behavior change and technology applications to comment on the place of serious games in furthering the field of sexual health. The panel grappled with six questions.
Fernández-Aranda, Fernando; Jiménez-Murcia, Susana; Santamaría, Juan J.; Gunnard, Katarina; Soto, Antonio; Kalapanidas, Elias; Bults, Richard G. A.; Davarakis, Costas; Ganchev, Todor; Granero, Roser; Konstantas, Dimitri; Kostoulas, Theodoros P.; Lam, Tony; Lucas, Mikkel; Masuet-Aumatell, Cristina; Moussa, Maher H.; Nielsen, Jeppe; Penelo, Eva
2012-01-01
Background: Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. Aim: The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. Method and results: The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, rationale, user requirements, usability and preliminary data, in several mental disorders. PMID:22548300
Interactive floating windows: a new technique for stereoscopic video games
NASA Astrophysics Data System (ADS)
Zerebecki, Chris; Stanfield, Brodie; Tawadrous, Mina; Buckstein, Daniel; Hogue, Andrew; Kapralos, Bill
2012-03-01
The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions to work within an interactive framework. In this paper we extend the dynamic floating window technique into the interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size, and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it is our hope that this initiates further discussion in the game development community to strengthen their story-telling mechanisms in stereoscopic 3D games.
Preliminary Report: An Application of the Good Behavior Game in the Developing Nation of Belize
ERIC Educational Resources Information Center
Nolan, Julene D.; Filter, Kevin J.; Houlihan, Daniel
2014-01-01
Educating children on a global level is a dynamic process where policy, procedure and guideline changes can leave teachers searching for new programs to resolve new challenges. This brief report shows a successful application of the Good Behavior Game in a school in the country of Belize following a significant change in policy regarding…
NASA Technical Reports Server (NTRS)
Wercinski, Paul F.; Venkatapathy, Ethiraj; Gage, Peter J.; Yount, Bryan C.; Prabhu, Dinesh K.; Smith, Brandon; Arnold, James O.; Makino, alberto; Peterson, Keith Hoppe; Chinnapongse, Ronald I.
2012-01-01
Venus is one of the important planetary destinations for scientific exploration, but: The combination of extreme entry environment coupled with extreme surface conditions have made mission planning and proposal efforts very challenging. We present an alternate, game-changing approach (ADEPT) where a novel entry system architecture enables more benign entry conditions and this allows for greater flexibility and lower risk in mission design
Kuipers, Derek A; Wartena, Bard O; Dijkstra, Boudewijn H; Terlouw, Gijs; van T Veer, Job T B; van Dijk, Hylke W; Prins, Jelle T; Pierie, Jean Pierre E N
2016-12-01
Lower back problems are a common cause of sick leave of employees in Dutch care homes and hospitals. In the Netherlands over 40% of reported sick leave is due to back problems, mainly caused by carrying out heavy work. The goal of the iLift project was to develop a game for nursing personnel to train them in lifting and transfer techniques. The main focus was not on testing for the effectiveness of the game itself, but rather on the design of the game as an autogenous trigger and its place in a behavioral change support system. In this article, the design and development of such a health behavior change support system is addressed, describing cycles of design and evaluation. (a) To define the problem space, use context and user context, focus group interviews were conducted with Occupational Therapists (n=4), Nurses (n=10) and Caregivers (n=12) and a thematic analysis was performed. We interviewed experts (n=5) on the subject of lifting and transferring techniques. (b) A design science research approach resulted in a playable prototype. An expert panel conducted analysis of video-recorded playing activities. (c) Field experiment: We performed a dynamic analysis in order to investigate the feasibility of the prototype through biometric data from player sessions (n=620) by healthcare professionals (n=37). (a) Occupational Therapists, Nurses and Caregivers did not recognise a lack of knowledge with training in lifting and transferring techniques. All groups considered their workload, time pressure and a culturally determined habit to place the patient's well being above their own as the main reason not to apply appropriate lifting and transferring techniques. This led to a shift in focus from a serious game teaching lifting and transferring techniques to a health behavior change support system containing a game with the intention to influence behavior. (b) Building and testing (subcomponents of) the prototype resulted in design choices regarding players perspective, auditory and visual feedback, overall playability and perceived immersiveness. This design process also addressed the behavior shaping capacities of the game and its place within the health behavior change support system. An expert panel on lifting and transferring techniques validated the provoked in-game activities as being authentic. (c) Regression analysis showed an increase of the game score and dashboard score when more sessions were played, indicating an in-game training effect. A post-hoc test revealed that from an average of 10 playing sessions or more, the dashboard score and the game score align, which indicates behavioral change towards executing appropriate static lifting and transferring techniques. Data gathered in the final field test shows an in-game training effect, causing players to exhibit correct techniques for static lifting and transferring techniques but also revealed the necessity for future social system development and especially regarding intervention acceptance. Social system factors showed a strong impact on the games persuasive capacities and its autogenous intent. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.
Playing for real: video games and stories for health-related behavior change.
Baranowski, Tom; Buday, Richard; Thompson, Debbe I; Baranowski, Janice
2008-01-01
Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story's "moral," among other change possibilities. Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change.
Integrative Gaming: A Framework for Sustainable Game-Based Diabetes Management
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
NASA Astrophysics Data System (ADS)
Colon-Robles, M.; Lorentz, K.; Ruhlman, K.; Gilman, I.; Chambers, L. H.
2010-12-01
‘Our Changing Climate’ is a brand new game developed at NASA’s Langley Research Center by the Informal Education group and the Science Directorate to educate the public on Earth’s climate system how the Sun, ocean, atmosphere, clouds, ice, land, and life interact with each other, and how these interactions are changing due to anthropogenic effects. The game was designed for students in middle school (5th and 8th grade) between the ages of 10-14 as part of the NASA's Summer of Innovation campaign for excellence in science, technology, engineering and mathematics, or STEM, education. The game, ‘Our Changing Climate’, is composed of a series of interactive boards, featuring the following topics: (1) the difference between weather and climate - “Weather vs Climate”, (2) the interactions of clouds and greenhouse gases on short and long wave radiation - “Greenhouse Gases and Clouds”, and (3) the definition of albedo and the importance of bright surfaces over the Arctic - “Arctic Temperature”. Each interactive board presents a climate system and steps the student or spectator through the climate interaction using “clues” and hands-on items that they need to put correctly on the board to understand the concept. Once the student or spectator finishes this part, they then have a better grasp of the concept and are able to understand how these interactions are changing due to the increase in average global temperature. This knowledge is then tested or “driven home” with interactive questions that show how these interactions in our climate are changing today. The concept is then reinforced with an example of a recent event presented in the media. The game has been piloted in outreach and informal settings, as well as for professional development of educators. The game, interactions and engagement of each of the audiences mentioned will be presented.
Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women.
Shiyko, Mariya; Hallinan, Sean; Seif El-Nasr, Magy; Subramanian, Shree; Castaneda-Sceppa, Carmen
2016-06-02
Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge. SpaPlay is a computer game designed to help women adopt healthier dietary and exercise behaviors, developed based on Self-Determination theory and the Player Experience of Need Satisfaction (PENS) model. Progress in the game is tied to real-life activities (e.g., eating a healthy snack, taking a flight of stairs). We recruited 47 women to partake in a within-subject 90-day longitudinal study, with assessments taken at baseline, 1-, 2-, and 3- months. Women were on average, 29.8 years old (±7.3), highly educated (80.9% had BA or higher), 39% non-White, baseline BMI 26.98 (±5.6), who reported at least contemplating making changes in their diet and exercise routine based on the Stages of Change Model. We computed 9 indices from game utilization data to evaluate game play. We used general linear models to examine inter-individual differences between levels of play, and multilevel models to assess temporal changes in BMI and nutritional knowledge. Patterns of game play were mixed. Participants who reported being in the preparation or action stages of behavior change exhibited more days of play and more play regularity compared to those who were in the contemplation stage. Additionally, women who reported playing video games 1-2 hours per session demonstrated more sparse game play. Brief activities, such as one-time actions related to physical activity or healthy food, were preferred over activities that require a longer commitment (e.g., taking stairs every day for a week). BMI decreased significantly (P<.001) from baseline to 3-month follow-up, yielding a large effect size of 1.28. Nutritional knowledge increased significantly (P<.001) from first to third month follow-ups, with an effect size of .86. The degree of change in both outcomes was related to game play, baseline readiness to change, and the extent of video game play in general. This work demonstrates initial evidence of success for using a serious game as an intervention for health behavior change in real world settings. Our findings also highlight the need to understand not only game effectiveness but also inter-individual differences. Individualizing content and the intervention medium appears to be necessary for a more personalized and long-lasting impact.
Computer games to teach hygiene: an evaluation of the e-Bug junior game.
Farrell, David; Kostkova, Patty; Weinberg, Julius; Lazareck, Lisa; Weerasinghe, Dasun; Lecky, Donna M; McNulty, Cliodna A M
2011-06-01
Handwashing, respiratory hygiene and antibiotic resistance remain major public health concerns. In order to facilitate an effective outcome when teaching the basic principles of hand and respiratory hygiene, educational interventions should first target school children. As computer games are ubiquitous in most children's lives, e-Bug developed computer games targeted at teaching children handwashing, respiratory hygiene and antibiotic resistance. The games were designed for two target audiences: junior school children (9-12 year olds); and senior school children (13-15 year olds). Between May and August 2009, the finalized junior game underwent an evaluation in three UK schools (in Glasgow, Gloucester and London), involving 62 children in the schools and ∼ 1700 players accessing the junior game online. The e-Bug junior game consists of a number of levels of play, each of which promotes a set of learning outcomes (LOs). These LOs, complementary to those in the e-Bug packs, are expressed through the game mechanics (the rules of the game) rather than through story or dialogue. Although the junior game's evaluation demonstrated a statistically significant change in the knowledge for only a small number of given LOs, because many children had the required knowledge already before playing the game, this is e-Bug's first statistical study on the junior game and the first comprehensive evaluation of its kind. Future work includes a re-examination of the quiz-style questionnaires utilized in this study and an exploration of the potential knowledge change acquired strictly through engagement.
Development Challenges of Game-Changing Entry System Technologies From Concept to Mission Infusion
NASA Technical Reports Server (NTRS)
Venkatapathy, Ethiraj; Beck, Robin; Ellerby, Donald; Feldman, Jay; Gage, Peter; Munk, Michelle; Wercinski, Paul
2016-01-01
NASA's Space Technology Mission Directorate (STMD) and the Game Changing Development Program (GCDP) were created to develop new technologies. This paper describes four entry system technologies that are funded by the GCDP and summarizes the lessons learned during the development. The investments are already beginning to show success, mission infusion pathways after five years of existence. It is hoped that our experience and observations, drawn from projects supported by the GCD program/STMD, Orion and SMD can help current and future technology development projects. Observations on fostering a culture of success and on constraints that limit greater success are also provided.
Brown, Katherine; Arnab, Sylvester; Bayley, Julie; Newby, Katie; Joshi, Puja; Judd, Becky; Baxter, Alison; Clarke, Samatha
2012-01-01
Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminating such experiences is important for enhancing adolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subject matters in RSE can be challenging, and using Serious Gaming technology may support young people and educators in this process. This paper describes the use of Intervention mapping (IM) in the development of a serious game on the topic of sexual coercion for use in RSE. IM is a process that draws on stakeholder engagement and the theory and evidence base to support health improvement intervention planning. Serious game developers transformed the game concept 'flat plan' into an interactive gameshow. The game is teacher led and aims to engage students in game play and discussion around the issue of sexual coercion. The final product known as PR:EPARe (Positive Relationships: Eliminating Coercion and Pressure in Adolescent Relationships) is the subject of an ongoing cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows improvements in psychological preparedness for dealing with sexual coercion against some change objectives. This work represents the first attempt to use IM in the development of a Serious Game and the use of Serious Gaming for RSE delivery. RCT work is ongoing and PR:EPARe will become part of local RSE delivery in the new school year. Plans for ensuring broader impact of the game are in development.
Content Analysis of Anti-Tobacco Videogames: Characteristics, Content, and Qualities.
Watson, Anna M; Alber, Julia M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M
2016-06-01
Although the prevalence of adolescent smoking has declined over the past two decades, the rate of decline has slowed. Electronic videogames show promise as an effective tool for health behavior change; however, the current state of tobacco prevention and cessation games has not been previously reviewed or evaluated. Currently available tobacco-related videogames were identified through online searches and in smartphone application stores. In total, 88 games were systematically coded for characteristics, content, and quality using a reliable and valid coding instrument developed for this research. The majority of games included at least two components of interactivity (75.0 percent) and at least one mechanism for rewarding (69.3 percent). However, most games lacked a story line (97.7 percent) and components for sense of control (25.0 percent). There were an average of 3.54 (standard deviation = 2.20) theoretical constructs in the games, with attitudes (83.0 percent), knowledge (78.4 percent), and perceived severity (55.7 percent) being the most common. The most common educational approach used was the affective education model (83.0 percent). Most games included at least one tobacco message (90.9 percent), with a majority of messages being loss-framed (63.6 percent) and/or one-sided (75.0 percent). Although today's anti-tobacco videogames contain many effective features, numerous qualities and best practices for changing behaviors through games are not present. Future games should seek to address these best practices in their development and evaluation to increase the likelihood they will be effective.
Climate Games in the Classroom - Engaging Problem-Solving
NASA Astrophysics Data System (ADS)
Pfirman, S. L.; Schlosser, P.; Lee, J.; Steiner, R. V.; Sparrow, E. B.; Carr, M.
2012-12-01
The Polar Learning And Responding (PoLAR) Climate Change Education Partnership, funded under the National Science Foundation's Climate Change Education Partnership Phase II (CCEP) program is using fascination with the changing polar regions and novel educational approaches to engage adult learners and inform public understanding and response to climate change. In Phase I we developed a suite of resources that range from low-tech games to social networking, to be used in venues from classrooms to the internet, and targeting audiences from the general public to Alaskan community leaders. This presentation synthesizes experience integrating game-like approaches in formal educational environments with the goal of inspiring change in educational practices and policies. Adults, be they community leaders, the general public, pre- and in-service teachers, or college students, are today's decision-makers. Informed decisions are more likely if individuals are aware of the scientific evidence of climate change and potential economic and social consequences. Learning research and our PoLAR Phase I demonstration projects show that games and game-like approaches motivate exploration and learning of complex material. Evaluation indicates that such approaches are effective in deepening adult learner awareness and understanding of climate change and informing responses to climate change impacts through engaged problem-solving. For example, an undergraduate student playing a climate change card game commented "I certainly felt an adrenaline rush as I kept the possibility of a major disaster impacting my web at the forefront of my mind to strategize the best possible food web combination." Two others playing a board game noted "I think that interactive activities like the one done in class really help students to learn because it tests our ability to analyze and interpret previous readings and discussions in a different context. Anyone can read a paper and summarize, but it takes genuine understanding to engage in an activity like this." "I am hopeful … that with our generation having more discussions like the ones we had in class, we will be better-equipped in the coming years to effectively work out solutions that can benefit all stakeholders." Our experience and analysis of the literature indicates that games can transform the classroom experience - both by engaging a more diverse student population and by building capacity in novel ways. Incorporating students in customizing games/activities, allocating time for post game debriefing/reflection, then re-running the game, and using concept maps to assess learning gains are a few of the best practices that will be discussed that help make the experience successful for both the teacher and the student.
Designing Out the Play: Accessibility and Playfulness in Inclusive Play.
Holt, Raymond; Beckett, Angharad
2017-01-01
Play is an important part of child development, yet disabled children are often excluded from the opportunity to play, either due to lack of accessible toys and games, or social pressures. This paper presents a case study reflecting on the development of Button Bash: a switch accessible game intended to encourage inclusive play between disabled and non-disabled children. In particular, the paper focuses on how changes intended to make the game more accessible tended to make it less playful, and reflects on the relationship between playfulness and accessibility.
Multidimensional extended spatial evolutionary games.
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.
Analysis of Subjects' Vulnerability in a Touch Screen Game Using Behavioral Metrics.
Parsinejad, Payam; Sipahi, Rifat
2017-12-01
In this article, we report results on an experimental study conducted with volunteer subjects playing a touch-screen game with two unique difficulty levels. Subjects have knowledge about the rules of both game levels, but only sufficient playing experience with the easy level of the game, making them vulnerable with the difficult level. Several behavioral metrics associated with subjects' playing the game are studied in order to assess subjects' mental-workload changes induced by their vulnerability. Specifically, these metrics are calculated based on subjects' finger kinematics and decision making times, which are then compared with baseline metrics, namely, performance metrics pertaining to how well the game is played and a physiological metric called pnn50 extracted from heart rate measurements. In balanced experiments and supported by comparisons with baseline metrics, it is found that some of the studied behavioral metrics have the potential to be used to infer subjects' mental workload changes through different levels of the game. These metrics, which are decoupled from task specifics, relate to subjects' ability to develop strategies to play the game, and hence have the advantage of offering insight into subjects' task-load and vulnerability assessment across various experimental settings.
Design and evaluation of a computer game to promote a healthy diet for young adults.
Peng, Wei
2009-03-01
This article reports the development and evaluation of a computer game (RightWay Café) as a special medium to promote a healthy diet for young adults. Structural features of computer games, such as interactive tailoring, role playing, the element of fun, and narrative, were operationalized in the RightWay Café game to afford behavior rehearsal in a safe and entertaining way. Theories such as the health belief model, social cognitive theory, and theory of reasoned action guided the content design of the game to influence mediators of behavior change, including self-efficacy, perceived benefits, perceived barriers, and behavior change intention. A randomized controlled evaluation study with pretest, posttest, and follow-up design demonstrated that this game was effective in teaching nutrition and weight management knowledge and increasing people's self-efficacy and perceived benefits of healthy eating, as well as their intention to be on a healthy diet. Limited long-term effects were also found: participants in the game-playing group had greater self-efficacy than participants in the control group after 1 month. This study validates the computer game-based approach to health promotion for young adults. Limitations and implications are also discussed.
Krebs, Paul; Burkhalter, Jack E; Snow, Bert; Fiske, Jeff; Ostroff, Jamie S
2013-09-11
Despite many efforts at developing relapse prevention interventions, most smokers relapse to tobacco use within a few months after quitting. Interactive games offer a novel strategy for helping people develop the skills required for successful tobacco cessation. The objective of our study was to develop a video game that enables smokers to practice strategies for coping with smoking urges and maintaining smoking abstinence. Our team of game designers and clinical psychologists are creating a video game that integrates the principles of smoking behavior change and relapse prevention. We have reported the results of expert and end-user feedback on an alpha version of the game. The alpha version of the game consisted of a smoking cue scenario often encountered by smokers. We recruited 5 experts in tobacco cessation research and 20 current and former smokers, who each played through the scenario. Mixed methods were used to gather feedback on the relevance of cessation content and usability of the game modality. End-users rated the interface from 3.0 to 4.6/5 in terms of ease of use and from 2.9 to 4.1/5 in terms of helpfulness of cessation content. Qualitative themes showed several user suggestions for improving the user interface, pacing, and diversity of the game characters. In addition, the users confirmed a high degree of game immersion, identification with the characters and situations, and appreciation for the multiple opportunities to practice coping strategies. This study highlights the procedures for translating behavioral principles into a game dynamic and shows that our prototype has a strong potential for engaging smokers. A video game modality exemplifies problem-based learning strategies for tobacco cessation and is an innovative step in behavioral management of tobacco use.
In pursuit of change: youth response to intensive goal setting embedded in a serious video game.
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Juliano, Melissa; Frazior, McKee; Wilsdon, Jon; Jago, Russell
2007-11-01
Type 2 diabetes has increased in prevalence among youth, paralleling the increase in pediatric obesity. Helping youth achieve energy balance by changing diet and physical activity behaviors should decrease the risk for type 2 diabetes and obesity. Goal setting and goal review are critical components of behavior change. Theory-informed video games that emphasize development and refinement of goal setting and goal review skills provide a method for achieving energy balance in an informative, entertaining format. This article reports alpha-testing results of early versions of theory-informed goal setting and reviews components of two diabetes and obesity prevention video games for preadolescents. Two episodes each of two video games were alpha tested with 9- to 11-year-old youth from multiple ethnic groups. Alpha testing included observed game play followed by a scripted interview. The staff was trained in observation and interview techniques prior to data collection. Although some difficulties were encountered, alpha testers generally understood goal setting and review components and comprehended they were setting personal goals. Although goal setting and review involved multiple steps, youth were generally able to complete them quickly, with minimal difficulty. Few technical issues arose; however, several usability and comprehension problems were identified. Theory-informed video games may be an effective medium for promoting youth diabetes and obesity prevention. Alpha testing helps identify problems likely to have a negative effect on functionality, usability, and comprehension during development, thereby providing an opportunity to correct these issues prior to final production.
ERIC Educational Resources Information Center
Williams, Robert Howard; Williams, Alexander Jonathan
2010-01-01
The authors previously developed multiple identification theory (MIT) as a system of simulation game design intended to promote attitude change. The present study further tests MIT's effectiveness. The authors created a game (CULTURE & CREED) via MIT as a complex simulation of Middle Eastern conflict resolution, designed to change attitudes…
Development Challenges of Game-Changing Entry System Technologies from Concept to Mission Infusion
NASA Technical Reports Server (NTRS)
Venkatapathy, Ethiraj; Beck, Robin; Ellerby, Don; Feldman, Jay; Gage, Peter; Munk, Michelle; Wercinski, Paul
2015-01-01
Realization within the US and NASA that future exploration both Human and Robotic will require innovative new technologies led to the creation of the Space Technology Mission Directorate and investment in game changing technologies with high pay-off. Some of these investments will see success and others, due to many of the constraints, will not attain their goal. The co-authors of this proposed presentation have been involved from concept to mission infusion aspects of entry technologies that are game changing. The four example technologies used to describe the challenges experienced along the pathways to success are at different levels of maturity. They are Conformal, 3-D MAT, HEEET and ADEPT. The four examples in many ways capture broad aspects of the challenges of maturation and illustrate what led some to be exceptionally successful and how others had to be altered in order remain viable game changing technologies. Subsystem technologies for robotic and human missions?
Playing for Real: Video Games and Stories for Health-Related Behavior Change
Baranowski, Tom; Buday, Richard; Thompson, Debbe I.; Baranowski, Janice
2008-01-01
Background Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Method Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. Results Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story’s “moral,” among other change possibilities. Conclusions Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change. PMID:18083454
Normative values for a tablet computer-based application to assess chromatic contrast sensitivity.
Bodduluri, Lakshmi; Boon, Mei Ying; Ryan, Malcolm; Dain, Stephen J
2018-04-01
Tablet computer displays are amenable for the development of vision tests in a portable form. Assessing color vision using an easily accessible and portable test may help in the self-monitoring of vision-related changes in ocular/systemic conditions and assist in the early detection of disease processes. Tablet computer-based games were developed with different levels of gamification as a more portable option to assess chromatic contrast sensitivity. Game 1 was designed as a clinical version with no gaming elements. Game 2 was a gamified version of game 1 (added fun elements: feedback, scores, and sounds) and game 3 was a complete game with vision task nested within. The current study aimed to determine the normative values and evaluate repeatability of the tablet computer-based games in comparison with an established test, the Cambridge Colour Test (CCT) Trivector test. Normally sighted individuals [N = 100, median (range) age 19.0 years (18-56 years)] had their chromatic contrast sensitivity evaluated binocularly using the three games and the CCT. Games 1 and 2 and the CCT showed similar absolute thresholds and tolerance intervals, and game 3 had significantly lower values than games 1, 2, and the CCT, due to visual task differences. With the exception of game 3 for blue-yellow, the CCT and tablet computer-based games showed similar repeatability with comparable 95% limits of agreement. The custom-designed games are portable, rapid, and may find application in routine clinical practice, especially for testing younger populations.
Usability evaluation of low-cost virtual reality hand and arm rehabilitation games.
Seo, Na Jin; Arun Kumar, Jayashree; Hur, Pilwon; Crocher, Vincent; Motawar, Binal; Lakshminarayanan, Kishor
2016-01-01
The emergence of lower-cost motion tracking devices enables home-based virtual reality rehabilitation activities and increased accessibility to patients. Currently, little documentation on patients' expectations for virtual reality rehabilitation is available. This study surveyed 10 people with stroke for their expectations of virtual reality rehabilitation games. This study also evaluated the usability of three lower-cost virtual reality rehabilitation games using a survey and House of Quality analysis. The games (kitchen, archery, and puzzle) were developed in the laboratory to encourage coordinated finger and arm movements. Lower-cost motion tracking devices, the P5 Glove and Microsoft Kinect, were used to record the movements. People with stroke were found to desire motivating and easy-to-use games with clinical insights and encouragement from therapists. The House of Quality analysis revealed that the games should be improved by obtaining evidence for clinical effectiveness, including clinical feedback regarding improving functional abilities, adapting the games to the user's changing functional ability, and improving usability of the motion-tracking devices. This study reports the expectations of people with stroke for rehabilitation games and usability analysis that can help guide development of future games.
NASA Astrophysics Data System (ADS)
Leonard, Jacqueline; Buss, Alan; Gamboa, Ruben; Mitchell, Monica; Fashola, Olatokunbo S.; Hubert, Tarcia; Almughyirah, Sultan
2016-12-01
This paper describes the findings of a pilot study that used robotics and game design to develop middle school students' computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students' pre-post self-efficacy scores on the construct of computer use declined significantly, while the constructs of videogaming and computer gaming remained unchanged. When these constructs were analyzed by type of learning environment, self-efficacy on videogaming increased significantly in the combined robotics/gaming environment compared with the gaming-only context. Student attitudes toward STEM, however, did not change significantly as a result of the study. Finally, children's computational thinking (CT) strategies varied by method of instruction as students who participated in holistic game development (i.e., Project First) had higher CT ratings. This study contributes to the STEM education literature on the use of robotics and game design to influence self-efficacy in technology and CT, while informing the research team about the adaptations needed to ensure project fidelity during the remaining years of the study.
Traffic Games: Modeling Freeway Traffic with Game Theory
Cortés-Berrueco, Luis E.; Gershenson, Carlos; Stephens, Christopher R.
2016-01-01
We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers’ interactions. PMID:27855176
Traffic Games: Modeling Freeway Traffic with Game Theory.
Cortés-Berrueco, Luis E; Gershenson, Carlos; Stephens, Christopher R
2016-01-01
We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers' interactions.
Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women
Hallinan, Sean; Seif El-Nasr, Magy; Subramanian, Shree; Castaneda-Sceppa, Carmen
2016-01-01
Background Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. Objective The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge. SpaPlay is a computer game designed to help women adopt healthier dietary and exercise behaviors, developed based on Self-Determination theory and the Player Experience of Need Satisfaction (PENS) model. Progress in the game is tied to real-life activities (e.g., eating a healthy snack, taking a flight of stairs). Methods We recruited 47 women to partake in a within-subject 90-day longitudinal study, with assessments taken at baseline, 1-, 2-, and 3- months. Women were on average, 29.8 years old (±7.3), highly educated (80.9% had BA or higher), 39% non-White, baseline BMI 26.98 (±5.6), who reported at least contemplating making changes in their diet and exercise routine based on the Stages of Change Model. We computed 9 indices from game utilization data to evaluate game play. We used general linear models to examine inter-individual differences between levels of play, and multilevel models to assess temporal changes in BMI and nutritional knowledge. Results Patterns of game play were mixed. Participants who reported being in the preparation or action stages of behavior change exhibited more days of play and more play regularity compared to those who were in the contemplation stage. Additionally, women who reported playing video games 1-2 hours per session demonstrated more sparse game play. Brief activities, such as one-time actions related to physical activity or healthy food, were preferred over activities that require a longer commitment (e.g., taking stairs every day for a week). BMI decreased significantly (P<.001) from baseline to 3-month follow-up, yielding a large effect size of 1.28. Nutritional knowledge increased significantly (P<.001) from first to third month follow-ups, with an effect size of .86. The degree of change in both outcomes was related to game play, baseline readiness to change, and the extent of video game play in general. Conclusions This work demonstrates initial evidence of success for using a serious game as an intervention for health behavior change in real world settings. Our findings also highlight the need to understand not only game effectiveness but also inter-individual differences. Individualizing content and the intervention medium appears to be necessary for a more personalized and long-lasting impact. PMID:27255497
Life-cycle: simulating the problems of aging and the aged.
Chaisson, G M
1977-01-01
A review of the problems that led to the development of a social simulation game, entitled "Life-Cycle" and an explanation of the objectives of the game and how it is used in the training of health care personnel in geriatrics is presented. Additionally, the results of a controlled experimental evaluation of the game's impact upon participants in terms of change in emotional responses and attitudes toward the elderly is covered.
The Change Game: An Experiential Exercise Demonstrating Barriers to Change
ERIC Educational Resources Information Center
Lewis, Amy C.; Grosser, Mark
2012-01-01
Leading change is an essential skill for managers. Instructors in management education must not only teach theories on effectively leading change but also convince students of the necessity of developing their change leadership skills. Students may underestimate the difficulty of convincing others to work toward change; the authors developed the…
ERIC Educational Resources Information Center
Hong, Jon-Chao; Hwang, Ming-Yueh; Wu, Nien-Chen; Huang, Ying-Luan; Lin, Pei-Hsin; Chen, Yi-Ling
2016-01-01
A new approach to moral education using blended learning has been developed. This approach involves 10 scenarios that are designed as a web-based game and serves as a basis for group moral-consequence-based reasoning, which is developed based on a hypothetical-deductive model. The aim of the study was to examine the changes in students' blended…
In Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video Game
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Juliano, Melissa; Frazior, McKee; Wilsdon, Jon; Jago, Russell
2007-01-01
Background Type 2 diabetes has increased in prevalence among youth, paralleling the increase in pediatric obesity. Helping youth achieve energy balance by changing diet and physical activity behaviors should decrease the risk for type 2 diabetes and obesity. Goal setting and goal review are critical components of behavior change. Theory-informed video games that emphasize development and refinement of goal setting and goal review skills provide a method for achieving energy balance in an informative, entertaining format. This article reports alpha-testing results of early versions of theory-informed goal setting and reviews components of two diabetes and obesity prevention video games for preadolescents. Method Two episodes each of two video games were alpha tested with 9- to 11-year-old youth from multiple ethnic groups. Alpha testing included observed game play followed by a scripted interview. The staff was trained in observation and interview techniques prior to data collection. Results Although some difficulties were encountered, alpha testers generally understood goal setting and review components and comprehended they were setting personal goals. Although goal setting and review involved multiple steps, youth were generally able to complete them quickly, with minimal difficulty. Few technical issues arose; however, several usability and comprehension problems were identified. Conclusions Theory-informed video games may be an effective medium for promoting youth diabetes and obesity prevention. Alpha testing helps identify problems likely to have a negative effect on functionality, usability, and comprehension during development, thereby providing an opportunity to correct these issues prior to final production. PMID:19885165
Video Games as Reconstructionist Sites of Learning in Art Education
ERIC Educational Resources Information Center
Parks, Nancy S.
2008-01-01
Art education has been in the midst of a transformation shaped by several factors, including changes in contemporary art theories, political and economic factors, and technological developments. Film, music videos, advertisements, video games and other forms of popular culture are shaping how students learn today. Discussions about video gaming…
The Teacher Trainer: A Practical Journal Mainly for Modern Language Teacher Trainers, 1992.
ERIC Educational Resources Information Center
Woodward, Tessa, Ed.
1992-01-01
This document consists of the three issues of the serial "The Teacher Trainer" issued during 1992. Articles include: "Resistance to Change in Teacher Training Courses"; "Teacher Training Games Series: Game 6: Language Bridge"; "How Trainees Can Provide a Resource for Staff Development"; "Do Unto Them As…
Park, Jeong Ha; Lee, Young Sik; Sohn, Ji Hyun; Han, Doug Hyun
2016-11-01
There is a high prevalence of problematic online gaming in adolescents with attention deficit hyperactivity disorder (ADHD). In the current study, we compared the effectiveness of atomoxetine (ATM) and methylphenidate (MPH) on problematic online gaming in adolescents with ADHD. We recruited 86 adolescents diagnosed with ADHD together with Internet gaming disorder. These participants were divided into two treatment groups: 44 participants were treated with MPH for 12 weeks, and 42 participants were treated with ATM for 12 weeks. During the 3-month study period, the MPH group showed greater improvement in Korean ADHD rating scale scores than the ATM group. The ATM group showed greater improvement in Child Depression Inventory scores than the MPH group. However, Young Internet Addiction Scale and Behavioral Inhibition & Activation Scales score changes did not differ significantly between the MPH and ATM groups. In both groups, changes in Young Internet Addiction Scale scores were positively correlated with the changes in Behavioral Inhibition & Activation Scales scores. Both MPH and ATM reduced the severity of Internet gaming disorder symptoms, and this reduction was correlated with impulsivity reduction, which also resulted from both ADHD medications. These findings suggest impulsivity plays a critical role in the development of problematic online gaming. Copyright © 2016 John Wiley & Sons, Ltd.
Development of Trivia Game for speech understanding in background noise.
Schwartz, Kathryn; Ringleb, Stacie I; Sandberg, Hilary; Raymer, Anastasia; Watson, Ginger S
2015-01-01
Listening in noise is an everyday activity and poses a challenge for many people. To improve the ability to understand speech in noise, a computerized auditory rehabilitation game was developed. In Trivia Game players are challenged to answer trivia questions spoken aloud. As players progress through the game, the level of background noise increases. A study using Trivia Game was conducted as a proof-of-concept investigation in healthy participants. College students with normal hearing were randomly assigned to a control (n = 13) or a treatment (n = 14) group. Treatment participants played Trivia Game 12 times over a 4-week period. All participants completed objective (auditory-only and audiovisual formats) and subjective listening in noise measures at baseline and 4 weeks later. There were no statistical differences between the groups at baseline. At post-test, the treatment group significantly improved their overall speech understanding in noise in the audiovisual condition and reported significant benefits in their functional listening abilities. Playing Trivia Game improved speech understanding in noise in healthy listeners. Significant findings for the audiovisual condition suggest that participants improved face-reading abilities. Trivia Game may be a platform for investigating changes in speech understanding in individuals with sensory, linguistic and cognitive impairments.
Novel Tools for Climate Change Learning and Responding in Earth Science Education
NASA Astrophysics Data System (ADS)
Sparrow, Elena; Brunacini, Jessica; Pfirman, Stephanie
2015-04-01
Several innovative, polar focused activities and tools including a polar hub website (http://thepolarhub.org) have been developed for use in formal and informal earth science or STEM education by the Polar Learning and Responding (PoLAR) Climate Change Education Partnership (consisting of climate scientists, experts in the learning sciences and education practitioners). In seeking to inform understanding of and response to climate change, these tools and activities range from increasing awareness to informing decisions about climate change, from being used in classrooms (by undergraduate students as well as by pre-college students or by teachers taking online climate graduate courses) to being used in the public arena (by stakeholders, community members and the general public), and from using low technology (card games such as EcoChains- Arctic Crisis, a food web game or SMARTIC - Strategic Management of Resources in Times of Change, an Arctic marine spatial planning game) to high technology (Greenify Network - a mobile real world action game that fosters sustainability and allows players to meaningfully address climate change in their daily lives, or the Polar Explorer Data Visualization Tablet App that allows individuals to explore data collected by scientists and presented for the everyday user through interactive maps and visualizations, to ask questions and go on an individualized tour of polar regions and their connections to the rest of the world). Games are useful tools in integrative and applied learning, in gaining practical and intellectual skills, and in systems thinking. Also, as part of the PoLAR Partnership, a Signs of the Land Climate Change Camp was collaboratively developed and conducted, that can be used as a model for engaging and representing indigenous communities in the co-production of climate change knowledge, communication tools and solutions building. Future camps are planned with Alaska Native Elders, educators including classroom teachers, natural resource managers, community members, leaders, and climate scientists as participants.
Skills and offensive tactics used in pick-up basketball games.
Wang, Jianyu; Liu, Wenhao; Moffit, Jeffrey
2009-10-01
The purpose of this study was to describe skills and offensive tactics frequently used in pick-up basketball games. 65 participants were recruited from public basketball courts. An observational instrument was developed to analyze the performances of pick-up games. Participants' performances were videotaped and coded. Results indicated that the passing skills most frequently observed in the games were chest pass, overhead pass, and bounce pass. For dribbling, crossover dribble and change-of-pace dribble were frequently observed. Jump shot, set shot, and layup were also frequently used. The offensive tactics frequently used included drive, cut, and set screen. The study may be beneficial for helping young people prepare to play pick-up basketball games.
Pilot trial of spirometer games for airway clearance practice in cystic fibrosis.
Bingham, Peter M; Lahiri, Thomas; Ashikaga, Taka
2012-08-01
Many children with cystic fibrosis (CF) adhere poorly to airway clearance techniques (ACTs), and would rather play video games that challenge their dexterity and visual tracking skills. We developed gaming technology that encourages forced expiratory maneuvers. Following interviews regarding recreational activities and subjects' practice of ACTs, we conducted a pilot trial of spirometer games in 13 adolescents with CF, to test the hypothesis that games could increase subjects' engagement with forced expiratory breathing maneuvers and improve pulmonary function tests (PFTs). After baseline PFTs, subjects were provided with digital spirometers and computers set up as "game only" or "control" devices. After the first of 2 periods (each > 2 weeks), the computer was set-up for the alternate condition for period 2. The t test and non-parametric correlation analyses examined use, number of expiratory high flow events (HFEs), and change in PFTs, identifying trends at P ≤ .1, significance at P < .05. Interviews disclosed minimal awareness of ACTs among our pediatric CF patients. Subjects used games and control software a similar percentage of days during the game (26%) and control periods (32%). There was a trend toward more minutes with the game versus control setup (P = .07), though HFE count did not differ between the 2 conditions (P = .71). Game play showed no overall effect on FEV(1), though correlation analysis showed a modest relation between minutes of play and change in FEV(1) from baseline (r = 0.50, P = .09). The game period showed a trend to increased vital capacity (P = .05). Spirometer games elicit forced expiratory breath maneuvers in pediatric CF patients. Improvement in PFTs may be due to improved test performance technique, though improved obstructive/restrictive lung function due to game play cannot be excluded. A formal clinical trial of this approach is planned.
Buchheit, M; Simpson, B M; Mendez-Villanueva, A
2013-01-01
The aim of this study was to examine in highly-trained young soccer players whether substantial changes in either maximal sprinting speed (MSS) or maximal aerobic speed (as inferred from peak incremental test speed, V(Vam-Eval)) can affect repeated high-intensity running during games. Data from 33 players (14.5±1.3 years), who presented substantial changes in either MSS or V(Vam-Eval) throughout 2 consecutive testing periods (~3 months) were included in the final analysis. For each player, time-motion analyses were performed using a global positioning system (1-Hz) during 2-10 international club games played within 1-2 months from/to each testing period of interest (n for game analyzed=109, player-games=393, games per player per period=4±2). Sprint activities were defined as at least a 1-s run at intensities higher than 61% of individual MSS. Repeated-sprint sequences (RSS) were defined as a minimum of 2 consecutive sprints interspersed with a maximum of 60 s of recovery. Improvements in both MSS and V(Vam-Eval) were likely associated with a decreased RSS occurrence, but in some positions only (e. g., - 24% vs. - 3% for improvements in MSS in strikers vs. midfielders, respectively). The changes in the number of sprints per RSS were less clear but also position-dependent, e. g., +7 to +12% for full-backs and wingers, - 5 to - 7% for centre-backs and midfielders. In developing soccer players, changes in repeated-sprint activity during games do not necessarily match those in physical fitness. Game tactical and strategic requirements are likely to modulate on-field players' activity patterns independently (at least partially) of players' physical capacities. © Georg Thieme Verlag KG Stuttgart · New York.
Fiske, Jeff
2013-01-01
Background Despite many efforts at developing relapse prevention interventions, most smokers relapse to tobacco use within a few months after quitting. Interactive games offer a novel strategy for helping people develop the skills required for successful tobacco cessation. Objective The objective of our study was to develop a video game that enables smokers to practice strategies for coping with smoking urges and maintaining smoking abstinence. Our team of game designers and clinical psychologists are creating a video game that integrates the principles of smoking behavior change and relapse prevention. We have reported the results of expert and end-user feedback on an alpha version of the game. Methods The alpha version of the game consisted of a smoking cue scenario often encountered by smokers. We recruited 5 experts in tobacco cessation research and 20 current and former smokers, who each played through the scenario. Mixed methods were used to gather feedback on the relevance of cessation content and usability of the game modality. Results End-users rated the interface from 3.0 to 4.6/5 in terms of ease of use and from 2.9 to 4.1/5 in terms of helpfulness of cessation content. Qualitative themes showed several user suggestions for improving the user interface, pacing, and diversity of the game characters. In addition, the users confirmed a high degree of game immersion, identification with the characters and situations, and appreciation for the multiple opportunities to practice coping strategies. Conclusions This study highlights the procedures for translating behavioral principles into a game dynamic and shows that our prototype has a strong potential for engaging smokers. A video game modality exemplifies problem-based learning strategies for tobacco cessation and is an innovative step in behavioral management of tobacco use. PMID:24025236
Results from a pilot study of a computer-based role-playing game for young people with psychosis.
Olivet, Jeffrey; Haselden, Morgan; Piscitelli, Sarah; Kenney, Rachael; Shulman, Alexander; Medoff, Deborah; Dixon, Lisa
2018-03-15
Recent research on first episode psychosis (FEP) has demonstrated the effectiveness of coordinated specialty care (CSC) models to support young adults and their families, yet few tools exist to promote engagement in care. This study aimed to develop a prototype computer-based role-playing game (RPG) designed for young people who have experienced FEP, and conduct a pilot study to determine feasibility and test whether the game improves consumers' attitudes toward treatment and recovery. Twenty young people with FEP who were receiving services at a CSC program enrolled in the study and played the game for 1 hour. Pre- and post-quantitative assessments measured change in hope, recovery, stigma, empowerment and engagement in treatment. Qualitative interviews explored participants' experience with the game and ideas for further product development. Participants showed significant increase in positive attitudes toward recovery. The qualitative findings further demonstrated the game's positive impact across these domains. Of all game features, participants most highly valued video testimonials of other young adults with FEP telling their stories of hope and recovery. These findings provide modest support for the potential benefits of this type of computer-based RPG, if further developed for individuals experiencing psychosis. © 2018 John Wiley & Sons Australia, Ltd.
Physiological and psychophysiological responses to an exer-game training protocol.
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.
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
Spatial pattern dynamics due to the fitness gradient flux in evolutionary games.
deForest, Russ; Belmonte, Andrew
2013-06-01
We introduce a nondiffusive spatial coupling term into the replicator equation of evolutionary game theory. The spatial flux is based on motion due to local gradients in the relative fitness of each strategy, providing a game-dependent alternative to diffusive coupling. We study numerically the development of patterns in one dimension (1D) for two-strategy games including the coordination game and the prisoner's dilemma, and in two dimensions (2D) for the rock-paper-scissors game. In 1D we observe modified traveling wave solutions in the presence of diffusion, and asymptotic attracting states under a frozen-strategy assumption without diffusion. In 2D we observe spiral formation and breakup in the frozen-strategy rock-paper-scissors game without diffusion. A change of variables appropriate to replicator dynamics is shown to correctly capture the 1D asymptotic steady state via a nonlinear diffusion equation.
Spatial pattern dynamics due to the fitness gradient flux in evolutionary games
NASA Astrophysics Data System (ADS)
deForest, Russ; Belmonte, Andrew
2013-06-01
We introduce a nondiffusive spatial coupling term into the replicator equation of evolutionary game theory. The spatial flux is based on motion due to local gradients in the relative fitness of each strategy, providing a game-dependent alternative to diffusive coupling. We study numerically the development of patterns in one dimension (1D) for two-strategy games including the coordination game and the prisoner's dilemma, and in two dimensions (2D) for the rock-paper-scissors game. In 1D we observe modified traveling wave solutions in the presence of diffusion, and asymptotic attracting states under a frozen-strategy assumption without diffusion. In 2D we observe spiral formation and breakup in the frozen-strategy rock-paper-scissors game without diffusion. A change of variables appropriate to replicator dynamics is shown to correctly capture the 1D asymptotic steady state via a nonlinear diffusion equation.
Developing Science Literacy through the Heat Game: An Online Role-Playing Game
ERIC Educational Resources Information Center
Rees, Carol Ann Butler
2015-01-01
The decline of young peoples' interest in science & technology education in western counties is causing concern worldwide. To help change this situation teachers need to take a leadership role in designing innovative approaches for engaging students with science curriculum in schools. Here I report on an action research study to examine…
Simulation and Gaming to Promote Health Education: Results of a Usability Test
ERIC Educational Resources Information Center
Albu, Mihai; Atack, Lynda; Srivastava, Ishaan
2015-01-01
Objective: Motivating clients to change the health behaviour, and maintaining an interest in exercise programmes, is an ongoing challenge for health educators. With new developments in technology, simulation and gaming are increasingly being considered as ways to motivate users, support learning and promote positive health behaviours. The purpose…
Fjællingsdal, Kristoffer S; Klöckner, Christian A
2017-01-01
Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.
Putnam, Susan K; Carré, Justin M
2012-09-01
The authors examined the extent to which changes in testosterone concentrations before competition would be associated with performance among elite male hockey players. Saliva samples were collected on 2 noncompetition days (baseline) and before 2 playoff games (1 home game, 1 away game). Individual performance was assessed by the coaching staff after each game. Results indicated that changes in testosterone before competition predicted performance, but this effect was influenced by game location. Unexpectedly, the authors found a significant negative relationship between a rise in testosterone and performance for the away game and a nonsignificant positive relationship for the home game. These findings indicate that game location should be considered in studies examining the neuroendocrine correlates of athletic competition.
Action video game play facilitates the development of better perceptual templates.
Bejjanki, Vikranth R; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C Shawn; Lu, Zhong-Lin; Bavelier, Daphne
2014-11-25
The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play.
Action video game play facilitates the development of better perceptual templates
Bejjanki, Vikranth R.; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C. Shawn; Lu, Zhong-Lin; Bavelier, Daphne
2014-01-01
The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play. PMID:25385590
Teaching to the Next Generation Science Standards with Energy, Climate, and Water Focused Games
NASA Astrophysics Data System (ADS)
Mayhew, M. A.; Hall, M.; Civjan, N.
2015-12-01
We produced two fun-to-play card games with the theme, The Nexus of Energy, Water, and Climate, that directly support teaching to the NGSS. In the games, players come to understand how demand for energy, water use, and climate change are tightly intertwined. Analysis by scientists from the national laboratories ensured that the games are reflect current data and research. The games have been tested with high school and informal science educators and their students and have received a formal evaluation. The games website http://isenm.org/games-for-learning shows how the games align with the NGSS, the Common Core, and the NRC's Strands of Science Learning. It also contains an extensive collection of accessible articles on the nexus to support use of the games in instruction. Thirst for Power is a challenging resource management game. Players, acting as governors of regions, compete to be the first to meet their citizens' energy needs. A governor can choose from a variety of carbon-based or renewable energy sources, but each source uses water and has an environmental—including climate change—impact. Energy needs must be met using only the water resources allocated to the region and without exceeding the environmental impact limit. "ACTION" cards alter game play and increase competition. Challenge and Persuade is a game of scientific argumentation, using evidence on nexus-related fact cards. Players must evaluate information, develop fact-based arguments, and communicate their findings. One card deck contains a set of adjectives, a second a series of fact cards. Players use their fact cards to make the best argument that aligns with an adjective selected by the "Judge". Players take turns being the "Judge," who determines who made the best argument. The games particularly align with NGSS elements: Connections to Engineering, Technology, and Application of Science. Players come to understand the science and engineering behind many energy sources and their impacts. Connection to Nature of Science. Players must manage the complexity of relationships among water, energy, and climate change and solve problems with science, technology, and policies. Science and Engineering Practice. Both games require players to use evidence, evaluate information, and develop strategies to address real world problems.
Augmenting your own reality: student authoring of science-based augmented reality games.
Klopfer, Eric; Sheldon, Josh
2010-01-01
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent games, TimeLab 2100, players role-play citizens of the early 22nd century when global climate change is out of control. Through AR, they see their community as it might be nearly one hundred years in the future. TimeLab and other similar AR games balance location specificity and portability--they are games that are tied to a location and games that are movable from place to place. Focusing students on developing their own AR games provides the best of both virtual and physical worlds: a more portable solution that deeply connects young people to their own surroundings. A series of initiatives has focused on technical and pedagogical solutions to supporting students authoring their own games.
Changes in cue-induced, prefrontal cortex activity with video-game play.
Han, Doug Hyun; Kim, Yang Soo; Lee, Yong Sik; Min, Kyung Joon; Renshaw, Perry F
2010-12-01
Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.
Challenges and opportunities: using a science-based video game in secondary school settings
NASA Astrophysics Data System (ADS)
Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole
2012-12-01
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge and/or understanding, but also in their on-the-ground use (Jaipal and Figg 2010). This paper reports on the use of a science-focused video game in five very different secondary school settings in Ontario, Canada. A mixed-methods approach was used in the study, and included data gathered on general gameplay habits and technology use, as well as informal interviews with teachers and students who played the game. In total, 161 participants played a series of games focused on the "life of a plant", and were given both a pre and post quiz to determine if the game helped them retain and/or change what they knew about scientific processes like plant cell anatomy and photosynthesis. Participants showed statistically significant improvement on quizzes that were taken after playing the game for approximately one-hour sessions, despite difficulties in some cases both accessing and playing the game for the full hour. Our findings also reveal the ongoing challenges in making use of technology in a variety of school sessions, even when using a browser-based game, that demanded very little other than a reliable internet connection.
Serious games experiment toward agent-based simulation
Wein, Anne; Labiosa, William
2013-01-01
We evaluate the potential for serious games to be used as a scientifically based decision-support product that supports the United States Geological Survey’s (USGS) mission--to provide integrated, unbiased scientific information that can make a substantial contribution to societal well-being for a wide variety of complex environmental challenges. Serious or pedagogical games are an engaging way to educate decisionmakers and stakeholders about environmental challenges that are usefully informed by natural and social scientific information and knowledge and can be designed to promote interactive learning and exploration in the face of large uncertainties, divergent values, and complex situations. We developed two serious games that use challenging environmental-planning issues to demonstrate and investigate the potential contributions of serious games to inform regional-planning decisions. Delta Skelta is a game emulating long-term integrated environmental planning in the Sacramento-San Joaquin Delta, California, that incorporates natural hazards (flooding and earthquakes) and consequences for California water supplies amidst conflicting water interests. Age of Ecology is a game that simulates interactions between economic and ecologic processes, as well as natural hazards while implementing agent-based modeling. The content of these games spans the USGS science mission areas related to water, ecosystems, natural hazards, land use, and climate change. We describe the games, reflect on design and informational aspects, and comment on their potential usefulness. During the process of developing these games, we identified various design trade-offs involving factual information, strategic thinking, game-winning criteria, elements of fun, number and type of players, time horizon, and uncertainty. We evaluate the two games in terms of accomplishments and limitations. Overall, we demonstrated the potential for these games to usefully represent scientific information within challenging environmental and ecosystem-management contexts and to provide an interactive way of learning about the complexity of interactions between people and natural systems. Further progress on the use of pedagogical games to fulfill the USGS mission will require collaboration among scientists, game developers, educators, and stakeholders. We conclude that as the USGS positions itself to communicate and convey the results of multiple science strategies, including natural-resource security and sustainability, pedagogical game development and agent-based modeling offer a means to (1) establish interdisciplinary and collaborative teams with a focused integrated outcome; (2) contribute to the modeling of interaction, feedback, and adaptation of ecosystems; and (3) enable social learning through a broadly appealing and increasingly sophisticated medium.
LRN, ERN:, & BERN @ Wireless Integrating the Sciences (WITS) Theatre
NASA Technical Reports Server (NTRS)
Hilliard, L.; Campbell, B.; Foody, M.; Klitsner, D.
2010-01-01
In order to develop a call to action for a learning tool that would work to best teach Science Technology Engineering and Math (STEM), the NASA Goddard team will partner with the inventor of Bop It!, an interactive game of verbs and following instructions; and Global Imagination, the developers of Magic Planet. In this paper Decision-making Orbital Health! (DOH!) will be described as a game derived from the basic functions necessary for Bop lt!, a familiar game. that will ask the educational audience to respond to changing commands to Bop It!, Twist It!, and Squeeze It! The success of the new version of the game, will be that the Earth will be making these commands from Dynamic Planet, and the crowd assembled can play wirelessly. Wireless Integrating The Sciences (WITS) Theatre : A balanced approach will describe how the communities local to Goddard and perhaps San Francisco will develop curriculum that helps kids teach kids with an engaging game and a STEM message. The performing arts will be employed to make it entertaining and appropriate to the size of the gathering, and the students educational level.
Integrating Health Behavior Theory and Design Elements in Serious Games.
Cheek, Colleen; Fleming, Theresa; Lucassen, Mathijs Fg; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter
2015-01-01
Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. This study's method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user's sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.
Emotional Arousal and Attitude Change During Simulation Games.
ERIC Educational Resources Information Center
Kidder, Steven J.
Psysiological and behavioral indices of emotional arousal and mood during performance in a simulation game were investigated. The hypotheses tested were: (1) there will be attitude change following participation in the social simulation game, Ghetto; (2) this change in attitude will be related to the players' emotional involvement in the game as…
Access for all: the rise of the Paralympic Games.
Gold, John R; Gold, Margaret M
2007-05-01
The Paralympic, or Parallel, Games for athletes with disabilities have played a major role over the past half century in changing attitudes towards disability and accelerating the agenda for inclusion. This article charts their development from small beginnings as a competition for disabled ex-servicemen and women in England founded shortly after the Second World War to the present day ambulatory international festival of Summer and Winter Games organized in conjunction with the Olympic Games. The Paralympic Games trace their origins to the work of Dr (later Sir) Ludwig Guttmann at the National Spinal Injuries Unit at Stoke Mandeville Hospital in Buckinghamshire who used sport as an integral part of the treatment of paraplegic patients. A sports competition was held at the hospital to coincide with the Opening Ceremony of the London Games in July 1948. This became an annual event attracting the first international participation in 1952, after which it became the International Stoke Mandeville Games. From 1960 onwards attempts were made to hold every fourth Games in the Olympic host city. Despite initial success in staging the 1960 Games in Rome and the 1964 Games in Tokyo, subsequent host cities refused to host the competitions and alternative locations were found where a package of official support, finance and suitable venues could be assembled. In 1976, the scope of the Games was widened to accept other disabilities. From 1988 onwards, a process of convergence took place that saw the Paralympics brought into the central arena of the Olympics, both literally and figuratively. In the process they have embraced new sports, have encompassed a wider range of disabilities, and helped give credence to the belief that access to sport is available to all. The Paralympics also underline the change from sport as therapeutic competition to that of elite events that carry intrinsic prestige, with growing rivalry over medal tables. For the future, however, questions remain as to whether the current arrangements of separate but supposedly equal festivals assist the continuing development of the Paralympics or perpetuate difference.
Fjællingsdal, Kristoffer S.; Klöckner, Christian A.
2017-01-01
Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined. PMID:28701988
Excessive and addictive gaming control using counselling agent in online game design
NASA Astrophysics Data System (ADS)
Ididi, Italumeh O.; Hassan, Sa'adah; Ghani, Abdul Azim Abd; Ali, Norhayati Mohd
2017-10-01
In recent times, online game play has become a food for thought to concerned individuals, researchers and authorities of various countries due to its excessive and addictive usage. Although, various government have taken certain measures such as shutting down internet cafe at certain hours of the day, censoring the most brutal, offensive and aggressive sections of certain games before they are released. Researchers have advised developers on ways of limiting harm on players by suggesting design changes on time limit. Furthermore, researchers have also suggested that online game distributors ought to make available appropriate referral services. The impart of the above are yet to make any remarkable impact on players. In this paper, we have proposed a Counseling Agent model integrating informative and self-appraisal messages in online game design as a control measure. Informative and self-appraisal messaging in games have proven optimistic through making positive impact on player's thoughts and behavior towards gaming. These messages are expected to remind players about the negative impact of excessive and addictive gaming habits, as well as suggesting possible reductive solutions through message streaming.
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 field.« less
“No level up!”: no effects of video game specialization and expertise on cognitive performance
Gobet, Fernand; Johnston, Stephen J.; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B.; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke
2014-01-01
Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks. PMID:25506330
"No level up!": no effects of video game specialization and expertise on cognitive performance.
Gobet, Fernand; Johnston, Stephen J; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke
2014-01-01
Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks.
Challenges and Opportunities: Using a Science-Based Video Game in Secondary School Settings
ERIC Educational Resources Information Center
Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole
2012-01-01
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge…
USDA-ARS?s Scientific Manuscript database
Researchers and non-profit organizations have embraced various media, because they help school-aged children acquire knowledge and develop decision-making ski11s. Serious videogames (i.e., games designed to entertain and educate, train or change behavior) may be effective at modifying youth health b...
Jiang, Rui; McKanna, James; Calabrese, Samantha; Seif El-Nasr, Magy
2017-08-01
Herein we describe a methodology for developing a game-based intervention to raise awareness of Chlamydia and other sexually transmitted infections among youth in Boston's underserved communities. We engaged in three design-based experiments. These utilized mixed methods, including playtesting and assessment methods, to examine the overall effectiveness of the game. In this case, effectiveness is defined as (1) engaging the target group, (2) increasing knowledge about Chlamydia, and (3) changing attitudes toward Chlamydia testing. These three experiments were performed using participants from different communities and with slightly different versions of the game, as we iterated through the design/feedback process. Overall, participants who played the game showed a significant increase in participants' knowledge of Chlamydia compared with those in the control group (P = 0.0002). The version of the game, including elements specifically targeting systemic thinking, showed significant improvement in participants' intent to get tested compared with the version of the game without such elements (Stage 2: P > 0.05; Stage 3: P = 0.0045). Furthermore, during both Stage 2 and Stage 3, participants showed high levels of enjoyment, mood, and participation and moderate levels of game engagement and social engagement. During Stage 3, however, participants' game engagement (P = 0.0003), social engagement (P = 0.0003), and participation (P = 0.0003) were significantly higher compared with those of Stage 2. Thus, we believe that motivation improvements from Stage 2 to 3 were also effective. Finally, participants' overall learning effectiveness was correlated with their prepositive affect (r = 0.52) and their postproblem hierarchy (r = -0.54). The game improved considerably from its initial conception through three stages of iterative design and feedback. Our assessment methods for each stage targeted and integrated learning, health, and engagement outcomes. Lessons learned through this iterative design process are a great contribution to the games for health community, especially in targeting the development of health and learning goals through game design.
The influence of violent and nonviolent computer games on implicit measures of aggressiveness.
Bluemke, Matthias; Friedrich, Monika; Zumbach, Joerg
2010-01-01
We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal-as indicated by heart rate and skin conductance-were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social-cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures.
NASA Astrophysics Data System (ADS)
Obousy, R. K.
2012-09-01
Sending a mission to distant stars will require our civilization to develop new technologies and change the way we live. The complexity of the task is enormous [1] thus, the thought is to involve people from around the globe through the ``citizen scientist'' paradigm. The suggestion is a ``Gaming Virtual Reality Network'' (GVRN) to simulate sociological and technological aspects involved in this project. Currently there is work being done [2] in developing a technology which will construct computer games within GVRN. This technology will provide quick and easy ways for individuals to develop game scenarios related to various aspects of the ``100YSS'' project. People will be involved in solving certain tasks just by play games. Players will be able to modify conditions, add new technologies, geological conditions, social movements and assemble new strategies just by writing scenarios. The system will interface with textual and video information, extract scenarios written in millions of texts and use it to assemble new games. Thus, players will be able to simulate enormous amounts of possibilities. Information technologies will be involved which will require us to start building the system in a way that any modules can be easily replaced. Thus, GVRN should be modular and open to the community.
Ice Flows: A Game-based Learning approach to Science Communication
NASA Astrophysics Data System (ADS)
Le Brocq, Anne
2017-04-01
Game-based learning allows people to become immersed in an environment, and learn how the system functions and responds to change through playing a game. Science and gaming share a similar characteristic: they both involve learning and understanding the rules of the environment you are in, in order to achieve your objective. I will share experiences of developing and using the educational game "Ice Flows" for science communication. The game tasks the player with getting a penguin to its destination, through controlling the size of the ice sheet via ocean temperature and snowfall. Therefore, the game aims to educate the user about the environmental controls on the behaviour of the ice sheet, whilst they are enjoying playing a game with penguins. The game was funded by a NERC Large Grant entitled "Ice shelves in a warming world: Filchner Ice Shelf system, Antarctica", so uses data from the Weddell Sea sector of the West Antarctic Ice Sheet to generate unique levels. The game will be easily expandable to other regions of Antarctica and beyond, with the ultimate aim of giving a full understanding to the user of different ice flow regimes across the planet.
Spatial evolutionary games with weak selection.
Nanda, Mridu; Durrett, Richard
2017-06-06
Recently, a rigorous mathematical theory has been developed for spatial games with weak selection, i.e., when the payoff differences between strategies are small. The key to the analysis is that when space and time are suitably rescaled, the spatial model converges to the solution of a partial differential equation (PDE). This approach can be used to analyze all [Formula: see text] games, but there are a number of [Formula: see text] games for which the behavior of the limiting PDE is not known. In this paper, we give rules for determining the behavior of a large class of [Formula: see text] games and check their validity using simulation. In words, the effect of space is equivalent to making changes in the payoff matrix, and once this is done, the behavior of the spatial game can be predicted from the behavior of the replicator equation for the modified game. We say predicted here because in some cases the behavior of the spatial game is different from that of the replicator equation for the modified game. For example, if a rock-paper-scissors game has a replicator equation that spirals out to the boundary, space stabilizes the system and produces an equilibrium.
Spatial evolutionary games with weak selection
Nanda, Mridu; Durrett, Richard
2017-01-01
Recently, a rigorous mathematical theory has been developed for spatial games with weak selection, i.e., when the payoff differences between strategies are small. The key to the analysis is that when space and time are suitably rescaled, the spatial model converges to the solution of a partial differential equation (PDE). This approach can be used to analyze all 2×2 games, but there are a number of 3×3 games for which the behavior of the limiting PDE is not known. In this paper, we give rules for determining the behavior of a large class of 3×3 games and check their validity using simulation. In words, the effect of space is equivalent to making changes in the payoff matrix, and once this is done, the behavior of the spatial game can be predicted from the behavior of the replicator equation for the modified game. We say predicted here because in some cases the behavior of the spatial game is different from that of the replicator equation for the modified game. For example, if a rock–paper–scissors game has a replicator equation that spirals out to the boundary, space stabilizes the system and produces an equilibrium. PMID:28533405
Sustainable legacies for the 2012 Olympic Games.
Shipway, Richard
2007-05-01
The London 2012 Olympic and Paralympic Games have the unique potential to deliver sustainable sporting, social, cultural, economic and environmental legacies, not just for London as the host city, but for the whole of Britain. This article focuses primarily on the first three of these potential Olympics legacies. The first area explored is the social legacy as it impacts on host communities; second, the potential educational and cultural legacy of the 2012 Games are examined; and finally, there follows an overview of the health benefits that could result from a sustained increase in mass participation in sport, physical activity and exercise. This appraisal is undertaken through a review of existing Olympic literature and examples are drawn from previous summer and winter Games. This preliminary exploration is followed by the identification of some key challenges to be overcome if the opportunities available to a wide and diverse range of stakeholders are to be fully optimized. The article suggests that the 2012 Games can act as a catalyst for sports development throughout Britain, while also assisting with government cross-cutting agendas such as tackling crime, antisocial behaviour, developing healthy and active communities, improving educational attainment, and combating barriers to participation. In doing so, this article argues that priority should be placed at supporting grassroots sport through greater access to sport in the community, and not solely elite level sports development. The article concludes by suggesting that the 2012 Games provide opportunities to deliver real and tangible changes and most importantly, to afford a higher priority to sport, along with the obvious associated health benefits for Britain as a whole. The underlying challenge as we move towards 2012 is to achieve a positive step change in the attitudes towards sport and physical activity in British society. Achieving this would possibly be the greatest legacy of the 2012 Olympic and Paralympic Games.
Motion sickness and postural sway in console video games.
Stoffregen, Thomas A; Faugloire, Elise; Yoshida, Ken; Flanagan, Moira B; Merhi, Omar
2008-04-01
We tested the hypotheses that (a) participants might develop motion sickness while playing "off-the-shelf" console video games and (b) postural motion would differ between sick and well participants, prior to the onset of motion sickness. There have been many anecdotal reports of motion sickness among people who play console video games (e.g., Xbox, PlayStation). Participants (40 undergraduate students) played a game continuously for up to 50 min while standing or sitting. We varied the distance to the display screen (and, consequently, the visual angle of the display). Across conditions, the incidence of motion sickness ranged from 42% to 56%; incidence did not differ across conditions. During game play, head and torso motion differed between sick and well participants prior to the onset of subjective symptoms of motion sickness. The results indicate that console video games carry a significant risk of motion sickness. Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used.
Tziraki, Chariklia; Berenbaum, Rakel; Gross, Daniel; Abikhzer, Judith; Ben-David, Boaz M
2017-07-31
The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process). Targeting enhanced self-efficacy in daily activities, the goal was to generate a game that is acceptable, accessible and engaging for PwD. The theory-driven game development was based on the following learning theories: learning in context, errorless learning, building on capacities, and acknowledging biological changes-all with the aim to boost self-efficacy. The iterative participatory process was used for game screen development with input of 34 PwD and 14 healthy community dwelling older adults, aged over 65 years. Development of game screens was informed by the bio-psychological aging related disabilities (ie, motor, visual, and perception) as well as remaining neuropsychological capacities (ie, implicit memory) of PwD. At the conclusion of the iterative development process, a prototype game with 39 screens was used for a pilot study with 24 PwD and 14 healthy community dwelling older adults. The game was played twice weekly for 10 weeks. Quantitative analysis showed that the average speed of successful screen completion was significantly longer for PwD compared with healthy older adults. Both PwD and controls showed an equivalent linear increase in the speed for task completion with practice by the third session (P<.02). Most important, the rate of improved processing speed with practice was not statistically different between PwD and controls. This may imply that some form of learning occurred for PwD at a nonsignificantly different rate than for controls. Qualitative results indicate that PwD found the game engaging and fun. Healthy older adults found the game too easy. Increase in self-reported self-efficacy was documented with PwD only. Our study demonstrated that PwD's speed improved with practice at the same rate as healthy older adults. This implies that when tasks are designed to match PwD's abilities, learning ensues. In addition, this pilot study of a serious game, designed for PwD, was accessible, acceptable, and enjoyable for end users. Games designed based on learning theories and input of end users and a multi-disciplinary team familiar with dementia and aging may have the potential of maintaining capacity and improving functionality of PwD. A larger longer study is needed to confirm our findings and evaluate the use of these games in assessing cognitive status and functionality. ©Chariklia Tziraki, Rakel Berenbaum, Daniel Gross, Judith Abikhzer, Boaz M Ben-David. Originally published in JMIR Serious Games (http://games.jmir.org), 31.07.2017.
Applying Game Thinking to Slips, Trips and Falls Prevention.
Dewick, Paul; Stanmore, Emma
2017-01-01
Gamification is about the way in which 'game thinking' can engage participants and change behaviours in real, non-game contexts. This paper explores how game thinking can be applied to help prevent slips, trips and falls (STF), which are the largest cause of accidental death in older people across Europe. The paper contributes to the assistive technology, digital health and computer science/human behaviour communities by responding to a gap in the literature for papers detailing the innovation process of developing interventions to improve health and quality of life. The aim of the paper is of interest to the many stakeholders involved in enabling older people to live independent, confident, healthy and safe lives in the community.
Design of video games for children's diet and physical activity behavior change
USDA-ARS?s Scientific Manuscript database
Serious video games (VG) offer new opportunities for promoting health related diet, and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and ov...
ERIC Educational Resources Information Center
Moy, Brendan; Renshaw, Ian; Davids, Keith
2014-01-01
Background: The development of intelligent, thinking performers as a central theme in physical education curriculum documents worldwide has highlighted the need for an evolution of teaching styles from the dominant reproductive approach. This has prompted an Australian university to change the content and delivery of a games unit within their…
ERIC Educational Resources Information Center
Little, Dennis; Feller, Richard
The Institute for the Future has been conducting research in technological and societal forecasting, social indicators, value change, and simulation gaming. This paper describes an effort to bring together parts of that research into a simulation game ("State Policy," or STAPOL) for analysis of the impact of government policy, social values, and…
Design of Video Games for Children's Diet and Physical Activity Behavior Change.
Baranowski, Tom; Thompson, Debbe; Buday, Richard; Lu, Amy Shirong; Baranowski, Janice
2010-01-01
Serious video games (VG) offer new opportunities for promoting health related diet and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and overcome challenges related to fruit and vegetable (FV) and physical activity (PA) goal attainment and/or consumption), skill development (e.g., asking behaviors; virtual recipe preparation), self regulatory behaviors (problem solving, goal setting, goal review, decision making), rewards (e.g., points and positive statements generated by the program), immediate feedback (e.g., through characters and/or statements that appear on the computer screen at critical decision points), and personalization (e.g., tailored choices offered at critical junctures, based on responses to baselines questions related to preferences, outcome expectancies, etc). We are in the earliest stages of learning how to optimally design effective behavior change procedures for use in VG, and yet they have been demonstrated to change behavior. As we learn, VG offer more and better opportunities for obesity prevention that can adjust to individual needs and preferences.
Design of Video Games for Children’s Diet and Physical Activity Behavior Change
Baranowski, Tom; Thompson, Debbe; Buday, Richard; Lu, Amy Shirong; Baranowski, Janice
2012-01-01
Serious video games (VG) offer new opportunities for promoting health related diet and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and overcome challenges related to fruit and vegetable (FV) and physical activity (PA) goal attainment and/or consumption), skill development (e.g., asking behaviors; virtual recipe preparation), self regulatory behaviors (problem solving, goal setting, goal review, decision making), rewards (e.g., points and positive statements generated by the program), immediate feedback (e.g., through characters and/or statements that appear on the computer screen at critical decision points), and personalization (e.g., tailored choices offered at critical junctures, based on responses to baselines questions related to preferences, outcome expectancies, etc). We are in the earliest stages of learning how to optimally design effective behavior change procedures for use in VG, and yet they have been demonstrated to change behavior. As we learn, VG offer more and better opportunities for obesity prevention that can adjust to individual needs and preferences. PMID:25364331
The Rules of the Game Have Changed.
ERIC Educational Resources Information Center
Keiser, Thomas C.
1986-01-01
The author states that the challenge for training and development is to help retrain managers for turbulent times. The objective is to change managers' mentality. The author makes recommendations concerning adapting to conditions, managing change and innovation, and establishing direction. (CT)
Learning outcomes in a simulation game for associate degree nursing students.
Clark-C
1977-01-01
Learning outcomes of a simulation game designed to have one-to-one correspondence between behavioral objectives and game plays is reported. The behavioral objectives were core concepts in psychiatric mental health nursing taught to associate degree nursing students. Decisions to use the simulation game method method grew out of difficulties inherent in the community college nursing program, as well as the need for self-paced, efficient, learner-centered learning and evaluative tools. After the trial and revision of the game, a number of research hypotheses were tested. Simulation gaming was found to be an effective mode of learning, and students who acted as teachers for other students learned significantly more than those who were taught. Some of the recommendations for further research were to study varied nursing populations, to add a control group, to test the long-range learning effects of playing the game, to decrease experimenter bias, to study transfer of learning to actual nurse-patient situations and changes in attitudes toward psychiatric patients, and to develop more simulation games for nursing education.
Engaging Systems Understanding through Games (Invited)
NASA Astrophysics Data System (ADS)
Pfirman, S. L.; Lee, J. J.; Eklund, K.; Turrin, M.; O'Garra, T.; Orlove, B. S.
2013-12-01
The Polar Learning And Responding (PoLAR) Climate Change Education Partnership (CCEP), supported by the National Science Foundation's CCEP Phase II program, uses novel educational approaches to engage adult learners and to inform public understanding about climate change. Both previous studies and our experience show that games and game-like activities lead people to explore systems and motivate problem-solving. This presentation focuses on three games developed by the PoLAR team: a multiplayer card game, a strategy board game, and a serious game, and discusses them within the larger framework of research and evaluation of learning outcomes. In the multiplayer card game EcoChains: Arctic Crisis, players learn how to build marine food chains, then strategize ways to make them resilient to a variety of natural and anthropogenic events. In the strategy board game Arctic SMARTIC (Strategic MAnagement of Resources in TImes of Change), participants take on roles, set developmental priorities, and then negotiate to resolve conflicts and deal with climate change scenarios. In the serious game FUTURE COAST, players explore "what if" scenarios in a collaborative narrative environment. Grounded on the award-winning WORLD WITHOUT OIL, which employed a similar story frame to impart energy concepts and realities, FUTURE COAST uses voicemails from the future to impel players through complexities of disrupted systems and realities of human interactions when facing change. Launching February 2014, FUTURE COAST is played online and in field events; players create media designed to be spreadable through their social networks. As players envision possible futures, they create diverse communities of practice that synthesize across human-environment interactions. Playtests highlight how the game evokes systems thinking, and engages and problem-solves via narrative: * 'While I was initially unsure how I'd contribute to a group I'd never met, the project itself proved so engaging that I was quickly generating ideas I was excited to share. Just working with FUTURE COAST in an informal way got my imagination going - not just because of its global issues, but through the collaborative possibilities it seems uniquely designed to leverage.' * 'We walked through a construction site. When we saw that, using current predictions in sea level rise, these homes would be flooded well before the year 2100, it really brought home the weak link between policy and decisionmaking.' * 'I liked being given situations and policy challenges to decide on as player teams. We all have opinions about these things but don't often get a chance to discuss them and consider the implications of these decisions.' Using a variety of state-of-the-art methods that map mental models (e.g. fuzzy cognitive mapping), and problem-solving approaches that test key systems thinking indicators (e.g. awareness of feedback loops and time delays), we are assessing the extent to which the PoLAR games/ products/interventions enhance systems thinking in participants compared with more traditional text-based sources of climate change information.
Graham, John; Zheng, Liya; Gonzalez, Cleotilde
2006-06-01
We developed a technique to observe and characterize a novice real-time-strategy (RTS) player's mental model as it shifts with experience. We then tested this technique using an off-the-shelf RTS game, EA Games Generals. Norman defined mental models as, "an internal representation of a target system that provides predictive and explanatory power to the operator." In the case of RTS games, the operator is the player and the target system is expressed by the relationships within the game. We studied five novice participants in laboratory-controlled conditions playing a RTS game. They played Command and Conquer Generals for 2 h per day over the course of 5 days. A mental model analysis was generated using player dissimilarity-ratings of the game's artificial intelligence (AI) agents analyzed using multidimensional scaling (MDS) statistical methods. We hypothesized that novices would begin with an impoverished model based on the visible physical characteristics of the game system. As they gained experience and insight, their mental models would shift and accommodate the functional characteristics of the AI agents. We found that all five of the novice participants began with the predicted physical-based mental model. However, while their models did qualitatively shift with experience, they did not necessarily change to the predicted functional-based model. This research presents an opportunity for the design of games that are guided by shifts in a player's mental model as opposed to the typical progression through successive performance levels.
Space Fortress game training and executive control in older adults: A pilot intervention
Stern, Yaakov; Blumen, Helena M.; Rich, Leigh W.; Richards, Alexis; Herzberg, Gray; Gopher, Daniel
2012-01-01
We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC) – elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC) – game play with standard instructions; Passive Control (PC) – evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter–number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures. PMID:21988726
Forrest, Cameron J; King, Daniel L; Delfabbro, Paul H
2017-02-01
Understanding the role of maladaptive gaming-related cognitions may assist in screening and interventions for problematic gaming, including Internet gaming disorder (IGD). Cognitive-behavioural interventions that target specific cognitions related to gaming may be more effective than more general approaches that focus only on preoccupation with games. Although past research has identified cross-sectional associations between maladaptive cognitions and problematic gaming, it is less clear whether these cognitions can predict future changes in problematic gaming behaviour. The present study employed an 18-item measure of gaming cognition, assessing perfectionism, cognitive salience, regret, and behavioural salience, to investigate potential changes in problematic gaming over a 12-month period. The sample included 465 Australian adults (84% male, M age =26.2years). It was found that individuals who became problematic gamers over 12months had higher baseline scores on perfectionism (d=1.20), cognitive salience (d=0.74) and regret (d=0.69) than those who remained non-problematic gamers. Problematic gamers who became non-problematic gamers had lower baseline perfectionism scores (d=0.62) than those who remained problematic gamers. Cognitive change accounted for an additional 28% of variance in problematic gaming scores beyond gender, age, and frequency of gaming. These findings suggest that maladaptive gaming-related cognitions could be screened in clinical trials to aid in case formulation and inform decisions on needed interventions to deliver optimal client outcomes. Copyright © 2016 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Delibes-Mateos, Miguel; Farfán, Miguel Ángel; Olivero, Jesús; Márquez, Ana Luz; Vargas, Juan Mario
2009-06-01
Agricultural change has transformed large areas of traditional farming landscapes, leading to important changes in the species community assemblages in most European countries. We suspect that the drastic changes in land-use that have occurred in Andalusia (southern Spain) over recent decades, may have affected the distribution and abundance of game species in this region. This article compares the distribution of the main game species in Andalusia during the 1960s and 1990s, using data from maps available from the Mainland Spanish Fish, Game and National Parks Service and from recent datasets on hunting yield distributions, respectively. Big-game and small-game species were significantly segregated in southern Spain during the 1990s, as two clearly independent chorotypes (groups of species whose abundances are similarly distributed) were obtained from the classification analysis. In contrast, big-game and small-game species were not significantly segregated several decades ago, when there was only one chorotype consisting of small-game species and wild boar. The other three ungulates did not constitute a significant chorotype, as they showed positive correlations with some species in the group mentioned above. These changes seem to be a consequence of the transformations that have occurred in the Iberian Mediterranean landscape over the last few decades. The abandoning of traditional activities, and the consequent formation of dense scrubland and woodland, has led to an expansion of big-game species, and a decrease of small-game species in mountain areas. Moreover, agricultural intensification has apparently depleted small-game species populations in some agricultural areas. On the other hand, the increasingly intensive hunting management could be artificially boosting this segregation between small-game and big-game species. Our results suggest that the conservation and regeneration of traditional agricultural landscapes (like those predominating in the 1960s) should be a priority for the conservation of small-game species.
Azizi, Elham; Abel, Larry A; Stainer, Matthew J
2017-02-01
Action game playing has been associated with several improvements in visual attention tasks. However, it is not clear how such changes might influence the way we overtly select information from our visual world (i.e. eye movements). We examined whether action-video-game training changed eye movement behaviour in a series of visual search tasks including conjunctive search (relatively abstracted from natural behaviour), game-related search, and more naturalistic scene search. Forty nongamers were trained in either an action first-person shooter game or a card game (control) for 10 hours. As a further control, we recorded eye movements of 20 experienced action gamers on the same tasks. The results did not show any change in duration of fixations or saccade amplitude either from before to after the training or between all nongamers (pretraining) and experienced action gamers. However, we observed a change in search strategy, reflected by a reduction in the vertical distribution of fixations for the game-related search task in the action-game-trained group. This might suggest learning the likely distribution of targets. In other words, game training only skilled participants to search game images for targets important to the game, with no indication of transfer to the more natural scene search. Taken together, these results suggest no modification in overt allocation of attention. Either the skills that can be trained with action gaming are not powerful enough to influence information selection through eye movements, or action-game-learned skills are not used when deciding where to move the eyes.
New developments in brain research of internet and gaming disorder.
Weinstein, Aviv; Livny, Abigail; Weizman, Abraham
2017-04-01
There is evidence that the neural mechanisms underlying Internet Gaming Disorder (IGD) resemble those of drug addiction. Functional Magnetic Resonance Imaging (fMRI) studies of the resting state and measures of gray matter volume have shown that Internet game playing was associated with changes to brain regions responsible for attention and control, impulse control, motor function, emotional regulation, sensory-motor coordination. Furthermore, Internet game playing was associated with lower white matter density in brain regions that are involved in decision-making, behavioral inhibition and emotional regulation. Videogame playing involved changes in reward inhibitory mechanisms and loss of control. Structural brain imaging studies showed alterations in the volume of the ventral striatum that is an important part of the brain's reward mechanisms. Finally, videogame playing was associated with dopamine release similar in magnitude to those of drugs of abuse and lower dopamine transporter and dopamine receptor D 2 occupancy indicating sub-sensitivity of dopamine reward mechanisms. Copyright © 2017 Elsevier Ltd. All rights reserved.
Serious Games and Gamification for Mental Health: Current Status and Promising Directions.
Fleming, Theresa M; Bavin, Lynda; Stasiak, Karolina; Hermansson-Webb, Eve; Merry, Sally N; Cheek, Colleen; Lucassen, Mathijs; Lau, Ho Ming; Pollmuller, Britta; Hetrick, Sarah
2016-01-01
Computer games are ubiquitous and can be utilized for serious purposes such as health and education. "Applied games" including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and "serious" motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments.
Integrating Health Behavior Theory and Design Elements in Serious Games
Fleming, Theresa; Lucassen, Mathijs FG; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter
2015-01-01
Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose. PMID:26543916
ERIC Educational Resources Information Center
Williams, Robert H.
1980-01-01
Three groups of 109 undergraduates evidenced attitude shifts from participation to simulation games which were structured in accordance with either the cognitive dissonance or incentive models of attitude change. Identification was suggested as an extra factor influencing attitude change. (CMV)
Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan
2014-01-01
When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.
Magdalenić, Ivan
2014-01-01
When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, “the tramp,” one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players. PMID:25254228
Serious Games and Gamification for Mental Health: Current Status and Promising Directions
Fleming, Theresa M.; Bavin, Lynda; Stasiak, Karolina; Hermansson-Webb, Eve; Merry, Sally N.; Cheek, Colleen; Lucassen, Mathijs; Lau, Ho Ming; Pollmuller, Britta; Hetrick, Sarah
2017-01-01
Computer games are ubiquitous and can be utilized for serious purposes such as health and education. “Applied games” including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and “serious” motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments. PMID:28119636
Evolutionary Games with Randomly Changing Payoff Matrices
NASA Astrophysics Data System (ADS)
Yakushkina, Tatiana; Saakian, David B.; Bratus, Alexander; Hu, Chin-Kun
2015-06-01
Evolutionary games are used in various fields stretching from economics to biology. In most of these games a constant payoff matrix is assumed, although some works also consider dynamic payoff matrices. In this article we assume a possibility of switching the system between two regimes with different sets of payoff matrices. Potentially such a model can qualitatively describe the development of bacterial or cancer cells with a mutator gene present. A finite population evolutionary game is studied. The model describes the simplest version of annealed disorder in the payoff matrix and is exactly solvable at the large population limit. We analyze the dynamics of the model, and derive the equations for both the maximum and the variance of the distribution using the Hamilton-Jacobi equation formalism.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Riensche, Roderick M.; Paulson, Patrick R.; Danielson, Gary R.
We describe a methodology and architecture to support the development of games in a predictive analytics context. These games serve as part of an overall family of systems designed to gather input knowledge, calculate results of complex predictive technical and social models, and explore those results in an engaging fashion. The games provide an environment shaped and driven in part by the outputs of the models, allowing users to exert influence over a limited set of parameters, and displaying the results when those actions cause changes in the underlying model. We have crafted a prototype system in which we aremore » implementing test versions of games driven by models in such a fashion, using a flexible architecture to allow for future continuation and expansion of this work.« less
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.
France, Christopher R; Thomas, James S
2018-06-01
The virtual immersive gaming to optimize recovery (VIGOR) study is a randomized controlled trial of the effects of virtual reality games to encourage lumbar spine flexion among individuals with chronic low back pain and fear of movement. Whereas traditional graded activity or graded exposure therapies for chronic low back pain have high attrition and poor long-term efficacy, we believe that virtual reality games have distinct advantages that can enhance adherence and clinical outcomes. First, they are engaging and enjoyable activities that can distract from pain and fear of harm. In addition, because they gradually reinforce increases in lumbar spine flexion to achieve game objectives, continued engagement over time is expected to promote recovery through restoration of normal spinal motion. The study design includes two treatment groups which differ in the amount of lumbar flexion required to achieve the game objectives. All participants will play the games for nine weeks, and pre-treatment to 1-week post-treatment changes in pain and disability will serve as the co-primary clinical outcomes. In addition, changes in lumbar flexion and expectations of pain/harm will be examined as potential treatment outcome mediators. Maintenance of treatment outcomes will also be assessed for up to 48-weeks post-treatment. In brief, we hypothesize that the virtual reality games will reduce pain and disability by promoting spinal motion and allowing participants to develop an implicit understanding that they are capable of engaging in significant lumbar spine motion in their daily lives without a risk of injury to their back. Copyright © 2018 Elsevier Inc. All rights reserved.
Changing the game: exploring infants' participation in early play routines
Fantasia, Valentina; Fasulo, Alessandra; Costall, Alan; López, Beatriz
2014-01-01
Play has proved to have a central role in children's development, most notably in rule learning (Piaget, 1965; Sutton-Smith, 1979) and negotiation of roles and goals (Garvey, 1974; Bruner et al., 1976). Yet very little research has been done on early play. The present study focuses on early social games, i.e., vocal-kinetic play routines that mothers use to interact with infants from very early on. We explored 3-month-old infants and their mothers performing a routine game first in the usual way, then in two violated conditions: without gestures and without sound. The aim of the study is to investigate infants' participation and expectations in the game and whether this participation is affected by changes in the multimodal format of the game. Infants' facial expressions, gaze, and body movements were coded to measure levels of engagement and affective state across the three conditions. Results showed a significant decrease in Limbs Movements and expressions of Positive Affect, an increase in Gaze Away and in Stunned Expression when the game structure was violated. These results indicate that the violated game conditions were experienced as less engaging, either because of an unexpected break in the established joint routine, or simply because they were weaker versions of the same game. Overall, our results suggest that structured, multimodal play routines may constitute interactional contexts that only work as integrated units of auditory and motor resources, representing early communicative contexts which prepare the ground for later, more complex multimodal interactions, such as verbal exchanges. PMID:24936192
Cardiovascular changes in video-game players. Cause for concern?
Gwinup, G; Haw, T; Elias, A
1983-12-01
Video games are one of the most popular recreational activities among Americans of all ages, especially teenaged boys and young men. Studies of the health hazards of video-game playing have linked seizures, psychologic disturbances, and other health problems with the games. The study reported here measured changes in blood pressure and heart rate that occurred in 23 young men when they played a video game. The mean systolic blood pressure for the entire group was considerably higher during play than before or after and was significantly higher in novice players than in more skilled players. Heart rate was also significantly higher during play. In view of these results, other cardiovascular changes might be expected to occur during video-game playing. Although the changes reported here were minor, even minor cardiovascular alterations could potentially prove serious in persons with cardiovascular disease.
Aliyari, Hamed; Kazemi, Masoomeh; Tekieh, Elaheh; Salehi, Maryam; Sahraei, Hedayat; Daliri, Mohammad Reza; Agaei, Hassan; Minaei-Bidgoli, Behrouz; Lashgari, Reza; Srahian, Nahid; Hadipour, Mohammad Mehdi; Salehi, Mostafa; Ranjbar Aghdam, Asghar
2015-01-01
Introduction: Computer games have attracted remarkable attentions in general publics with different cultures and their effects are subject of research by cognitive neuroscientists. In the present study, possible effects of the game Fifa 2015 on cognitive performance, hormonal levels, and electroencephalographic (EEG) signals were evaluated in young male volunteers. Methods: Thirty two subjects aged 20 years on average participated mutually in playing computer game Fifa 2015. Identification information and general knowledge about the game were collected. Saliva samples from the contestants were obtained before and after the competition. Perceptive and cognitive performance including the general cognitive health, response delay, attention maintenance, and mental fatigue were measured using PASAT test. EEG were recorded during the play using EEG device and analyzed later using QEEG. Simultaneously, the players’ behavior were recorded using a video camera. Saliva cortisol levels were assessed by ELISA kit. Data were analyzed by SPSS program. Results: The impact of playing computer games on cortisol concentration of saliva before and after the game showed that the amount of saliva plasma after playing the game has dropped significantly. Also the impact of playing computer games on mental health, before and after the game indicated that the number of correct answers has not changed significantly. This indicates that sustained attention has increased in participants after the game in comparison with before that. Also it is shown that mental fatigue measured by PASAT test, did not changed significantly after the game in comparison to before that. The impact of game on changes in brain waves showed that the subjects in high activity state during playing the game had higher power of the EEG signals in most of the channels in lower frequency bands in compared to normal state. Discussion: The present study showed that computer games can positively affect the stress system and the perceptual-cognitive system. Even though this impact was not significant in most cases, the changes in cognitive and hormonal test and also in brain waves were visible. Hence, due to the importance of this matter, it is necessary to create control systems in selecting the types of games for playing. PMID:26904177
Aliyari, Hamed; Kazemi, Masoomeh; Tekieh, Elaheh; Salehi, Maryam; Sahraei, Hedayat; Daliri, Mohammad Reza; Agaei, Hassan; Minaei-Bidgoli, Behrouz; Lashgari, Reza; Srahian, Nahid; Hadipour, Mohammad Mehdi; Salehi, Mostafa; Ranjbar Aghdam, Asghar
2015-07-01
Computer games have attracted remarkable attentions in general publics with different cultures and their effects are subject of research by cognitive neuroscientists. In the present study, possible effects of the game Fifa 2015 on cognitive performance, hormonal levels, and electroencephalographic (EEG) signals were evaluated in young male volunteers. Thirty two subjects aged 20 years on average participated mutually in playing computer game Fifa 2015. Identification information and general knowledge about the game were collected. Saliva samples from the contestants were obtained before and after the competition. Perceptive and cognitive performance including the general cognitive health, response delay, attention maintenance, and mental fatigue were measured using PASAT test. EEG were recorded during the play using EEG device and analyzed later using QEEG. Simultaneously, the players' behavior were recorded using a video camera. Saliva cortisol levels were assessed by ELISA kit. Data were analyzed by SPSS program. The impact of playing computer games on cortisol concentration of saliva before and after the game showed that the amount of saliva plasma after playing the game has dropped significantly. Also the impact of playing computer games on mental health, before and after the game indicated that the number of correct answers has not changed significantly. This indicates that sustained attention has increased in participants after the game in comparison with before that. Also it is shown that mental fatigue measured by PASAT test, did not changed significantly after the game in comparison to before that. The impact of game on changes in brain waves showed that the subjects in high activity state during playing the game had higher power of the EEG signals in most of the channels in lower frequency bands in compared to normal state. The present study showed that computer games can positively affect the stress system and the perceptual-cognitive system. Even though this impact was not significant in most cases, the changes in cognitive and hormonal test and also in brain waves were visible. Hence, due to the importance of this matter, it is necessary to create control systems in selecting the types of games for playing.
Austin Community College Video Game Development Certificate
ERIC Educational Resources Information Center
McGoldrick, Robert
2008-01-01
The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…
GAMES identifies and annotates mutations in next-generation sequencing projects.
Sana, Maria Elena; Iascone, Maria; Marchetti, Daniela; Palatini, Jeff; Galasso, Marco; Volinia, Stefano
2011-01-01
Next-generation sequencing (NGS) methods have the potential for changing the landscape of biomedical science, but at the same time pose several problems in analysis and interpretation. Currently, there are many commercial and public software packages that analyze NGS data. However, the limitations of these applications include output which is insufficiently annotated and of difficult functional comprehension to end users. We developed GAMES (Genomic Analysis of Mutations Extracted by Sequencing), a pipeline aiming to serve as an efficient middleman between data deluge and investigators. GAMES attains multiple levels of filtering and annotation, such as aligning the reads to a reference genome, performing quality control and mutational analysis, integrating results with genome annotations and sorting each mismatch/deletion according to a range of parameters. Variations are matched to known polymorphisms. The prediction of functional mutations is achieved by using different approaches. Overall GAMES enables an effective complexity reduction in large-scale DNA-sequencing projects. GAMES is available free of charge to academic users and may be obtained from http://aqua.unife.it/GAMES.
76 FR 39185 - 2011-2012 Refuge-Specific Hunting and Sport Fishing Regulations
Federal Register 2010, 2011, 2012, 2013, 2014
2011-07-05
... that pertain to migratory game bird hunting, upland game hunting, big game hunting, and sport fishing... wildlife refuges to migratory game bird hunting, upland game hunting, big game hunting, or sport fishing.... Table 1--Changes for 2011-2012 Hunting/Fishing Season Migratory bird Upland game National wildlife...
Chiou, Wen-Bin
2008-04-01
The negative impact of Internet use on adolescents has received much popular attention and has also become a popular research topic. How to induce adolescent players to change their attitudes toward online gaming is one of the most important issues in online gaming addiction. The present study is based on the less-leads-to-more effect of dissonance theory. Experimental research was conducted to examine the effects of rewards and decision freedom on attitude change toward online gaming among adolescents considered at risk for addiction. The results supported predictions based on external justification in dissonance theory. Specifically, fewer rewards produced greater attitude change toward online gaming in the condition of personal freedom of choice after participants exhibited attitude-discrepant behavior. However, the less-leads-to-more effect was not prominent in the condition without personal freedom of choice. Adopting a reward strategy to induce game players to disengage online gaming is discussed.
Teaching Resistance through an interactive gaming lab
NASA Astrophysics Data System (ADS)
O'Brien, James G.; Sirokman, Greg; Rueckert, Franz; Cascio, Derek
2015-04-01
The use of gaming as an educational tool has proven to be an effective paradigm in modern pedagogy. Following the success of their previous work ``Sector Vector,'' the authors present a new interactive game-based laboratory to highlight the basic manipulation and calculation of resistors in circuits. ``Resistance is Futile'' delivers the lesson of basic resistor combinations in a game based exercise where teams build a continually evolving circuit. As the game progresses, students must develop long and short term plans to modify an ever-changing circuit and meet primary and secondary objectives. Each turn requires quick calculations of resistor combinations and the assessment of future options. Students are also exposed to the creation of a modular circuit, which may not conform to standard textbook examples. To determine a winner, the students work together to analyze and evaluate a potentially complex final circuit diagram. The dynamic atmosphere and competitive nature established by the gaming environment have been shown to increase student engagement and concept retention. In this presentation, we will discuss both the structure of the lab-based game and the pedagogical implications this implementation versus the traditional resistor combination laboratory exercise.
Empowering Students with Games-for-Change
ERIC Educational Resources Information Center
Ensmann, Suzanne Y.
2017-01-01
Systemic sustainable change does not happen overnight but begins with the diffusion of knowledge and changing of attitudes (Rogers, 2010). Additionally, games can educate while adjusting attitudes (Gee, 2008; Jones, 2008). For these reasons, this project designed a Digital Game-Based Learning (DGBL) prototype to teach about the basic human rights…
Fonseca, Luciana Mara Monti; Scochi, Carmen Gracinda Silvan; de Mello, Débora Falleiros
2002-01-01
The study aims at verifying knowledge acquisition through health education activities mediated by the use of an educational game on breast-feeding and basic care provided to the newborn, in rooming-in. Study accomplished at a philanthropic maternity of Ribeirão Preto-SP. Educational activities were accomplished in group, coordinated by the nurse, using board game. Through structured interview guided by a route before and after-game, the authors verified the knowledge acquisition, classifying the answers in insufficient (0-4), regular (5-9), good (10-14) and excellent (15-20). Of the mothers' previous knowledge, 16.7% of answers were excellent increasing for 77.8% after participation in the educational activity. They concluded that the game constituted in appropriate strategy to facilitate change of experiences between puerperas and the development of the health education through ludic-pedagogical activities.
The development of attention skills in action video game players
Dye, M.W.G.; Green, C.S.; Bavelier, D.
2009-01-01
Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By employing a mixture of cues and flankers, the ANT provides measures of how well attention is allocated to targets as a function of alerting and orienting cues, and to what extent observers are able to filter out the influence of task irrelevant information flanking those targets. The data suggest that action video game players of all ages have enhanced attentional skills that allow them to make faster correct responses to targets, and leaves additional processing resources that spill over to process distractors flanking the targets. PMID:19428410
Game changer: the topology of creativity.
de Vaan, Mathijs; Stark, David; Vedres, Balazs
2015-01-01
This article examines the sociological factors that explain why some creative teams are able to produce game changers--cultural products that stand out as distinctive while also being critically recognized as outstanding. The authors build on work pointing to structural folding--the network property of a cohesive group whose membership overlaps with that of another cohesive group. They hypothesize that the effects of structural folding on game changing success are especially strong when overlapping groups are cognitively distant. Measuring social distance separately from cognitive distance and distinctiveness independently from critical acclaim, the authors test their hypothesis about structural folding and cognitive diversity by analyzing team reassembly for 12,422 video games and the career histories of 139,727 video game developers. When combined with cognitive distance, structural folding channels and mobilizes a productive tension of rules, roles, and codes that promotes successful innovation. In addition to serving as pipes and prisms, network ties are also the source of tools and tensions.
A Climate Change Board Game for Interdisciplinary Communication and Education
ERIC Educational Resources Information Center
Eisenack, Klaus
2013-01-01
This article reports and reflects on the design and use of the board game KEEP COOL on climate change. The game covers and integrates central biophysical, economic, and political aspects of the issue. By using a board game as common language between students and scientists from different scientific cultures, knowledge of different disciplines can…
Serious Gaming in Medical Education: A Proposed Structured Framework for Game Development.
Olszewski, Aleksandra E; Wolbrink, Traci A
2017-08-01
Serious games are increasingly being used for medical education. However, the design and development of serious games for the education of health professionals is highly variable, and very few articles report the development process used for game development. There are many established processes for software development that can improve and streamline development, and incorporating the best practices from educational pedagogy and software development may enhance teamwork and communication, decrease development costs, and improve the quality of serious games. In this article, we review and summarize the literature for serious game development for medical education, and combining the best practices, we propose a structured three-phase iterative development framework for serious game development.
ERIC Educational Resources Information Center
Mostowfi, Sara; Mamaghani, Nasser Koleini; Khorramar, Mehdi
2016-01-01
Due to a progressive deterioration of our planet and its resources, environmental education has become important and children are required to understand environmental issues at an early ages. So, they can cultivate the positive changes in the future. Over the past decade, many new evaluation methods have developed for evaluating user experience…
NASA Astrophysics Data System (ADS)
Apirumanekul, C.; Purkey, D. R.; Pudashine, J.; Seifollahi-Aghmiuni, S.; Wang, D.; Ate, P.; Meechaiya, C.
2017-12-01
Rapid economic development in the Mekong Region is placing pressure on environmental resources. Uncertain changes in land-use, increasing urbanization, infrastructure development, migration patterns and climate risks s combined with scarce water resources are increasing water demand in various sectors. More appropriate policies, strategies and planning for sustainable water resource management are urgently needed. Over the last five years, Vietnam has experienced more frequent and intense droughts affecting agricultural and domestic water use during the dry season. The Ca River Basin is the third largest river basin in Vietnam with 35% of its area located in Lao PDR. The delta landscape comprises natural vegetation, forest, paddy fields, farming and urban areas. The Ca River Basin is experiencing ongoing water scarcity that impacts on crop production, farming livelihoods and household water consumption. Water scarcity is exacerbated by uncertainties in policy changes (e.g. changes in land-use, crop types), basin development (e.g. reservoir construction, urban expansion), and climate change (e.g. changes in rainfall patterns and onset of monsoon). The Water Evaluation And Planning (WEAP) model, with inputs from satellite-based information and institutional data, is used to estimate water supply, water use and water allocation in various sectors (e.g. household, crops, irrigation and flood control) under a wide range of plausible future scenarios in the Ca River Basin. Web-Based Water Allocation Scenario Platform is an online implementation of WEAP model structured in terms of a gaming experience. The online game, as an educational tool, helps key agencies relevant to water resources management understand and explore the complexity of integrated system of river basin under a wide range of scenarios. Performance of the different water resources strategies in Ca River Basin (e.g. change of dam operation to address needs in various sectors, construction of dams, changes in cropping patterns and increasing irrigation diversion) under a wide range of uncertainties will be assessed. The game allows stakeholders to participate in a realistic game that requires them to make choices amongst various water management strategies with the goal of improving water management towards greater sustainability.
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.
Han, Doug Hyun; Kim, Sun Mi; Lee, Young Sik; Renshaw, Perry F.
2015-01-01
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. PMID:22698763
Climate change and game theory.
Wood, Peter John
2011-02-01
This paper examines the problem of achieving global cooperation to reduce greenhouse gas emissions. Contributions to this problem are reviewed from noncooperative game theory, cooperative game theory, and implementation theory. We examine the solutions to games where players have a continuous choice about how much to pollute, as well as games where players make decisions about treaty participation. The implications of linking cooperation on climate change with cooperation on other issues, such as trade, are also examined. Cooperative and noncooperative approaches to coalition formation are investigated in order to examine the behavior of coalitions cooperating on climate change. One way to achieve cooperation is to design a game, known as a mechanism, whose equilibrium corresponds to an optimal outcome. This paper examines some mechanisms that are based on conditional commitments, and their policy implications. These mechanisms could make cooperation on climate change mitigation more likely. © 2011 New York Academy of Sciences.
Business Models for Successfully Maintaining Games for Health.
Baranowski, Moderator Tom; Isaac, Participants Fikry; Ashford, Chris; Goldman, Ron; Lenihan, David J; Poole, Brent; Buday, Richard; van Rijswijk, Jurriaan
2013-04-01
Videogames for health provide innovative, exciting, and possibly highly effective new media for helping players change their behaviors or otherwise benefit their health. Getting the right videogames into the hands of players who can benefit most in a way that pays for the continued innovation and creation of such games is a current challenge. Entertainment videogame companies, which create games primarily to enhance players' enjoyment, have used the general business marketplace (e.g., online stores, walk-in stores, app stores) to deliver their products directly to consumers and earn enough capital to invest in making new products. No one believes, however, that enough kids or adults would use the general business marketplace to purchase games for health in sufficient volume to provide the down payment for the innovation and creation of new games for health. A successful business model is critical to the financial future of games for health. We asked members of our Editorial Board who are in health-related companies (Fikry Isaac, MD, MPH), in several game development companies (Chris Ashford, Ron Goldman, David J. Lenihan, Brent Poole, and Richard Buday, FAIA), and the head of the Games for Health Europe Foundation (Jurriaan van Rijswijk, MSc) to address questions in a roundtable about the current and possible future business models for games for health.
Promoting Daily Physical Activity by Means of Mobile Gaming: A Review of the State of the Art.
Tabak, Monique; Dekker-van Weering, Marit; van Dijk, Hylke; Vollenbroek-Hutten, Miriam
2015-12-01
To review mobile games and gaming applications that claim to improve physical activity behavior in daily life. We searched PubMed, Web of Science, and the ACM Digital Library and performed a manual search of relevant journals and reference lists. Studies that reported on a mobile game that requires players to perform physical activity in daily life and where the game has specific goals, rules, and feedback mechanisms were included. This excludes non-mobile exergames. Theoretical foundations, game characteristics, and evaluation methodologies were assessed. In total, 797 articles were identified through the search, of which 11 articles were included. The reviewed studies show that there is limited theoretical foundation for the game development, and most studies used goal setting as a motivation strategy to engage people in playing the game. There was a large variety in game characteristics found, although the majority of the studies used metaphors or avatars to visualize activity, whereas feedback was mostly provided in relation to the goal. Rewards and competition were the most commonly incorporated game elements. The evaluations were focused on feasibility, and clinical evidence is lacking with only two randomized controlled studies found. This review provides a first overview of mobile gaming applications to promote daily life physical activity and shows this as a new research area with demonstration of its acceptability and feasibility among the users. Clinical effectiveness and the added value of gaming in changing daily activity behavior have by far not yet been established.
Altered Heart Rate Variability During Gaming in Internet Gaming Disorder.
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.
Virtual reality games for rehabilitation of people with stroke: perspectives from the users.
Lewis, Gwyn N; Woods, Claire; Rosie, Juliet A; McPherson, Kathryn M
2011-01-01
PURPOSE. The purpose of this study is to evaluate the feasibility and users' perspectives of a novel virtual reality (VR) game-based rehabilitation intervention for people with stroke. METHOD. Six people with upper limb hemiplegia participated in a 6-week intervention that involved VR games. A series of eight progressively complex games was developed that required participants to navigate a submarine in a virtual ocean environment. Movement of the submarine was directed by forces applied to an arm interface by the affected limb. Outcome measures included assessments of arm function, questionnaires evaluating the intervention and a semi-structured interview concerning the participants' opinion of the intervention. RESULTS. All participants improved their performance on the games, although there were limited changes in clinical measures of arm function. All participants reported that they enjoyed the intervention with a wide range of overall perceptions of the experience of using VR. Three themes emerging from the interview data were: stretching myself, purpose and expectations of the intervention and future improvements. CONCLUSIONS. Participants found that taking part in this pilot study was enjoyable and challenging. Participants' feedback suggested that the games may be motivating and engaging for future users and have provided a basis for further development of the intervention.
Olympic Health Legacy; Essentials for Lasting Development of Host City.
Lee, Young-Hee; Kim, Jung Moon
2013-03-01
The purpose of the Olympic Games should be to contribute to the social development by leaving behind economic, cultural and environmental legacies to the hosting region. While tangible examples such as venues are often recognized as representative legacies of the Olympics, intangible aspects such as the environment, culture, policy and human resources have been gaining in importance. The Olympic Games, at its most fundamental level, is a sporting event. Sports not only is closely related to the physical health, but is also instrumental to fostering mental health through inspiration. One of the most important sports legacies was the general change in the population's perception on sports and physical activities; due to such change, people were able to enjoy sports as part of healthy and active everyday life and benefit physically. However, compared to tangible legacies such as the facilities, social legacies such as the general health and their planning, execution and achievements are hard to monitor. Therefore, for the Olympics to leave behind socio-cultural legacies that contribute to the development of the hosting region, there must be a thorough business plan that takes into account region-specific purpose, and is divided into stages such as before, during and after the Games. Should the 2018 Winter Olympic Games hope to create continuing contribution to its hosting region, it must leave behind 'Health Legacies' that will enhance the happiness of the hosting region's population. To this end, establishment of region-specific purpose and systematic promotion of business via detailed analysis of precedents are a must. This article aim to review the health legacy endeavors of past host cities and suggest the appropriate forms of health legacy of 2018 Pyeongchang Winter Olympic and Paralympic Games.
Olympic Health Legacy; Essentials for Lasting Development of Host City
Lee, Young-Hee; Kim, Jung Moon
2013-01-01
The purpose of the Olympic Games should be to contribute to the social development by leaving behind economic, cultural and environmental legacies to the hosting region. While tangible examples such as venues are often recognized as representative legacies of the Olympics, intangible aspects such as the environment, culture, policy and human resources have been gaining in importance. The Olympic Games, at its most fundamental level, is a sporting event. Sports not only is closely related to the physical health, but is also instrumental to fostering mental health through inspiration. One of the most important sports legacies was the general change in the population’s perception on sports and physical activities; due to such change, people were able to enjoy sports as part of healthy and active everyday life and benefit physically. However, compared to tangible legacies such as the facilities, social legacies such as the general health and their planning, execution and achievements are hard to monitor. Therefore, for the Olympics to leave behind socio-cultural legacies that contribute to the development of the hosting region, there must be a thorough business plan that takes into account region-specific purpose, and is divided into stages such as before, during and after the Games. Should the 2018 Winter Olympic Games hope to create continuing contribution to its hosting region, it must leave behind ‘Health Legacies’ that will enhance the happiness of the hosting region’s population. To this end, establishment of region-specific purpose and systematic promotion of business via detailed analysis of precedents are a must. This article aim to review the health legacy endeavors of past host cities and suggest the appropriate forms of health legacy of 2018 Pyeongchang Winter Olympic and Paralympic Games. PMID:26064832
Playing a first-person shooter video game induces neuroplastic change.
Wu, Sijing; Cheng, Cho Kin; Feng, Jing; D'Angelo, Lisa; Alain, Claude; Spence, Ian
2012-06-01
Playing a first-person shooter (FPS) video game alters the neural processes that support spatial selective attention. Our experiment establishes a causal relationship between playing an FPS game and neuroplastic change. Twenty-five participants completed an attentional visual field task while we measured ERPs before and after playing an FPS video game for a cumulative total of 10 hr. Early visual ERPs sensitive to bottom-up attentional processes were little affected by video game playing for only 10 hr. However, participants who played the FPS video game and also showed the greatest improvement on the attentional visual field task displayed increased amplitudes in the later visual ERPs. These potentials are thought to index top-down enhancement of spatial selective attention via increased inhibition of distractors. Individual variations in learning were observed, and these differences show that not all video game players benefit equally, either behaviorally or in terms of neural change.
Graphical Language Games: Interactional Constraints on Representational Form
ERIC Educational Resources Information Center
Healey, Patrick G. T.; Swoboda, Nik; Umata, Ichiro; King, James
2007-01-01
The emergence of shared symbol systems is considered to be a pivotal moment in human evolution and human development. These changes are normally explained by reference to changes in people's internal cognitive processes. We present 2 experiments which provide evidence that changes in the external, collaborative processes that people use to…
ERIC Educational Resources Information Center
Gauthier, Andrea; Jenkinson, Jodie
2017-01-01
We designed a serious game, MolWorlds, to facilitate conceptual change about molecular emergence by using game mechanics (resource management, immersed 3rd person character, sequential level progression, and 3-star scoring system) to encourage cycles of productive negativity. We tested the value-added effect of game design by comparing and…
Attitude Change and Number of Plays of a Social Simulation Game.
ERIC Educational Resources Information Center
Kidder, Steven J.; Aubertine, Horace E.
An experimental study was conducted in order to determine the effect of number of plays of the social simulation game "Ghetto" on attitudes toward people in general and ghetto people. It was expected that attitude change would increase with an increase in the number of plays of the game. This effect was not obtained. The game effect was…
Kühn, S; Gleich, T; Lorenz, R C; Lindenberger, U; Gallinat, J
2014-02-01
Video gaming is a highly pervasive activity, providing a multitude of complex cognitive and motor demands. Gaming can be seen as an intense training of several skills. Associated cerebral structural plasticity induced has not been investigated so far. Comparing a control with a video gaming training group that was trained for 2 months for at least 30 min per day with a platformer game, we found significant gray matter (GM) increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex (DLPFC) and bilateral cerebellum in the training group. The HC increase correlated with changes from egocentric to allocentric navigation strategy. GM increases in HC and DLPFC correlated with participants' desire for video gaming, evidence suggesting a predictive role of desire in volume change. Video game training augments GM in brain areas crucial for spatial navigation, strategic planning, working memory and motor performance going along with evidence for behavioral changes of navigation strategy. The presented video game training could therefore be used to counteract known risk factors for mental disease such as smaller hippocampus and prefrontal cortex volume in, for example, post-traumatic stress disorder, schizophrenia and neurodegenerative disease.
Development and validation of a notational system to study the offensive process in football.
Sarmento, Hugo; Anguera, Teresa; Campaniço, Jorge; Leitão, José
2010-01-01
The most striking change within football development is the application of science to its problems and in particular the use of increasingly sophisticated technology that, supported by scientific data, allows us to establish a "code of reading" the reality of the game. Therefore, this study describes the process of the development and validation of an ad hoc system of categorization, which allows the different methods of offensive game in football and the interaction to be analyzed. Therefore, through an exploratory phase of the study, we identified 10 vertebrate criteria and the respective behaviors observed for each of these criteria. We heard a panel of five experts with the purpose of a content validation. The resulting instrument is characterized by a combination of field formats and systems of categories. The reliability of the instrument was calculated by the intraobserver agreement, and values above 0.95 for all criteria were achieved. Two FC Barcelona games were coded and analyzed, which allowed the detection of various T-patterns. The results show that the instrument serves the purpose for which it was developed and can provide important information for the understanding of game interaction in football.
The Developmental Progression of Understanding of Mind during a Hiding Game
Nelson, P. Brooke; Adamson, Lauren B.; Bakeman, Roger
2011-01-01
In this longitudinal study, 52 typically developing preschoolers engaged in a hiding game with their mothers when children were 42-, 54-, and 66-months old. Children's understanding of mind, positive affect, and engagement with the task were rated, and mothers' utterances were coded for role and content. Analyses confirmed that some facets of children's understanding of mind developed sequentially; specifically, they expressed an understanding of knowledge access before an understanding of deception and false beliefs, and expressed an understanding of deception before an understanding of false beliefs. Children's understanding of mind increased across visits and positively correlated with false belief task performance. Results suggest that mothers may tailor the content of their utterances to the child's growing expertise, but the role of mothers' utterances did not change. Observing preschoolers engaged in a playful hiding game revealed that children's understanding of mind not only increased with age but also developed sequentially. PMID:25960610
Internet and gaming addiction: a systematic literature review of neuroimaging studies.
Kuss, Daria J; Griffiths, Mark D
2012-09-05
In the past decade, research has accumulated suggesting that excessive Internet use can lead to the development of a behavioral addiction. Internet addiction has been considered as a serious threat to mental health and the excessive use of the Internet has been linked to a variety of negative psychosocial consequences. The aim of this review is to identify all empirical studies to date that used neuroimaging techniques to shed light upon the emerging mental health problem of Internet and gaming addiction from a neuroscientific perspective. Neuroimaging studies offer an advantage over traditional survey and behavioral research because with this method, it is possible to distinguish particular brain areas that are involved in the development and maintenance of addiction. A systematic literature search was conducted, identifying 18 studies. These studies provide compelling evidence for the similarities between different types of addictions, notably substance-related addictions and Internet and gaming addiction, on a variety of levels. On the molecular level, Internet addiction is characterized by an overall reward deficiency that entails decreased dopaminergic activity. On the level of neural circuitry, Internet and gaming addiction led to neuroadaptation and structural changes that occur as a consequence of prolonged increased activity in brain areas associated with addiction. On a behavioral level, Internet and gaming addicts appear to be constricted with regards to their cognitive functioning in various domains. The paper shows that understanding the neuronal correlates associated with the development of Internet and gaming addiction will promote future research and will pave the way for the development of addiction treatment approaches.
Internet and Gaming Addiction: A Systematic Literature Review of Neuroimaging Studies
Kuss, Daria J.; Griffiths, Mark D.
2012-01-01
In the past decade, research has accumulated suggesting that excessive Internet use can lead to the development of a behavioral addiction. Internet addiction has been considered as a serious threat to mental health and the excessive use of the Internet has been linked to a variety of negative psychosocial consequences. The aim of this review is to identify all empirical studies to date that used neuroimaging techniques to shed light upon the emerging mental health problem of Internet and gaming addiction from a neuroscientific perspective. Neuroimaging studies offer an advantage over traditional survey and behavioral research because with this method, it is possible to distinguish particular brain areas that are involved in the development and maintenance of addiction. A systematic literature search was conducted, identifying 18 studies. These studies provide compelling evidence for the similarities between different types of addictions, notably substance-related addictions and Internet and gaming addiction, on a variety of levels. On the molecular level, Internet addiction is characterized by an overall reward deficiency that entails decreased dopaminergic activity. On the level of neural circuitry, Internet and gaming addiction led to neuroadaptation and structural changes that occur as a consequence of prolonged increased activity in brain areas associated with addiction. On a behavioral level, Internet and gaming addicts appear to be constricted with regards to their cognitive functioning in various domains. The paper shows that understanding the neuronal correlates associated with the development of Internet and gaming addiction will promote future research and will pave the way for the development of addiction treatment approaches. PMID:24961198
A Development Architecture for Serious Games Using BCI (Brain Computer Interface) Sensors
Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun
2012-01-01
Games that use brainwaves via brain–computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories. PMID:23202227
A development architecture for serious games using BCI (brain computer interface) sensors.
Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun
2012-11-12
Games that use brainwaves via brain-computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories.
The Fate of the World is in your hands: computer gaming for multi-faceted climate change education
NASA Astrophysics Data System (ADS)
Bedford, D. P.
2015-12-01
Climate change is a multi-faceted (or 'wicked') problem. True climate literacy therefore requires understanding not only the workings of the climate system, but also the current and potential future impacts of climate change and sea level rise on individuals, communities and countries around the world, as noted in the US Global Change Research Program's (2009) Climate Literacy: The Essential Principles of Climate Sciences. The asymmetric nature of climate change impacts, whereby the world's poorest countries have done the least to cause the problem but will suffer disproportionate consequences, has also been widely noted. Education in climate literacy therefore requires an element of ethics in addition to physical and social sciences. As if addressing these multiple aspects of climate change were not challenging enough, polling data has repeatedly shown that many members of the public tend to see climate change as a far away problem affecting people remote from them at a point in the future, but not themselves. This perspective is likely shared by many students. Computer gaming provides a possible solution to the combined problems of, on the one hand, addressing the multi-faceted nature of climate change, and, on the other hand, making the issue real to students. Fate of the World, a game produced by the company Red Redemption, has been used on several occasions in a small (20-30 students) introductory level general education course on global warming at Weber State University. Players are required to balance difficult decisions about energy investment while managing regional political disputes and attempting to maintain minimum levels of development in the world's poorer countries. By providing a realistic "total immersion" experience, the game has the potential to make climate change issues more immediate to players, and presents them with the ethical dilemmas inherent in climate change. This presentation reports on the use of Fate of the World in an educational setting, highlighting student experiences and lessons learned from two attempts to use the game as a tool for teaching the multi-faceted nature of climate change.
Markovitz, J H; Raczynski, J M; Wallace, D; Chettur, V; Chesney, M A
1998-01-01
This study was undertaken to determine the relationship between heightened reactivity of blood pressure (BP) during stress and 5-year changes in blood pressure and hypertensive status, using the CARDIA study. A total of 3364 participants (910 white men, 909 white women, 678 black men, and 867 black women), initially 20 to 32 years old and normotensive, were included. Cardiovascular reactivity to psychological stressors (video game and star-tracing tasks for 3 minutes, cold pressor test for 1 minute) was measured in 1987-1988. We then examined reactivity as a predictor of significant BP change (> or = 8 mm Hg, thought to represent a clinically significant increase) over the next 5 years. Logistic regression models were used to control for potential covariates. Significant BP change and the development of hypertension (BP greater than 140/90 or taking medication for hypertension) over the 5-year follow-up were examined in separate analyses. Increased systolic blood pressure (SBP) reactivity to the video game was associated with a significant 5-year SBP increase among the entire cohort, independent of resting SBP (p < .0001). Subsequent analyses showed that this relationship held for men but not for women. Reactivity to the star-tracing task or the cold pressor test did not predict significant BP change. Among black men only, new hypertensives (N = 36) had greater diastolic blood pressure (DBP) reactivity to the video game (p = .01). Although BP reactivity to all physical and mental stressors used in this study did not consistently predict 5-year change in BP in this young cohort, the results indicate that reactivity to a video game stressor predicts 5-year change in BP and early hypertension among young adult men. These findings are consistent with other studies showing the usefulness of stressors producing a primarily beta-adrenergic response in predicting BP change and hypertension. The results may be limited by the shortened initial rest and recovery periods used in the CARDIA protocol.
Harrington, Cuan M; Chaitanya, Vishwa; Dicker, Patrick; Traynor, Oscar; Kavanagh, Dara O
2018-02-14
Video gaming demands elements of visual attention, hand-eye coordination and depth perception which may be contiguous with laparoscopic skill development. General video gaming has demonstrated altered cortical plasticity and improved baseline/acquisition of minimally invasive skills. The present study aimed to evaluate for skill acquisition associated with a commercially available dedicated laparoscopic video game (Underground) and its unique (laparoscopic-like) controller for the Nintendo®Wii U™ console. This single-blinded randomised controlled study was conducted with laparoscopically naive student volunteers of limited (< 3 h/week) video gaming backgrounds. Baseline laparoscopic skills were assessed using four basic tasks on the Virtual Reality (VR) simulator (LAP Mentor TM , 3D systems, Colorado, USA). Twenty participants were randomised to two groups; Group A was requested to complete 5 h of video gaming (Underground) per week and Group B to avoid gaming beyond their normal frequency. After 4 weeks participants were reassessed using the same VR tasks. Changes in simulator performances were assessed for each group and for intergroup variances using mixed model regression. Significant inter- and intragroup performances were present for the video gaming and controls across four basic tasks. The video gaming group demonstrated significant improvements in thirty-one of the metrics examined including dominant (p ≤ 0.004) and non-dominant (p < 0.050) instrument movements, pathlengths (p ≤ 0.040), time taken (p ≤ 0.021) and end score [p ≤ 0.046, (task-dependent)]. The control group demonstrated improvements in fourteen measures. The video gaming group demonstrated significant (p < 0.05) improvements compared to the control in five metrics. Despite encouraged gameplay and the console in participants' domiciles, voluntary engagement was lower than directed due to factors including: game enjoyment (33.3%), lack of available time (22.2%) and entertainment distractions (11.1%). Our work revealed significant value in training using a dedicated laparoscopic video game for acquisition of virtual laparoscopic skills. This novel serious game may provide foundations for future surgical developments on game consoles in the home environment.
Extrapolating Weak Selection in Evolutionary Games
Wu, Bin; García, Julián; Hauert, Christoph; Traulsen, Arne
2013-01-01
In evolutionary games, reproductive success is determined by payoffs. Weak selection means that even large differences in game outcomes translate into small fitness differences. Many results have been derived using weak selection approximations, in which perturbation analysis facilitates the derivation of analytical results. Here, we ask whether results derived under weak selection are also qualitatively valid for intermediate and strong selection. By “qualitatively valid” we mean that the ranking of strategies induced by an evolutionary process does not change when the intensity of selection increases. For two-strategy games, we show that the ranking obtained under weak selection cannot be carried over to higher selection intensity if the number of players exceeds two. For games with three (or more) strategies, previous examples for multiplayer games have shown that the ranking of strategies can change with the intensity of selection. In particular, rank changes imply that the most abundant strategy at one intensity of selection can become the least abundant for another. We show that this applies already to pairwise interactions for a broad class of evolutionary processes. Even when both weak and strong selection limits lead to consistent predictions, rank changes can occur for intermediate intensities of selection. To analyze how common such games are, we show numerically that for randomly drawn two-player games with three or more strategies, rank changes frequently occur and their likelihood increases rapidly with the number of strategies . In particular, rank changes are almost certain for , which jeopardizes the predictive power of results derived for weak selection. PMID:24339769
Świerniak, Andrzej; Krześlak, Michał; Student, Sebastian; Rzeszowska-Wolny, Joanna
2016-09-21
Living cells, like whole living organisms during evolution, communicate with their neighbors, interact with the environment, divide, change their phenotypes, and eventually die. The development of specific ways of communication (through signaling molecules and receptors) allows some cellular subpopulations to survive better, to coordinate their physiological status, and during embryonal development to create tissues and organs or in some conditions to become tumors. Populations of cells cultured in vitro interact similarly, also competing for space and nutrients and stimulating each other to better survive or to die. The results of these intercellular interactions of different types seem to be good examples of biological evolutionary games, and have been the subjects of simulations by the methods of evolutionary game theory where individual cells are treated as players. Here we present examples of intercellular contacts in a population of living human cancer HeLa cells cultured in vitro and propose an evolutionary game theory approach to model the development of such populations. We propose a new technique termed Mixed Spatial Evolutionary Games (MSEG) which are played on multiple lattices corresponding to the possible cellular phenotypes which gives the possibility of simulating and investigating the effects of heterogeneity at the cellular level in addition to the population level. Analyses performed with MSEG suggested different ways in which cellular populations develop in the case of cells communicating directly and through factors released to the environment. Copyright © 2016 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Ziffer, Julie; Nadirli, Orkhan; Rudnick, Benjamin; Pinkham, Sunny; Montgomery, Benjamin
2016-10-01
Traditional teaching of Planetary Science requires students to possess well developed spatial reasoning skills (SRS). Recent research has demonstrated that SRS, long known to be crucial to math and science success, can be improved among students who lack these skills (Sorby et al., 2009). Teaching spatial reasoning is particularly valuable to women and minorities who, through societal pressure, often doubt their abilities (Hill et al., 2010). To address SRS deficiencies, our team is developing video games that embed SRS training into Planetary Science content. Our first game, on Moon Phases, addresses the two primary challenges faced by students trying to understand the Sun-Earth-Moon system: 1) visualizing the system (specifically the difference between the Sun-Earth orbital plane and the Earth-Moon orbital plane) and 2) comprehending the relationship between time and the position-phase of the Moon. In our second video game, the student varies an asteroid's rotational speed, shape, and orientation to the light source while observing how these changes effect the resulting light curve. To correctly pair objects to their light curves, students use spatial reasoning skills to imagine how light scattering off a three dimensional rotating object is imaged on a sensor plane and is then reduced to a series of points on a light curve plot. These two games represent the first of our developing suite of high-interest video games designed to teach content while increasing the student's competence in spatial reasoning.
"Polio Eradication" Game May Increase Public Interest in Global Health.
Okitika, Toluwalose A; Barnabas, Ruanne V; Rue, Tessa; Weisman, Jordan; Harris, Nathan A; Orenstein, Walter A; Wasserheit, Judith N
2015-06-01
Interactive games that highlight global health challenges and solutions are a potential tool for increasing interest in global health. To test this hypothesis, we developed an interactive "Polio Eradication" (PE) game and evaluated whether playing or watching was associated with increased public interest in global health. The PE game is a life-size, human board game that simulates PE efforts. Four players-a researcher, a transportation expert, a local community coordinator, and a healthcare worker-collaborate as an interdisciplinary team to help limit ongoing and future polio outbreaks in Pakistan, represented on the game board. Participants who played or observed the game and those who did not participate in the game, but visited noninteractive global health exhibits, completed a survey on participation outcomes. We used relative risk regression to examine associations between cofactors and change in global health interest. Three variables predicted increased global health interest among the game participants: Having little or no previous global health knowledge prior to playing the game (risk ratio [RR]=1.28; 95 percent confidence interval [CI], 1.13-1.45), not currently being involved in global health (RR=1.41; 95 percent CI, 1.07-1.85), and visiting Seattle (RR=1.25; 95 percent CI, 1.04-1.51). Our results suggest that a hands-on, interactive game may increase the public's interest in global health, particularly among those with minimal previous knowledge of or involvement in global health activities.
“Polio Eradication” Game May Increase Public Interest in Global Health
Barnabas, Ruanne V.; Rue, Tessa; Weisman, Jordan; Harris, Nathan A.; Orenstein, Walter A.
2015-01-01
Abstract Background: Interactive games that highlight global health challenges and solutions are a potential tool for increasing interest in global health. To test this hypothesis, we developed an interactive “Polio Eradication” (PE) game and evaluated whether playing or watching was associated with increased public interest in global health. Materials and Methods: The PE game is a life-size, human board game that simulates PE efforts. Four players—a researcher, a transportation expert, a local community coordinator, and a healthcare worker—collaborate as an interdisciplinary team to help limit ongoing and future polio outbreaks in Pakistan, represented on the game board. Participants who played or observed the game and those who did not participate in the game, but visited noninteractive global health exhibits, completed a survey on participation outcomes. We used relative risk regression to examine associations between cofactors and change in global health interest. Results: Three variables predicted increased global health interest among the game participants: Having little or no previous global health knowledge prior to playing the game (risk ratio [RR]=1.28; 95 percent confidence interval [CI], 1.13–1.45), not currently being involved in global health (RR=1.41; 95 percent CI, 1.07–1.85), and visiting Seattle (RR=1.25; 95 percent CI, 1.04–1.51). Conclusions: Our results suggest that a hands-on, interactive game may increase the public's interest in global health, particularly among those with minimal previous knowledge of or involvement in global health activities. PMID:26182064
EEG, HRV and Psychological Correlates while Playing Bejeweled II: A Randomized Controlled Study.
Russoniello, Carmen V; O'Brien, Kevin; Parks, Jennifer M
2009-01-01
Stress related medical disorders such as cardiovascular disease, diabetes, depression, and anxiety are serious medical issues that can cause disability and death. Interventions to prevent their development and exacerbation are needed. Casual video games (CVGs) are fun, easy to play, spontaneous and tremendously popular. People report that they play these games because they decrease their stress and improve their mood. This study tested this theory by comparing people playing Bejeweled II a popular CVG with control subjects measured under similar conditions. Electroencephalographic (EEG) changes after playing Bejeweled II were consistent with increased mood and corroborated with similar findings on psychological reports. Moreover, heart rate variability (HRV) changes consistent with autonomic nervous system relaxation or decreased physical stress were also recorded. It is concluded, therefore, that playing a CVG like Bejeweled II can increase mood and decrease stress. These finding have broad implications and include the potential development of prescriptive interventions using Bejeweled II to prevent and treat stress related medical disorders. Finally, these findings demonstrate a method using EEG, HRV and psychological correlates to understand the psychophysiological or cybernetic interconnection between participant and video game.
Testing of tactical performance in youth elite soccer.
Memmert, Daniel
2010-01-01
This is a twofold study with the goals of evaluating tactical oriented game test situations for 12-13-year old highly-talented soccer players and to analyze dynamic, intra-individual developments of the players. A cross-sectional design was carried in study 1, using game test situations to measure specific tactics and creative performance for 195 expert players. The results from five evaluation criteria show that both diagnostic instruments can be used for recording football-specific creativity and game intelligence in talented young players. They produced tactical indicators that can be described as objective and valid, exhibit a sufficient degree of differentiation and are easy to record. Study 2 uses a longitudinal design to present a dynamic performance diagnostic tool for analyzing intra-individual improvements of German Soccer Foundation talents according to football-specific creativity and game intelligence. The results with respect to divergent tactical thinking clearly show that very different change processes were observed in the German Soccer Foundation players. Finally, the practical implications for the training process are discussed on the basis of both studies. Key pointsWith game test situations it is possible to assess tactical performance as game intelligence and creativity objective, valid, with a sufficient degree of differentiation, and economically.The results with respect to game intelligence and creativity show that very different change processes were observed in the German Soccer Foundation players dependend on the bases (trainers).Current literature on tactics for school sports as well as for children's, youth and high performance soccer at the club level should place much more emphasis on individual and group-tactical requirements in soccer.
Testing of Tactical Performance in Youth Elite Soccer
2010-01-01
This is a twofold study with the goals of evaluating tactical oriented game test situations for 12-13-year old highly-talented soccer players and to analyze dynamic, intra-individual developments of the players. A cross-sectional design was carried in study 1, using game test situations to measure specific tactics and creative performance for 195 expert players. The results from five evaluation criteria show that both diagnostic instruments can be used for recording football-specific creativity and game intelligence in talented young players. They produced tactical indicators that can be described as objective and valid, exhibit a sufficient degree of differentiation and are easy to record. Study 2 uses a longitudinal design to present a dynamic performance diagnostic tool for analyzing intra-individual improvements of German Soccer Foundation talents according to football-specific creativity and game intelligence. The results with respect to divergent tactical thinking clearly show that very different change processes were observed in the German Soccer Foundation players. Finally, the practical implications for the training process are discussed on the basis of both studies. Key points With game test situations it is possible to assess tactical performance as game intelligence and creativity objective, valid, with a sufficient degree of differentiation, and economically. The results with respect to game intelligence and creativity show that very different change processes were observed in the German Soccer Foundation players dependend on the bases (trainers). Current literature on tactics for school sports as well as for children’s, youth and high performance soccer at the club level should place much more emphasis on individual and group-tactical requirements in soccer. PMID:24149686
Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation.
DeLaughter, Kathryn L; Sadasivam, Rajani S; Kamberi, Ariana; English, Thomas M; Seward, Greg L; Chan, S Wayne; Volkman, Julie E; Amante, Daniel J; Houston, Thomas K
2016-05-26
Smoking is still the number one preventable cause of death. Cravings-an intense desire or longing for a cigarette-are a major contributor to quit attempt failure. New tools to help smokers' manage their cravings are needed. To present a case study of the development process and testing of a distraction/motivation game (Crave-Out) to help manage cravings. We used a phased approach: in Phase 1 (alpha testing), we tested and refined the game concept, using a Web-based prototype. In Phase 2 (beta testing), we evaluated the distraction/motivation potential of the mobile game prototype, using a prepost design. After varying duration of abstinence, smokers completed the Questionnaire of Smoking Urge-Brief (QSU-Brief) measurement before and after playing Crave-Out. Paired t tests were used to compare pregame and postgame QSU-Brief levels. To test dissemination potential, we released the game on the Apple iTunes App Store and tracked downloads between December 22, 2011, and May 5, 2014. Our concept refinement resulted in a multilevel, pattern memory challenge game, with each level increasing in difficulty. Smokers could play the game as long as they wanted. At the end of each level, smokers were provided clear goals for the next level and rewards (positive reinforcement using motivational tokens that represented a benefit of quitting smoking). Negative reinforcement was removed in alpha testing as smokers felt it reminded them of smoking. Measurement of QSU-Brief (N=30) resulted in a pregame mean of 3.24 (SD 1.65) and postgame mean of 2.99 (SD 1.40) with an overall decrease of 0.25 in cravings (not statistically significant). In a subset analysis, the QSU-Brief decrease was significant for smokers abstinent for more than 48 hours (N=5) with a pregame mean of 2.84 (SD 1.16) and a postgame mean of 2.0 (SD 0.94; change=0.84; P =.03). Between December 22, 2011, and May 29, 2014, the game was downloaded 3372 times from the App-Store, with 1526 smokers visiting the online resource www.decide2quit.org linked to the game. Overall, playing the game resulted in small, but nonsignificant decreases in cravings, with changes greater for those had already quit for more than 48 hours. Lessons learned can inform further development. Future research could incorporate mHealth games in multicomponent cessation interventions. Clinicaltrials.gov NCT00797628; https://clinicaltrials.gov/ct2/show/NCT00797628 (Archived by WebCite at http://www.webcitation.org/6hbJr6LWG).
Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation
Sadasivam, Rajani S; Kamberi, Ariana; English, Thomas M; Seward, Greg L; Chan, S Wayne; Volkman, Julie E; Amante, Daniel J; Houston, Thomas K
2016-01-01
Background Smoking is still the number one preventable cause of death. Cravings—an intense desire or longing for a cigarette—are a major contributor to quit attempt failure. New tools to help smokers’ manage their cravings are needed. Objective To present a case study of the development process and testing of a distraction/motivation game (Crave-Out) to help manage cravings. Methods We used a phased approach: in Phase 1 (alpha testing), we tested and refined the game concept, using a Web-based prototype. In Phase 2 (beta testing), we evaluated the distraction/motivation potential of the mobile game prototype, using a prepost design. After varying duration of abstinence, smokers completed the Questionnaire of Smoking Urge-Brief (QSU-Brief) measurement before and after playing Crave-Out. Paired t tests were used to compare pregame and postgame QSU-Brief levels. To test dissemination potential, we released the game on the Apple iTunes App Store and tracked downloads between December 22, 2011, and May 5, 2014. Results Our concept refinement resulted in a multilevel, pattern memory challenge game, with each level increasing in difficulty. Smokers could play the game as long as they wanted. At the end of each level, smokers were provided clear goals for the next level and rewards (positive reinforcement using motivational tokens that represented a benefit of quitting smoking). Negative reinforcement was removed in alpha testing as smokers felt it reminded them of smoking. Measurement of QSU-Brief (N=30) resulted in a pregame mean of 3.24 (SD 1.65) and postgame mean of 2.99 (SD 1.40) with an overall decrease of 0.25 in cravings (not statistically significant). In a subset analysis, the QSU-Brief decrease was significant for smokers abstinent for more than 48 hours (N=5) with a pregame mean of 2.84 (SD 1.16) and a postgame mean of 2.0 (SD 0.94; change=0.84; P =.03). Between December 22, 2011, and May 29, 2014, the game was downloaded 3372 times from the App-Store, with 1526 smokers visiting the online resource www.decide2quit.org linked to the game. Conclusions Overall, playing the game resulted in small, but nonsignificant decreases in cravings, with changes greater for those had already quit for more than 48 hours. Lessons learned can inform further development. Future research could incorporate mHealth games in multicomponent cessation interventions. Trial Registration Clinicaltrials.gov NCT00797628; https://clinicaltrials.gov/ct2/show/NCT00797628 (Archived by WebCite at http://www.webcitation.org/6hbJr6LWG) PMID:27229772
Losing the Lake: Simulations to Promote Gains in Student Knowledge and Interest about Climate Change
ERIC Educational Resources Information Center
Nussbaum, E. Michael; Owens, Marissa C.; Sinatra, Gale M.; Rehmat, Abeera P.; Cordova, Jacqueline R.; Ahmad, Sajjad; Harris, Fred C., Jr.; Dascalu, Sergiu M.
2015-01-01
Climate change literacy plays a key role in promoting sound political decisions and promoting sustainable consumption patterns. Based on evidence suggesting that student understanding and interest in climate change is best accomplished through studying local effects, we developed a simulation/game exploring the impact of climate change on the…
Two-Player 2 × 2 Quantum Game in Spin System
NASA Astrophysics Data System (ADS)
Huang, Zhiming; Situ, Haozhen
2017-05-01
In this work, we study the payoffs of quantum Samaritan's dilemma played with the thermal entangled state of XXZ spin model in the presence of Dzyaloshinskii-Moriya (DM) interaction. We discuss the effect of anisotropy parameter, strength of DM interaction and temperature on quantum Samaritan's dilemma. It is shown that although increasing DM interaction and anisotropy parameter generate entanglement, players payoffs are not simply decided by entanglement and depend on other game components such as strategy and payoff measurement. In general, Entanglement and Alice's payoff evolve to a relatively stable value with anisotropy parameter, and develop to a fixed value with DM interaction strength, while Bob's payoff changes in the reverse direction. It is noted that the augment of Alice's payoff compensates for the loss of Bob's payoff. For different strategies, payoffs have different changes with temperature. Our results and discussions can be analogously generalized to other 2 × 2 quantum static games in various spin models.
BIBLIOGRAPHY ON CURRICULUM DEVELOPMENT. SUPPLEMENT I.
ERIC Educational Resources Information Center
Harvard Univ., Cambridge, MA. Graduate School of Education.
THIS BIBLIOGRAPHY (SUPPLEMENT I) LISTS MATERIALS ON VARIOUS ASPECTS OF CURRICULUM DEVELOPMENT. EIGHTY-TWO UNANNOTATED REFERENCES ARE PROVIDED FOR DOCUMENTS DATING FROM 1961 TO 1966. BOOKS, JOURNALS, REPORT MATERIALS, AND SOME UNPUBLISHED MANUSCRIPTS ARE LISTED IN SUCH AREAS AS EDUCATIONAL GAMES, CURRICULUM CHANGE, CONCEPT DEVELOPMENT, PROGRAM…
Impact of an Aging Simulation Game on Pharmacy Students’ Empathy for Older Adults
Kiersma, Mary E.; Yehle, Karen S.; Plake, Kimberly S.
2015-01-01
Objective. To evaluate changes in empathy and perceptions as well as game experiences among student pharmacists participating in an aging simulation game. Methods. First-year student pharmacists participated in an aging simulation game. Changes were measured pre/post-activity using the Kiersma-Chen Empathy Scale (KCES) and Jefferson Scale of Empathy – Health Professions Scale (JSE-HPS) for empathy and the Aging Simulation Experience Survey (ASES) for perceptions of older adults’ experiences and game experiences. Wilcoxon signed rank tests were used to determine changes. Results. One hundred fifty-six student pharmacists completed the instruments. Empathy using the KCES and JSE-HPS improved significantly. Of the 13 items in the ASES, 9 significantly improved. Conclusion. Simulation games may help students overcome challenges demonstrating empathy and positive attitudes toward elderly patients. PMID:26396274
Let's Play: The Use of Improv Games in Change Management Training: A Case Study
ERIC Educational Resources Information Center
Rajeev, Priya Nair; Kalpathi, Subramanian
2016-01-01
This paper is based on the concept of Improv games as a promising mechanism and design principle for enhancing an organization's capacity for learning and adaptability. The study explores how Improv games can be used to create a mindset conducive to change, facilitate ideation and guide discussions on bringing about systemic change. In the case…
Playing for Climate Change: An Educational Alternative Realty Game (ARG) in Second Life
NASA Astrophysics Data System (ADS)
Law, Sandra Kim
Learner engagement in the learning process is a challenge faced by educators, instructional designers, administrators and policy makers (Barab, Sadler, Heiselt, & Zuiker, 2007b; Van Eck, 2006). One area in which learner engagement is particularly problematic is science education; participation rates in sciences at the post-secondary level are significantly lower than in other disciplines (Fox & Stephan, 2001; Industry Canada, 2007; Kennepohl, 2009). Learners who are enrolled in science programs at postsecondary institutions also have deficits in their scientific illiteracy, specifically in their ability to understand the language of science and evaluate scientific claims in journal articles and reports. This design-based research study represents the first phase of an ongoing project exploring the role that digital educational games designed to support knowledge building within small groups can play in addressing issues of engagement and literacy in science education. A set of game design principles derived from the existing literature was used to inform the development of a prototype of the game. The prototype was evaluated by a group (N=18) of educational technology graduate students at a local university. As this was a first phase of a study in a field (i.e. game-based learning) that is still contested, it is felt that qualitative research methods can provide a representative view of the effectiveness of the game design principles and types of interactions observed between players as well as between players and artefacts in environment. The data collection methods used in this study included participant observation, data player characteristics survey, interviews, and content analysis. The final products of this study are game design principles and a game prototype. Data gathered from this study will be used to inform the design of the next version of the game, and future research in the area of digital game design and implementation (e.g., learning analytics, inoperability of the game on different MUVEs, future implementations of the game). This research demonstrated that digital educational games developed in MUVEs have the potential to support scientific literacy and higher level cognition (e.g., reflection, knowledge synthesis).
Hale, Leigh A; Satherley, Jessica A; McMillan, Nicole J; Milosavljevic, Stephan; Hijmans, Juha M; King, Marcus J
2012-01-01
This article reports on the perceptions of 14 adults with chronic stroke who participated in a pilot study to determine the utility, acceptability, and potential efficacy of using an adapted CyWee Z handheld game controller to play a variety of computer games aimed at improving upper-limb function. Four qualitative in-depth interviews and two focus groups explored participant perceptions. Data were thematically analyzed with the general inductive approach. Participants enjoyed playing the computer games with the technology. The perceived benefits included improved upper-limb function, concentration, and balance; however, six participants reported shoulder and/or arm pain or discomfort, which presented while they were engaged in play but appeared to ease during rest. Participants suggested changes to the games and provided opinions on the use of computer games in rehabilitation. Using an adapted CyWee Z controller and computer games in upper-limb rehabilitation for people with chronic stroke is an acceptable and potentially beneficial adjunct to rehabilitation. The development of shoulder pain was a negative side effect for some participants and requires further investigation.
Moral license in video games: when being right can mean doing wrong.
Ellithorpe, Morgan E; Cruz, Carlos; Velez, John A; Ewoldsen, David R; Bogert, Adam K
2015-04-01
Research on video game violence has found largely consistent evidence that violence in video games tends to be associated with an increase in antisocial behavior. However, this body of work has mostly ignored one prominent feature of many violent games: moral decision making. It is possible that the influence of video game violence could change when moral decisions are brought into the context. One way video games change behavior is through changes in players' self-perceptions, a process called identity simulation. In addition, a perspective called moral license predicts that these effects should not necessarily be consistent across behaviors, in that people should try to balance selfishness with keeping the moral high ground across many behaviors. Therefore, moral choices (or immoral choices) in a video game may predict less moral (or more moral) behaviors right after the game. However, later behavior may revert yet again, creating a cycle of pro- and antisocial behaviors. The present experiment asks participants to make moral choices in a video game, and then measures their behavior on two subsequent tasks. Results indicate that taking what participants perceive to be the more moral mind-set in the video game predicts more antisocial behavior on the first task, but more pro-social behavior on the next task. These results support identity simulation and moral license processes in a video game and moral behavior context, and indicate that there may be greater complexity in video game violence effects than previously understood.
The Stochastic Evolutionary Game for a Population of Biological Networks Under Natural Selection
Chen, Bor-Sen; Ho, Shih-Ju
2014-01-01
In this study, a population of evolutionary biological networks is described by a stochastic dynamic system with intrinsic random parameter fluctuations due to genetic variations and external disturbances caused by environmental changes in the evolutionary process. Since information on environmental changes is unavailable and their occurrence is unpredictable, they can be considered as a game player with the potential to destroy phenotypic stability. The biological network needs to develop an evolutionary strategy to improve phenotypic stability as much as possible, so it can be considered as another game player in the evolutionary process, ie, a stochastic Nash game of minimizing the maximum network evolution level caused by the worst environmental disturbances. Based on the nonlinear stochastic evolutionary game strategy, we find that some genetic variations can be used in natural selection to construct negative feedback loops, efficiently improving network robustness. This provides larger genetic robustness as a buffer against neutral genetic variations, as well as larger environmental robustness to resist environmental disturbances and maintain a network phenotypic traits in the evolutionary process. In this situation, the robust phenotypic traits of stochastic biological networks can be more frequently selected by natural selection in evolution. However, if the harbored neutral genetic variations are accumulated to a sufficiently large degree, and environmental disturbances are strong enough that the network robustness can no longer confer enough genetic robustness and environmental robustness, then the phenotype robustness might break down. In this case, a network phenotypic trait may be pushed from one equilibrium point to another, changing the phenotypic trait and starting a new phase of network evolution through the hidden neutral genetic variations harbored in network robustness by adaptive evolution. Further, the proposed evolutionary game is extended to an n-tuple evolutionary game of stochastic biological networks with m players (competitive populations) and k environmental dynamics. PMID:24558296
Advances in Games Technology: Software, Models, and Intelligence
ERIC Educational Resources Information Center
Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai
2009-01-01
Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…
Safe leads and lead changes in competitive team sports.
Clauset, A; Kogan, M; Redner, S
2015-06-01
We investigate the time evolution of lead changes within individual games of competitive team sports. Exploiting ideas from the theory of random walks, the number of lead changes within a single game follows a Gaussian distribution. We show that the probability that the last lead change and the time of the largest lead size are governed by the same arcsine law, a bimodal distribution that diverges at the start and at the end of the game. We also determine the probability that a given lead is "safe" as a function of its size L and game time t. Our predictions generally agree with comprehensive data on more than 1.25 million scoring events in roughly 40,000 games across four professional or semiprofessional team sports, and are more accurate than popular heuristics currently used in sports analytics.
Safe leads and lead changes in competitive team sports
NASA Astrophysics Data System (ADS)
Clauset, A.; Kogan, M.; Redner, S.
2015-06-01
We investigate the time evolution of lead changes within individual games of competitive team sports. Exploiting ideas from the theory of random walks, the number of lead changes within a single game follows a Gaussian distribution. We show that the probability that the last lead change and the time of the largest lead size are governed by the same arcsine law, a bimodal distribution that diverges at the start and at the end of the game. We also determine the probability that a given lead is "safe" as a function of its size L and game time t . Our predictions generally agree with comprehensive data on more than 1.25 million scoring events in roughly 40 000 games across four professional or semiprofessional team sports, and are more accurate than popular heuristics currently used in sports analytics.
Rabinovitz, Sharon; Nagar, Maayan
2015-10-01
Cognitive biases have previously been recognized as key mechanisms that contribute to the development, maintenance, and relapse of addictive behaviors. The same mechanisms have been recently found in problematic computer gaming. The present study aims to investigate whether excessive massively multiplayer online role-playing gamers (EG) demonstrate an approach bias toward game-related cues compared to neutral stimuli; to test whether these automatic action tendencies can be implicitly modified in a single session training; and to test whether this training affects game urges and game-seeking behavior. EG (n=38) were randomly assigned to a condition in which they were implicitly trained to avoid or to approach gaming cues by pushing or pulling a joystick, using a computerized intervention (cognitive bias modification via the Approach Avoidance Task). EG demonstrated an approach bias for gaming cues compared with neutral, movie cues. Single session training significantly decreased automatic action tendencies to approach gaming cues. These effects occurred outside subjective awareness. Furthermore, approach bias retraining reduced subjective urges and intentions to play, as well as decreased game-seeking behavior. Retraining automatic processes may be beneficial in changing addictive impulses in EG. Yet, large-scale trials and long-term follow-up are warranted. The results extend the application of cognitive bias modification from substance use disorders to behavioral addictions, and specifically to Internet gaming disorder. Theoretical implications are discussed.
Life Cycle Analysis of Dedicated Nano-Launch Technologies
NASA Technical Reports Server (NTRS)
Zapata, Edgar; McCleskey, Carey; Martin, John; Lepsch, Roger; Hernani, Tosoc
2014-01-01
Recent technology advancements have enabled the development of small cheap satellites that can perform useful functions in the space environment. Currently, the only low cost option for getting these payloads into orbit is through ride share programs. As a result, these launch opportunities await primary payload launches and a backlog exists. An alternative option would be dedicated nano-launch systems built and operated to provide more flexible launch services, higher availability, and affordable prices. The potential customer base that would drive requirements or support a business case includes commercial, academia, civil government and defense. Further, NASA technology investments could enable these alternative game changing options.With this context, in 2013 the Game Changing Development (GCD) program funded a NASA team to investigate the feasibility of dedicated nano-satellite launch systems with a recurring cost of less than $2 million per launch for a 5 kg payload to low Earth orbit. The team products would include potential concepts, technologies and factors for enabling the ambitious cost goal, exploring the nature of the goal itself, and informing the GCD program technology investment decision making process. This paper provides an overview of the life cycle analysis effort that was conducted in 2013 by an inter-center NASA team. This effort included the development of reference nano-launch system concepts, developing analysis processes and models, establishing a basis for cost estimates (development, manufacturing and launch) suitable to the scale of the systems, and especially, understanding the relationship of potential game changing technologies to life cycle costs, as well as other factors, such as flights per year.
Public goods games on adaptive coevolutionary networks
NASA Astrophysics Data System (ADS)
Pichler, Elgar; Shapiro, Avi M.
2017-07-01
Productive societies feature high levels of cooperation and strong connections between individuals. Public Goods Games (PGGs) are frequently used to study the development of social connections and cooperative behavior in model societies. In such games, contributions to the public good are made only by cooperators, while all players, including defectors, reap public goods benefits, which are shares of the contributions amplified by a synergy factor. Classic results of game theory show that mutual defection, as opposed to cooperation, is the Nash Equilibrium of PGGs in well-mixed populations, where each player interacts with all others. In this paper, we explore the coevolutionary dynamics of a low information public goods game on a complex network in which players adapt to their environment in order to increase individual payoffs relative to past payoffs parameterized by greediness. Players adapt by changing their strategies, either to cooperate or to defect, and by altering their social connections. We find that even if players do not know other players' strategies and connectivity, cooperation can arise and persist despite large short-term fluctuations.
Public goods games on adaptive coevolutionary networks.
Pichler, Elgar; Shapiro, Avi M
2017-07-01
Productive societies feature high levels of cooperation and strong connections between individuals. Public Goods Games (PGGs) are frequently used to study the development of social connections and cooperative behavior in model societies. In such games, contributions to the public good are made only by cooperators, while all players, including defectors, reap public goods benefits, which are shares of the contributions amplified by a synergy factor. Classic results of game theory show that mutual defection, as opposed to cooperation, is the Nash Equilibrium of PGGs in well-mixed populations, where each player interacts with all others. In this paper, we explore the coevolutionary dynamics of a low information public goods game on a complex network in which players adapt to their environment in order to increase individual payoffs relative to past payoffs parameterized by greediness. Players adapt by changing their strategies, either to cooperate or to defect, and by altering their social connections. We find that even if players do not know other players' strategies and connectivity, cooperation can arise and persist despite large short-term fluctuations.
Tidd J. Brinkman; Terry Chapin; Gary Kofinas; David K. Person
2009-01-01
The effects of landscape changes caused by intensive logging on the availability of wild game are important when the harvest of wild game is a critical cultural practice, food source, and recreational activity. We assessed the influence of extensive industrial logging on the availability of wild game by drawing on local knowledge and ecological science to evaluate the...
Examining Long Term Climate Related Security Risks through the Use of Gaming and Scenario Planning
2016-10-24
114 Examining Long-Term Climate-Related Security Risks through the Use of Gaming and Scenario Planning Catherine M. Schkoda, Shawna G. Cuan, and...E. D. McGrady Abstract: This paper examines four possible climate change-related security risks that emerged from an international game and scenario...potential for an emerging disparity between regions over the consensus and control of climate change-related technologies. Keywords: gaming , scenario
Examining Game Design Features for Identity Exploration and Change
ERIC Educational Resources Information Center
Foster, Aroutis; Shah, Mamta
2016-01-01
This study used the Dynamic Systems Model of Role Identity (DSMRI) to examine the extent to which a game, Land Science, afforded identity change opportunities as exploration of science identities, science content knowledge, science confidence, action possibilities, and interest/valuing in an intentional manner. Analysis of the game and existing…
Playing for Real, Video Games and Stories for Health-Related Behavior Change
USDA-ARS?s Scientific Manuscript database
Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Twenty-seven articles were identified on 25 video games that promoted health...
ERIC Educational Resources Information Center
Hudson, Matthew
2016-01-01
Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…
Developing e-Bug web games to teach microbiology.
Farrell, David; Kostkova, Patty; Lazareck, Lisa; Weerasinghe, Dasun; Weinberg, Julius; Lecky, Donna M; Adriaenssens, Niels; Koprivová Herotová, Tereza; Holt, Jette; Touboul, Pia; Merakou, Kyriakoula; Koncan, Raffaella; Olczak-Pienkowska, Anna; Avô, António Brito; Campos, José; McNulty, Cliodna A M
2011-06-01
As a complement to the e-Bug teaching pack, two e-Bug games were developed to provide content that aimed to entertain as well as to educate. A set of agreed learning outcomes (LOs) were provided by the scientific partners of the e-Bug Project and the games were developed using user-centred design techniques (the needs, wants and limitations of the potential game players were assessed at each stage of the design process). The e-Bug games were designed for two age groups: Junior (9-12 year olds); and Senior (13-15 year olds). A study using focus groups was done to gain an understanding as to the types of games enjoyed by the target users. According to the preliminary study, the Junior Game was developed as a platform game and the Senior Game was developed as a story-based detective game. The Junior Game consists of five levels, each associated with a set of LOs. Similarly, the Senior Game consists of four missions, each comprising five stages using problem-based learning techniques and LOs. In this paper, the process of development for each game is described in detail and an illustration is provided of how each game level or mission addresses the target LOs. Development of the games used feedback acquired from children in four schools across the UK (Glasgow, London and two in Gloucester). The children were selected according to their willingness to participate. European Partners of the e-Bug Project also provided further support, translation and requests for modifications. The knowledge gained of LOs and further evaluation of the games is continuing, and preliminary results are in press. The final versions of the games, translated into 11 European languages, are available online via www.e-bug.eu.
ERIC Educational Resources Information Center
Mayer, Richard E.; Lieberman, Debra A.
2011-01-01
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Beta Testing an Oral Health Edutainment Card Game Among 12-13-Year-Old Children in Bangalore, India.
Harikiran, Arkalgud Govindraju; Vadavi, Deepti; Shruti, Tulika
2017-12-01
Card games are easy, cost effective, culturally acceptable, as well as sustainable and require minimal infrastructure over other edutainment approaches in achieving health and oral health promotion goals. Therefore, we wanted to conceptualize, develop, and beta test an innovative oral health edutainment card game for preadolescent children in Bangalore, India. An innovative oral health card game, titled "32 warriors" was conceptualized and developed to incorporate age appropriate, medically accurate oral health information. The card game aimed at empowering children to take appropriate care of their oral health. The card game was beta tested on 45 children, aged between 12 and 13 years. Using prepost design, a 32-itemed, closed-ended questionnaire assessed children's oral health knowledge, attitude, and feedback on the game. Change in mean scores for knowledge and attitude was assessed using "Wilcoxon Sign Rank test" at P < 0.05. "Effect size" was calculated. Feedback was categorized in terms of type of response and its frequency. Statistically significant improvement was observed in group mean overall score, mean knowledge, and attitude scores, respectively (pre 14.7 ± 2.91 and post 18.6 ± 4.35, P = 0.003; 11.8 ± 2.73, 14.76 ± 4.0, P = 0.000; 2.93 ± 1.09, 3.84 ± 1.02, P = 0.000), with mean effect size 0.5. Participants reported that they enjoyed the game and learned new things about oral health. The card game is appealing to children and improves their oral health knowledge and attitude as evidenced by beta test results. We need to further explore the demand, feasibility, and cost effectiveness of introducing this game in formal settings (school based)/informal settings (family and other social settings).
Real-time strategy game training: emergence of a cognitive flexibility trait.
Glass, Brian D; Maddox, W Todd; Love, Bradley C
2013-01-01
Training in action video games can increase the speed of perceptual processing. However, it is unknown whether video-game training can lead to broad-based changes in higher-level competencies such as cognitive flexibility, a core and neurally distributed component of cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why these changes occur, the current study compares two versions of a real-time strategy (RTS) game. Using a meta-analytic Bayes factor approach, we found that the gaming condition that emphasized maintenance and rapid switching between multiple information and action sources led to a large increase in cognitive flexibility as measured by a wide array of non-video gaming tasks. Theoretically, the results suggest that the distributed brain networks supporting cognitive flexibility can be tuned by engrossing video game experience that stresses maintenance and rapid manipulation of multiple information sources. Practically, these results suggest avenues for increasing cognitive function.
Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait
Glass, Brian D.; Maddox, W. Todd; Love, Bradley C.
2013-01-01
Training in action video games can increase the speed of perceptual processing. However, it is unknown whether video-game training can lead to broad-based changes in higher-level competencies such as cognitive flexibility, a core and neurally distributed component of cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why these changes occur, the current study compares two versions of a real-time strategy (RTS) game. Using a meta-analytic Bayes factor approach, we found that the gaming condition that emphasized maintenance and rapid switching between multiple information and action sources led to a large increase in cognitive flexibility as measured by a wide array of non-video gaming tasks. Theoretically, the results suggest that the distributed brain networks supporting cognitive flexibility can be tuned by engrossing video game experience that stresses maintenance and rapid manipulation of multiple information sources. Practically, these results suggest avenues for increasing cognitive function. PMID:23950921
Sockolow, Paulina; Joppa, Meredith; Zhu, Jichen
2018-01-01
Adolescent sexual risk behavior (SRB), a major public health problem affects urban Black adolescent girls increasing their health disparities and risks for sexually transmitted infections. Collaborating with these adolescents, we designed a game for smartphones that incorporates elements of trauma-informed care and social cognitive theory to reduce SRB. Game researchers promote use of a comprehensive, multipurpose framework for development and evaluation of games for health applications. Our first game development step was framework selection and measurable health outcomes identification. Literature search identified two health game frameworks, both incorporating pedagogical theory, learning theory, and gaming requirements. Arnab used the IM + LM-GM framework to develop and implement a game in a school intervention program. Yusoff's framework was developed for use during game design. We investigated concordance and discordance between our SRB game design characteristics and each framework's components. Findings indicated Arnab's framework was sufficiently comprehensive to guide development of our game and outcome measure selection.
Reynolds, L M; Davies, J P; Mann, B; Tulloch, S; Nidsjo, A; Hodge, P; Maiden, N; Simpson, A
2017-05-01
WHAT IS KNOWN ON THE SUBJECT?: Serious gaming can support learning and development. The use of serious games for skills development and the rehearsal of the management of events that cannot be replicated in real life is well established. Few serious games have been used in mental health services, and none in forensic mental health care. WHAT THIS PAPER ADDS TO EXISTING KNOWLEDGE?: How a serious game may be coproduced by forensic mental health service users and game developers The acceptability of the therapeutic use of serious gaming by forensic mental health service users and providers. WHAT ARE THE IMPLICATIONS FOR PRACTICE?: Computer games may be used by practitioners in their therapeutic work with forensic mental health service users. Mental health nurses to use serious games to creatively and safely bridge the gap for service users between receiving care in controlled environments and living more independent in the community. Introduction Assessment of users' skills and confidence to safely respond to risky community-based situations underpins discharge planning. Serious games have been used for skills development, and this study trialled their use in forensic mental health services. Aim The aim was to develop and test the acceptability and usability of an innovative serious game to support forensic mental health service users' preparation for discharge. Method A prototype serious game was developed by service users and researchers. Acceptability and usability testing was undertaken and service providers interviewed about the acceptability of serious gaming for forensic mental health services. Result A prototype game was produced and successfully trialled by service users. However, both service users and providers identified that work needed to be done to develop and test a game with greater complexity. Discussion The acceptability and usability of using serious games to support service users to develop skills needed for successful discharge was demonstrated. Implications for practice Mental health practitioners may use gaming to support their practice and work innovatively with other professions such as game developers to create new ways of working in forensic mental health services. © 2016 John Wiley & Sons Ltd.
The design and development of a computer game on insulin injection.
Ebrahimpour, Fatemeh; Najafi, Mostafa; Sadeghi, Narges
2014-01-01
Insulin therapy is of high importance in glycemic control and prevention of complications in type 1 diabetes in children. However, this treatment is unpleasant and stressful for many children, and it is difficult for them to accept. The purpose of the study was to design and develop an educational computer game for diabetic children to familiarize them with insulin injections. After a review of the literature and the collection of basic information, we discussed the purpose of this research with some diabetic children, their parents, and nurses. The findings that we acquired from the discussion were considered in designing and developing the game. Then, following the principles associated with the development of computer games, we developed seven different games that related to insulin injections, and the games were evaluated in a pilot study. The games developed through the design and programming environment of Adobe Flash Player and stored on a computer disk (CD). The seven games were a pairs game, a puzzle game, a question and answer game, an insulin kit game, a drawing room game, a story game, and an insulin injection-room game). The idea was that diabetic children could become acquainted with insulin injections and the injection toolkit by playing a variety of entertaining and fun games. They also learned about some of the issues associated with insulin and experienced insulin injection in a simulated environment. It seems that the use of new technologies, such as computer games, can influence diabetic children's acquaintance with the correct method of insulin injection, psychological readiness to initiate insulin therapy, reduction in stress, anxiety, and fear of insulin injection.
The Effects of Modified Games on the Development of Gross Motor Skill in Preschoolers
ERIC Educational Resources Information Center
Lestari, Indah; Ratnaningsih, Tri
2016-01-01
Gross motor skills on children must be optimized much earlier since it plays important role not only on their interaction process but also in supporting other multiple developments. One of the means in developing child's motor skill is by providing innovative games i.e. modified games including game format, game timing, and game sequence. The…
Blackman, Kacie C A; Zoellner, Jamie; Kadir, Adil; Dockery, Brandon; Johnson, Sallie Beth; Almeida, Fabio A; McCrickard, D Scott; Hill, Jennie L; You, Wen; Estabrooks, Paul A
2015-10-01
The objective of this study was to determine the feasibility (i.e., limited efficacy testing, practicality, and acceptability) of a 6-week smartphone game-based applications program for promoting physical activity (PA) in adolescents in an afterschool program. This mixed-method, quasi-experimental design study included 27 adolescents who evaluated four smartphone PA game-based applications in two Boys & Girls Clubs of America. After an initial baseline week (i.e., usual activity during their visit to the Club), adolescents played each game for 1 week. During a final week, the participants could choose to play any combination of the four games. An established conceptual framework was used to assess feasibility. Efficacy was assessed by changes in PA via wrist-worn accelerometers (model GT3x+; ActiGraph LLC, Pensacola, FL). Practicality was measured through field notes, the number of players attending each session, and the proportion of attendees who played the games. Acceptability was measured using poststudy focus groups. Compared with baseline (3.22 metabolic equivalents [METs]), mean accelerometer values were significantly (P<0.05) higher during "Space Rayders" (4.33 METs) and "Color Hunt" (3.67 METs). Attendance did not differ among games, and weekly number of players averaged 12 of 27 participants. Qualitative findings indicated that participants perceived "Space Rayders" as the most acceptable game. Overall, participants found the games to be enjoyable and easy to use, although they had suggestions to improve graphics and sounds. Smartphone games can be feasible for adolescents to use for PA. Lessons learned will be used to provide improvements for future game development and evaluation.
GOLIAH: A Gaming Platform for Home-Based Intervention in Autism – Principles and Design
Bono, Valentina; Narzisi, Antonio; Jouen, Anne-Lise; Tilmont, Elodie; Hommel, Stephane; Jamal, Wasifa; Xavier, Jean; Billeci, Lucia; Maharatna, Koushik; Wald, Mike; Chetouani, Mohamed; Cohen, David; Muratori, Filippo
2016-01-01
Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games – seven Imitations and four JA – were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child’s initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child’s progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child’s progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, Clinicaltrials.gov). The children and the parents participated in 80% of the sessions both at home (77.5%) and at the hospital (90%). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child’s concentration, flexibility, and self-esteem in 78, 89, and 44% of the cases, respectively, and 56% observed an enhanced parents–child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial. PMID:27199777
GOLIAH: A Gaming Platform for Home-Based Intervention in Autism - Principles and Design.
Bono, Valentina; Narzisi, Antonio; Jouen, Anne-Lise; Tilmont, Elodie; Hommel, Stephane; Jamal, Wasifa; Xavier, Jean; Billeci, Lucia; Maharatna, Koushik; Wald, Mike; Chetouani, Mohamed; Cohen, David; Muratori, Filippo
2016-01-01
Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games - seven Imitations and four JA - were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child's initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child's progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child's progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, Clinicaltrials.gov). The children and the parents participated in 80% of the sessions both at home (77.5%) and at the hospital (90%). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child's concentration, flexibility, and self-esteem in 78, 89, and 44% of the cases, respectively, and 56% observed an enhanced parents-child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial.
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
NASA Astrophysics Data System (ADS)
Corredor, Javier; Gaydos, Matthew; Squire, Kurt
2014-06-01
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game's characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.
Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.
Bul, Kim C M; Franken, Ingmar H A; Van der Oord, Saskia; Kato, Pamela M; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; van den Heuvel, Ria; van Slagmaat, Rens; Maras, Athanasios
2015-12-01
The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
Moxley, Victor BA; MacDonald, Elizabeth
2015-01-01
Background Physical activity games developed for a mobile phone platform are becoming increasingly popular, yet little is known about their content or inclusion of health behavior theory (HBT). Objective The objective of our study was to quantify elements of HBT in physical activity games developed for mobile phones and to assess the relationship between theoretical constructs and various app features. Methods We conducted an analysis of exercise and physical activity game apps in the Apple App Store in the fall of 2014. A total of 52 apps were identified and rated for inclusion of health behavior theoretical constructs using an established theory-based rubric. Each app was coded for 100 theoretical items, containing 5 questions for 20 different constructs. Possible total theory scores ranged from 0 to 100. Descriptive statistics and Spearman correlations were used to describe the HBT score and association with selected app features, respectively. Results The average HBT score in the sample was 14.98 out of 100. One outlier, SuperBetter, scored higher than the other apps with a score of 76. Goal setting, self-monitoring, and self-reward were the most-reported constructs found in the sample. There was no association between either app price and theory score (P=.5074), or number of gamification elements and theory score (P=.5010). However, Superbetter, with the highest HBT score, was also the most expensive app. Conclusions There are few content analyses of serious games for health, but a comparison between these findings and previous content analyses of non-game health apps indicates that physical activity mobile phone games demonstrate higher levels of behavior theory. The most common theoretical constructs found in this sample are known to be efficacious elements in physical activity interventions. It is unclear, however, whether app designers consciously design physical activity mobile phone games with specific constructs in mind; it may be that games lend themselves well to inclusion of theory and any constructs found in significant levels are coincidental. Health games developed for mobile phones could be potentially used in health interventions, but collaboration between app designers and behavioral specialists is crucial. Additionally, further research is needed to better characterize mobile phone health games and the relative importance of educational elements versus gamification elements in long-term behavior change. PMID:26168926
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis.
Payne, Hannah E; Moxley, Victor Ba; MacDonald, Elizabeth
2015-07-13
Physical activity games developed for a mobile phone platform are becoming increasingly popular, yet little is known about their content or inclusion of health behavior theory (HBT). The objective of our study was to quantify elements of HBT in physical activity games developed for mobile phones and to assess the relationship between theoretical constructs and various app features. We conducted an analysis of exercise and physical activity game apps in the Apple App Store in the fall of 2014. A total of 52 apps were identified and rated for inclusion of health behavior theoretical constructs using an established theory-based rubric. Each app was coded for 100 theoretical items, containing 5 questions for 20 different constructs. Possible total theory scores ranged from 0 to 100. Descriptive statistics and Spearman correlations were used to describe the HBT score and association with selected app features, respectively. The average HBT score in the sample was 14.98 out of 100. One outlier, SuperBetter, scored higher than the other apps with a score of 76. Goal setting, self-monitoring, and self-reward were the most-reported constructs found in the sample. There was no association between either app price and theory score (P=.5074), or number of gamification elements and theory score (P=.5010). However, Superbetter, with the highest HBT score, was also the most expensive app. There are few content analyses of serious games for health, but a comparison between these findings and previous content analyses of non-game health apps indicates that physical activity mobile phone games demonstrate higher levels of behavior theory. The most common theoretical constructs found in this sample are known to be efficacious elements in physical activity interventions. It is unclear, however, whether app designers consciously design physical activity mobile phone games with specific constructs in mind; it may be that games lend themselves well to inclusion of theory and any constructs found in significant levels are coincidental. Health games developed for mobile phones could be potentially used in health interventions, but collaboration between app designers and behavioral specialists is crucial. Additionally, further research is needed to better characterize mobile phone health games and the relative importance of educational elements versus gamification elements in long-term behavior change.
NASA Astrophysics Data System (ADS)
Flood, Stephen; Cradock-Henry, Nicholas A.; Blackett, Paula; Edwards, Peter
2018-06-01
Climate change is already having adverse impacts on ecosystems, communities and economic activities through higher temperatures, prolonged droughts, and more frequent extremes. However, a gap remains between public understanding, scientific knowledge about climate change, and changes in behaviour to effect adaptation. ‘Serious games’—games used for purposes other than entertainment—are one way to reduce this adaptation deficit by enhancing opportunities for social learning and enabling positive action. Games can provide communities with the opportunity to interactively explore different climate futures, build capability and capacity for dealing with complex challenges, and socialise adaptation priorities with diverse publics. Using systematic review methods, this paper identifies, reviews, synthesises and assesses the literature on serious games for climate change adaptation. To determine where and how impact is achieved, we draw on an evaluation framework grounded in social learning, to assess which combinations of cognitive (knowledge and thinking), normative (norms and approaches) and relational (how people connect and network building) learning are achieved. Results show that factors influencing the overall success in influencing behaviour and catalysing learning for adaptation include generating high levels of inter- and intra- level trust between researchers, practitioners and community participants; strong debriefing and evaluation practices; and the use of experienced and knowledgeable facilitators. These results can help inform future game design, and research methodologies to develop robust ways for engaging with stakeholders and end users, and enhance learning effects for resilient climate futures.
2007-06-01
entertainment opportunities would you participate in? 12 %17%Play interactive trivia games 8%20%Play interactive sports games 9%32%Play electronic video games 22... 12 Least Used Facilities/Services...large change in results may be due to this change in wording. 12 N P R S T Moderately Used Facilities/Services: All Respondents 33%Playing
Video game play, child diet, and physical activity behavior change: A randomized clinical trial
USDA-ARS?s Scientific Manuscript database
Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. The purpose is to evaluate the outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, an...
Chapter 4. Students' Attitudes toward Computer Games
ERIC Educational Resources Information Center
Russian Education and Society, 2004
2004-01-01
In this chapter, the authors attempt not only to discern aspects that relate to age, place, and the amount of time devoted to playing computer games in adolescence, but also to study content characteristics of their attitudes such as: the developmental dynamic in the change of their genre preferences in computer games, changes in factors that…
How Gamification will change Business Intelligence
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hiltbrand, Troy; Burke, Marsha
In 1958, William Higginbotham was part of the Brookhaven National Laboratory (BNL) Instrumentation Division. In those days, BNL hosted a visitors day each fall. This was an opportunity for thousands of visitors to come and tour the lab and get a better understanding of the capabilities and operations at a nuclear research facility. William Higinbotham wanted to do something that would impress the audience as well as demonstrate the capabilities of the instrumentation division. Higinbotham came up with an idea that would allow the audience to play a simulated game of table tennis. By utilizing an analog computer and anmore » oscilloscope, Higinbotham created the first publically available video game. The game was very simple and simulated the vertical side of a tennis court, the edge of the floor with the edge of the net perpendicular, on a screen. Each player had a button and a rotating knob. Rotating the knob would change the angle of the bar controlling the ball; pressing the button sent the ball toward the opposite side of the court. If the ball hit the net, it rebounded at an unexpected angle. If the ball went over and was not hit back, it would hit the floor and bounce again at a natural angle. If it disappeared off the screen, a reset button could be pressed, causing the ball to reappear and remain stationary until the user pressed the button to send the ball flying back across the net. Higginbotham recounted that "it was a simple design. Back then, analog computers were used to work out all kinds of mechanical problems. They didn't have the accuracy of digital computers, which were very crude at the time, but then you don't need a great deal of precision to play TV games. " The game was wildly successful and Higinbotham could tell from the crowd’s reaction that he had developed something very special. From the days of Higinbotham’s rudimentary version of the classic game Pong, video games have matured and become much more complex. Not only has the technology advanced, allowing for better graphics, sound and game play, but also significant research has been done in the area of game mechanics. “Game mechanics are rule based systems that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms.” (Koster, 2004) As these game mechanics become better understood, they are being applied to areas outside of the realm of video game development. Game mechanics have become the basis for understanding the psychological drivers of users in the digital world. Business Intelligence, part of this digital experience, can learn some great lessons in how to engage users and revolutionize the user experience through the application of these game mechanics. In the tradition of BNL’s innovative spirit and as a sister laboratory in the Department of Energy laboratory complex, Idaho National Laboratory (INL) looks to determine how we can enhance the user experience through the effective application of game mechanics to Business Intelligence to meet the needs of our business.« less
Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.
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.
Gaming and the Commodities Market: An Economic-Based Game for Developing Reasoning Skills
ERIC Educational Resources Information Center
Witschonke, Christopher; Herrera, Jose Maria
2013-01-01
The authors describe an economics-based game they have developed to instruct student teachers in the value of games and gaming for developing reasoning and decision-making skills in economics in K-12 students (5-18-year-olds). The game is designed to progress through each grade level so that by high school students have a thorough appreciation and…
Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game
NASA Astrophysics Data System (ADS)
Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam
2018-03-01
In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.
What Information Theory Says About Best Response and About Binding Contracts
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2004-01-01
Product Distribution (PD) theory is the information-theoretic extension of conventional full- rationality game theory to bounded rational games. Here PD theory is used to investigate games in which the players use bounded rational best-response strategies. This investigation illuminates how to determine the optimal organization chart for a corporation, or more generally how to order the sequence of moves of the players / employees so as to optimize an overall objective function. It is then shown that in the continuum-time limit, bounded rational best response games result in a variant of the replicator dynamics of evolutionary game theory. This variant is then investigated for team games, in which the players share the same utility function, by showing that such continuum- limit bounded rational best response is identical to Newton-Raphson iterative optimization of the shared utility function. Next PD theory is used to investigate changing the coordinate system of the game, i.e., changing the mapping from the joint move of the players to the arguments in the utility functions. Such a change couples those arguments, essentially by making each players move be an offered binding contract.
The Design and Development of a Computer Game on Insulin Injection
Ebrahimpour, Fatemeh; Najafi, Mostafa; Sadeghi, Narges
2014-01-01
Background: Insulin therapy is of high importance in glycemic control and prevention of complications in type 1 diabetes in children. However, this treatment is unpleasant and stressful for many children, and it is difficult for them to accept. The purpose of the study was to design and develop an educational computer game for diabetic children to familiarize them with insulin injections. Methods: After a review of the literature and the collection of basic information, we discussed the purpose of this research with some diabetic children, their parents, and nurses. The findings that we acquired from the discussion were considered in designing and developing the game. Then, following the principles associated with the development of computer games, we developed seven different games that related to insulin injections, and the games were evaluated in a pilot study. Results: The games developed through the design and programming environment of Adobe Flash Player and stored on a computer disk (CD). The seven games were a pairs game, a puzzle game, a question and answer game, an insulin kit game, a drawing room game, a story game, and an insulin injection-room game). The idea was that diabetic children could become acquainted with insulin injections and the injection toolkit by playing a variety of entertaining and fun games. They also learned about some of the issues associated with insulin and experienced insulin injection in a simulated environment. Conclusions: It seems that the use of new technologies, such as computer games, can influence diabetic children’s acquaintance with the correct method of insulin injection, psychological readiness to initiate insulin therapy, reduction in stress, anxiety, and fear of insulin injection. PMID:25763157
Bringing hands-on exploration of air quality technology to the ...
This is an educational presentation to the OAQPS Teachers Workshop on the PM sensor kit and other related air technology educational activities. This workshop for teachers and other educators includes topics, such as: how EPA manages air quality, the environmental health effects and risks of air pollution, climate change, and sustainability solutions and more. Attendees will also build a DYI Sensor kit and explore energy choices and the environment when they play the interactive board game developed by EPA scientists called Generate! This workshop for teachers and other educators includes topics, such as: how EPA manages air quality, the environmental health effects and risks of air pollution, climate change and sustainability and more. Attendees will also build a DYI Sensor kit and explore energy choices and the environment when they play the interactive board game developed by EPA scientists called Generate!
Student-Prepared Games as a Teaching Strategy
ERIC Educational Resources Information Center
Brisk, William J.
1974-01-01
A course on game preparation attended by students from different disciplines involved an exposure to various types of games, leading up to individual and group development of games. Two of the games developed, Senate and Disarmament, described in the article, exemplify the benefit in hard deductive reasoning required by game preparation. (JH)
The Role of the Armys Sustainment Think Tank in Force Modernization
2016-05-17
for the Basic Officer Leader Course, and the Strategic Logistician Scholarship program . Each of these projects is designed to produce the game...of con - cept drills, simulation exercises, and studies, to identify capability gaps. Once the gaps have been validated, CASCOM develops solution...to changing the con - tent of the sustainment doctrinal publications, CASCOM changed the way doctrine is developed. The doctrine revision strategy
Montanaro, Erika; Fiellin, Lynn E; Fakhouri, Tamer; Kyriakides, Tassos C; Duncan, Lindsay R
2015-10-28
Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed. The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments. We analyzed 3- and 6-month follow-up data from 166 participants enrolled in a randomized controlled trial evaluating a videogame intervention, PlayForward: Elm City Stories (PlayForward). PlayForward is a videogame developed as a risk reduction and prevention program targeting HIV risk behaviors (substance use and sex) in young minority adolescents. Log files were analyzed to extract the total amount of time spent playing the videogame intervention and the total number of game levels completed and beaten by each player. Completing and beating more of the game levels, and not total game play time, was related to higher substance use knowledge scores at the 3- (P=.001) and 6-month (P=.001) follow-ups. Our findings highlight the potential contributions a videogame intervention can make to the study of health behavior change. Specifically, the use of objective data collected during game play can address challenges in traditional human-delivered behavioral interventions. Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6cV9fxsOg).
2015-01-01
Background Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed. Objective The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments. Methods We analyzed 3- and 6-month follow-up data from 166 participants enrolled in a randomized controlled trial evaluating a videogame intervention, PlayForward: Elm City Stories (PlayForward). PlayForward is a videogame developed as a risk reduction and prevention program targeting HIV risk behaviors (substance use and sex) in young minority adolescents. Log files were analyzed to extract the total amount of time spent playing the videogame intervention and the total number of game levels completed and beaten by each player. Results Completing and beating more of the game levels, and not total game play time, was related to higher substance use knowledge scores at the 3- (P=.001) and 6-month (P=.001) follow-ups. Conclusions Our findings highlight the potential contributions a videogame intervention can make to the study of health behavior change. Specifically, the use of objective data collected during game play can address challenges in traditional human-delivered behavioral interventions. Trial Registration Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6cV9fxsOg) PMID:26510775
Using Game Development to Engage Students in Science and Technology
NASA Technical Reports Server (NTRS)
Wiacek, John
2011-01-01
Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.
Building Systems from Scratch: an Exploratory Study of Students Learning About Climate Change
NASA Astrophysics Data System (ADS)
Puttick, Gillian; Tucker-Raymond, Eli
2018-01-01
Science and computational practices such as modeling and abstraction are critical to understanding the complex systems that are integral to climate science. Given the demonstrated affordances of game design in supporting such practices, we implemented a free 4-day intensive workshop for middle school girls that focused on using the visual programming environment, Scratch, to design games to teach others about climate change. The experience was carefully constructed so that girls of widely differing levels of experience were able to engage in a cycle of game design. This qualitative study aimed to explore the representational choices the girls made as they took up aspects of climate change systems and modeled them in their games. Evidence points to the ways in which designing games about climate science fostered emergent systems thinking and engagement in modeling practices as learners chose what to represent in their games, grappled with the realism of their respective representations, and modeled interactions among systems components. Given the girls' levels of programming skill, parts of systems were more tractable to create than others. The educational purpose of the games was important to the girls' overall design experience, since it influenced their choice of topic, and challenged their emergent understanding of climate change as a systems problem.
Development of Active Learning with Simulations and Games
ERIC Educational Resources Information Center
Zapalska, Alina; Brozik, Dallas; Rudd, Denis
2012-01-01
Educational games and simulations are excellent active learning tools that offer students hands-on experience. Little research is available on developing games and simulations and how teachers can be assisted in making their own games and simulations. In this context, the paper presents a multi-step process of how to develop games and simulations…
[New Developments in Video Games for Psychotherapy].
Brezinka, Veronika
2016-01-01
A literature survey on new developments in the area of video games and psychotherapy of children and adolescents was conducted. Despite the omnipresence of computers and the internet, development of therapeutic games seems rather slow. The video game Treasure Hunt was introduced in 2008 to support treatment of children with internalizing and externalizing disorders. Camp Cope-A-Lot was developed for treatment of anxious children, whereas the self-help game SPARX is directed at depressed adolescents. Rage-Control is a biofeedback game for children with anger problems. The game Zoo U aims to assess and train social skills of primary school children. Ricky and the Spider for young children with obsessive compulsive disorder is meant to support the cognitive-behavioural treatment of these patients. Clash- Back is a French game for adolescents with externalizing problems. Possible reasons for the relatively slow development of therapeutic games are the high methodological demands concerning an evaluation as well as the high costs of game development. Nonetheless, computers and the internet are bound to influence psychotherapy with children and adolescents in the long run.
Effects of active video games on body composition: a randomized controlled trial.
Maddison, Ralph; Foley, Louise; Ni Mhurchu, Cliona; Jiang, Yannan; Jull, Andrew; Prapavessis, Harry; Hohepa, Maea; Rodgers, Anthony
2011-07-01
Sedentary activities such as video gaming are independently associated with obesity. Active video games, in which players physically interact with images on screen, may help increase physical activity and improve body composition. The aim of this study was to evaluate the effect of active video games over a 6-mo period on weight, body composition, physical activity, and physical fitness. We conducted a 2-arm, parallel, randomized controlled trial in Auckland, New Zealand. A total of 322 overweight and obese children aged 10-14 y, who were current users of sedentary video games, were randomly assigned at a 1:1 ratio to receive either an active video game upgrade package (intervention, n = 160) or to have no change (control group, n = 162). The primary outcome was the change from baseline in body mass index (BMI; in kg/m(2)). Secondary outcomes were changes in percentage body fat, physical activity, cardiorespiratory fitness, video game play, and food snacking. At 24 wk, the treatment effect on BMI (-0.24; 95% CI: -0.44, -0.05; P = 0.02) favored the intervention group. The change (±SE) in BMI from baseline increased in the control group (0.34 ± 0.08) but remained the same in the intervention group (0.09 ± 0.08). There was also evidence of a reduction in body fat in the intervention group (-0.83%; 95% CI: -1.54%, -0.12%; P = 0.02). The change in daily time spent playing active video games at 24 wk increased (10.03 min; 95% CI: 6.26, 13.81 min; P < 0.0001) with the intervention accompanied by a reduction in the change in daily time spent playing nonactive video games (-9.39 min; 95% CI: -19.38, 0.59 min; P = 0.06). An active video game intervention has a small but definite effect on BMI and body composition in overweight and obese children. This trial was registered in the Australian New Zealand Clinical Trials Registry at http://www.anzctr.org.au/ as ACTRN12607000632493.
Li, Wen; Garland, Eric L; Howard, Matthew O
2018-03-22
Internet gaming disorder (IGD) is characterized by signs and symptoms similar to substance use and gambling disorders, and associated with psychosocial impairments. Research suggests that maladaptive gaming-related cognitions and coping may be implicated in IGD; therefore, interventions for IGD need to target these underlying mechanisms. Mindfulness-based treatment is effective in changing maladaptive cognitive processes and increasing adaptive coping among people with addictions. This study used data from an RCT of Mindfulness-Oriented Recovery Enhancement (MORE) for IGD to further examine changes in maladaptive gaming-related cognitions and positive reappraisal as mediators of the effects of MORE on IGD signs/symptoms. Participants (N = 30, Age M = 25.0, SD = 5.4) were randomized to 8-weekly sessions of MORE or a support group (SG) control condition. IGD severity, levels of craving for video game playing, maladaptive gaming-related cognitions, and positive reappraisal were measured at pre-and posttreatment, and 3-month follow-up. Multivariate path analyses revealed that effects of MORE in reducing IGD and craving were statistically mediated by changes in maladaptive gaming-related cognitions. Though changes in positive reappraisal did not significantly mediate effects of MORE on IGD or craving, MORE enhanced positive reappraisal to a significantly greater extent than the SG at posttreatment. Findings suggest that effects of mindfulness treatment in reducing maladaptive gaming-related cognitions might lead to reductions in IGD severity and cravings for video game playing. This cognitive mechanism should be evaluated in a future, full-scale RCT.
Changing the Game: What Happens when Video Games Enter the Classroom?
ERIC Educational Resources Information Center
Squire, Kurt
2005-01-01
Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about building next-generation learning environments from games. While online courses are usually little more than "online course notes," games offer entire…
USDA-ARS?s Scientific Manuscript database
Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the ...
The Development and Validation of the Game User Experience Satisfaction Scale (GUESS).
Phan, Mikki H; Keebler, Joseph R; Chaparro, Barbara S
2016-12-01
The aim of this study was to develop and psychometrically validate a new instrument that comprehensively measures video game satisfaction based on key factors. Playtesting is often conducted in the video game industry to help game developers build better games by providing insight into the players' attitudes and preferences. However, quality feedback is difficult to obtain from playtesting sessions without a quality gaming assessment tool. There is a need for a psychometrically validated and comprehensive gaming scale that is appropriate for playtesting and game evaluation purposes. The process of developing and validating this new scale followed current best practices of scale development and validation. As a result, a mixed-method design that consisted of item pool generation, expert review, questionnaire pilot study, exploratory factor analysis (N = 629), and confirmatory factor analysis (N = 729) was implemented. A new instrument measuring video game satisfaction, called the Game User Experience Satisfaction Scale (GUESS), with nine subscales emerged. The GUESS was demonstrated to have content validity, internal consistency, and convergent and discriminant validity. The GUESS was developed and validated based on the assessments of over 450 unique video game titles across many popular genres. Thus, it can be applied across many types of video games in the industry both as a way to assess what aspects of a game contribute to user satisfaction and as a tool to aid in debriefing users on their gaming experience. The GUESS can be administered to evaluate user satisfaction of different types of video games by a variety of users. © 2016, Human Factors and Ergonomics Society.
Learning to Deflect: Conceptual Change in Physics during Digital Game Play
ERIC Educational Resources Information Center
Sengupta, Pratim; Krinks, Kara D.; Clark, Douglas B.
2015-01-01
How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student's processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics.…
The Anatomy of Action Systems: Task Differentiation When Learning an EMG Controlled Game
van Dijk, Ludger; Heerschop, Anniek; van der Sluis, Corry K.; Bongers, Raoul M.
2016-01-01
This study aims to determine to what extent the task for an action system in its initial development relies on functional and anatomical components. Fifty-two able-bodied participants were randomly assigned to one of three experimental groups or to a control group. As a pre- and post-test all groups performed a computer game with the same goal and using the same musculature. One experimental group also trained to perform this test, while the other two experimental groups learned to perform a game that differed either in its goal or in the musculature used. The observed change in accuracy indicated that retaining the goal of the task or the musculature used equally increased transfer performance relative to controls. Conversely, changing either the goal or the musculature equally decreased transfer relative to training the test. These results suggest that in the initial development of an action system, the task to which the system pertains is not specified solely by either the goal of the task or the anatomical structures involved. It is suggested that functional specificity and anatomical dependence might equally be outcomes of continuously differentiating activity. PMID:28018278
The Effect of Problem-Solving Video Games on the Science Reasoning Skills of College Students
NASA Astrophysics Data System (ADS)
Fanetti, Tina M.
As the world continues to rapidly change, students are faced with the need to develop flexible skills, such as science reasoning that will help them thrive in the new knowledge economy. Prensky (2001), Gee (2003), and Van Eck (2007) have all suggested that the way to engage learners and teach them the necessary skills is through digital games, but empirical studies focusing on popular games are scant. One way digital games, especially video games, could potentially be useful if there were a flexible and inexpensive method a student could use at their convenience to improve selected science reasoning skills. Problem-solving video games, which require the use of reasoning and problem solving to answer a variety of cognitive challenges could be a promising method to improve selected science reasoning skills. Using think-aloud protocols and interviews, a qualitative study was carried out with a small sample of college students to examine what impact two popular video games, Professor Layton and the Curious Village and Professor Layton and the Diabolical Box, had on specific science reasoning skills. The subject classified as an expert in both gaming and reasoning tended to use more higher order thinking and reasoning skills than the novice reasoners. Based on the assessments, the science reasoning of college students did not improve during the course of game play. Similar to earlier studies, students tended to use trial and error as their primary method of solving the various puzzles in the game and additionally did not recognize when to use the appropriate reasoning skill to solve a puzzle, such as proportional reasoning.
NASA Technical Reports Server (NTRS)
Biaggi-Labiosa, Azlin
2016-01-01
Present an overview of the Nanotechnology Project at NASA's Game Changing Technology Industry Day. Mature and demonstrate flight readiness of CNT reinforced composites for future NASA mission applications?Sounding rocket test in a multiexperiment payload?Integrate into cold gas thruster system as propellant storage?The technology would provide the means for reduced COPV mass and improved damage tolerance and flight qualify CNT reinforced composites. PROBLEM/NEED BEING ADDRESSED:?Reduce weight and enhance the performance and damage tolerance of aerospace structuresGAME-CHANGING SOLUTION:?Improve mechanical properties of CNTs to eventually replace CFRP –lighter and stronger?First flight-testing of a CNT reinforced composite structural component as part of an operational flight systemUNIQUENESS:?CNT manufacturing methods developed?Flight qualify CNT reinforced composites
Klisch, Yvonne; Miller, Leslie M; Wang, Shu; Epstein, Joel
2012-04-01
This study investigated the knowledge gains and attitude shifts attributable to a unique online science education game, Uncommon Scents. The game was developed to teach middle school students about the biological consequences of exposure to toxic chemicals in an environmental science context, as well as the risks associated with abusing these chemicals as inhalants. Middle school students ( n = 444) grades six through eight participated in the study consisting of a pre-test, three game-play sessions, and a delayed post-test. After playing the game, students demonstrated significant gains in science content knowledge, with game usability ratings emerging as the strongest predictor of post-test content knowledge scores. The intervention also resulted in a shift to more negative attitudes toward inhalants, with the most negative shift occurring among eighth grade students and post-test knowledge gains as the strongest predictor of attitude change across all grade levels. These findings suggest that the environmental science approach used in Uncommon Scents is an efficacious strategy for delivering both basic science content and influencing perceived harm relating to the inhalation of toxic chemicals from common household products.
NASA Astrophysics Data System (ADS)
Klisch, Yvonne; Miller, Leslie M.; Wang, Shu; Epstein, Joel
2012-04-01
This study investigated the knowledge gains and attitude shifts attributable to a unique online science education game, Uncommon Scents. The game was developed to teach middle school students about the biological consequences of exposure to toxic chemicals in an environmental science context, as well as the risks associated with abusing these chemicals as inhalants. Middle school students (n = 444) grades six through eight participated in the study consisting of a pre-test, three game-play sessions, and a delayed post-test. After playing the game, students demonstrated significant gains in science content knowledge, with game usability ratings emerging as the strongest predictor of post-test content knowledge scores. The intervention also resulted in a shift to more negative attitudes toward inhalants, with the most negative shift occurring among eighth grade students and post-test knowledge gains as the strongest predictor of attitude change across all grade levels. These findings suggest that the environmental science approach used in Uncommon Scents is an efficacious strategy for delivering both basic science content and influencing perceived harm relating to the inhalation of toxic chemicals from common household products.
BioPad: Leveraging off-the-Shelf Video Games for Stress Self-Regulation.
Wang, Zelun; Parnandi, Avinash; Gutierrez-Osuna, Ricardo
2018-01-01
This paper presents an approach to use commercial videogames for biofeedback training. It consists of intercepting signals from the game controller and adapting them in real-time based on physiological measurements from the player. We present three sample implementations and a case study for teaching stress self-regulation via an immersive car racing game. We use a crossover gaming device to manipulate controller signals, and a respiratory sensor to monitor the players' breathing rate. We then alter the speed of the car to encourage slow deep breathing, in this way, allowing players to reduce their arousal while playing the game. We evaluate the approach against an alternative form of biofeedback that uses a graphic overlay to convey physiological information, and a control condition (playing the game without biofeedback). Experimental results show that our approach can promote deep breathing during gameplay, and also during a subsequent task, once biofeedback is removed. Our results also indicate that delivering biofeedback through subtle changes in gameplay can be as effective as delivering them directly through a visual display. These results open the possibility to develop low-cost and engaging biofeedback interventions using a variety of commercial videogames to promote adherence.
NASA Astrophysics Data System (ADS)
Zhang, Cuihua; Xing, Peng
2015-08-01
In recent years, Chinese service industry is developing rapidly. Compared with developed countries, service quality should be the bottleneck for Chinese service industry. On the background of three major telecommunications service providers in China, the functions of customer perceived utilities are established. With the goal of consumer's perceived utility maximization, the classic Nash equilibrium solution and quantum equilibrium solution are obtained. Then a numerical example is studied and the changing trend of service quality and customer perceived utility is further analyzed by the influence of the entanglement operator. Finally, it is proved that quantum game solution is better than Nash equilibrium solution.
Treatment with the Self-Discovery Camp (SDiC) improves Internet gaming disorder.
Sakuma, Hiroshi; Mihara, Satoko; Nakayama, Hideki; Miura, Kumiko; Kitayuguchi, Takashi; Maezono, Masaki; Hashimoto, Takuma; Higuchi, Susumu
2017-01-01
Internet gaming disorder (IGD) is a novel behavioral addiction that influences the physical, mental, and social aspects of health due to excessive Internet gaming. One type of intensive treatment for IGD is the therapeutic residential camp (TRC), which comprises many types of therapies, including psychotherapy, psychoeducational therapy, and cognitive behavioral therapy. The TRC was developed in South Korea and has been administered to many patients with IGD; however, its efficacy in other countries remains unknown. We investigated the efficacy of the Self-Discovery Camp (SDiC), a Japanese version of a TRC, and the correlations between individual characteristics and outcome measures. We recruited 10 patients with IGD (all male, mean age=16.2years, diagnosed using the DSM-5) to spend 8 nights and 9days at the SDiC. We measured gaming time as well as self-efficacy (using the Stages of Change Readiness and Treatment Eagerness Scale, a measure of therapeutic motivation and problem recognition). Total gaming time was significantly lower 3months after the SDiC. Problem recognition and self-efficacy towards positive change also improved. Furthermore, there was a correlation between age of onset and problem recognition score. Our results demonstrate the effectiveness of the SDiC for IGD, especially regarding gaming time and self-efficacy. Additionally, age of onset may be a useful predictor of IGD prognosis. Further studies with larger sample sizes and control groups, and that target long-term outcomes, are needed to extend our understanding of SDiC efficacy. Copyright © 2016 Elsevier Ltd. All rights reserved.
Video Game Development Strategies for Creating Successful Cognitively Challenging Games
ERIC Educational Resources Information Center
Williams, Walter K.
2018-01-01
The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was…
Life Cycle Analysis of Dedicated Nano-Launch Technologies
NASA Technical Reports Server (NTRS)
Zapata, Edgar; McCleskey, Carey (Editor); Martin, John; Lepsch, Roger; Ternani, Tosoc
2014-01-01
Recent technology advancements have enabled the development of small cheap satellites that can perform useful functions in the space environment. Currently, the only low cost option for getting these payloads into orbit is through ride share programs - small satellites awaiting the launch of a larger satellite, and then riding along on the same launcher. As a result, these small satellite customers await primary payload launches and a backlog exists. An alternative option would be dedicated nano-launch systems built and operated to provide more flexible launch services, higher availability, and affordable prices. The potential customer base that would drive requirements or support a business case includes commercial, academia, civil government and defense. Further, NASA technology investments could enable these alternative game changing options. With this context, in 2013 the Game Changing Development (GCD) program funded a NASA team to investigate the feasibility of dedicated nano-satellite launch systems with a recurring cost of less than $2 million per launch for a 5 kg payload to low Earth orbit. The team products would include potential concepts, technologies and factors for enabling the ambitious cost goal, exploring the nature of the goal itself, and informing the GCD program technology investment decision making process. This paper provides an overview of the life cycle analysis effort that was conducted in 2013 by an inter-center NASA team. This effort included the development of reference nano-launch system concepts, developing analysis processes and models, establishing a basis for cost estimates (development, manufacturing and launch) suitable to the scale of the systems, and especially, understanding the relationship of potential game changing technologies to life cycle costs, as well as other factors, such as flights per year.
ERIC Educational Resources Information Center
Mackintosh, Chris; Liddle, Joyce
2015-01-01
International interest in developing mass sports participation through systems of school and community sports development has become a growing field of public leisure policy interest. This research paper considers the policy change from School Sport Partnerships to the new 2012 School Games model of networked partnerships to establish…
Scharkow, Michael; Festl, Ruth; Quandt, Thorsten
2014-11-01
To investigate the longitudinal patterns (stability and change) of problematic computer game use and its interdependencies with psychosocial wellbeing in different age groups. Three-wave, annual panel study using computer-assisted telephone surveys. Germany. A total of 112 adolescents aged between 14 and 18 years, 363 younger adults between 19-39 years and 427 adults aged 40 years and older (overall n = 902). Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflict. Additionally, gaming behaviour and psychosocial wellbeing (social capital and support, life satisfaction and success) were measured in all three panel waves. The generally low GAS scores were very stable in yearly intervals [average autocorrelation across waves and age groups: r = 0.74, confidence interval (CI) = 0.71, 0.77]. Only nine respondents (1%, CI = 0.5, 1.9) consistently exhibited symptoms of problematic game use across all waves, while no respondent could be classified consistently as being addicted according to the GAS criteria. Changes in problematic gaming were not related consistently to changes in psychosocial wellbeing, although some cross-lagged effects were statistically significant in younger and older adult groups. Within a 2-year time-frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers' lives. © 2014 Society for the Study of Addiction.
Video games and rehabilitation: using design principles to enhance engagement in physical therapy.
Lohse, Keith; Shirzad, Navid; Verster, Alida; Hodges, Nicola; Van der Loos, H F Machiel
2013-12-01
Patient nonadherence with therapy is a major barrier to rehabilitation. Recovery is often limited and requires prolonged, intensive rehabilitation that is time-consuming, expensive, and difficult. We review evidence for the potential use of video games in rehabilitation with respect to the behavioral, physiological, and motivational effects of gameplay. In this Special Interest article, we offer a method to evaluate effects of video game play on motor learning and their potential to increase patient engagement with therapy, particularly commercial games that can be interfaced with adapted control systems. We take the novel approach of integrating research across game design, motor learning, neurophysiology changes, and rehabilitation science to provide criteria by which therapists can assist patients in choosing games appropriate for rehabilitation. Research suggests that video games are beneficial for cognitive and motor skill learning in both rehabilitation science and experimental studies with healthy subjects. Physiological data suggest that gameplay can induce neuroplastic reorganization that leads to long-term retention and transfer of skill; however, more clinical research in this area is needed. There is interdisciplinary evidence suggesting that key factors in game design, including choice, reward, and goals, lead to increased motivation and engagement. We maintain that video game play could be an effective supplement to traditional therapy. Motion controllers can be used to practice rehabilitation-relevant movements, and well-designed game mechanics can augment patient engagement and motivation in rehabilitation. We recommend future research and development exploring rehabilitation-relevant motions to control games and increase time in therapy through gameplay.Video Abstract available (see Video, Supplemental Digital Content 1, http://links.lww.com/JNPT/A61) for more insights from the authors.
NASA Astrophysics Data System (ADS)
Milinski, Manfred
2014-12-01
Climate change is a global problem. Because of unlimited use of fossil energy and resulting greenhouse gas emissions the global temperature is rising causing floods, draughts and storms in all parts of the world with increasing frequency and strength. Dangerous climate change will occur with high probability after the global temperature has passed a certain threshold [1]. To avoid dangerous climate change global greenhouse gas emissions must be reduced to a level of 50% or less of the year-2000 emissions by 2050 [2-4]. All people on earth take part in this global target public goods game, "a game that we cannot afford to loose" [5]. Simulating this scenario in a nutshell a collective risk social dilemma game has shown that a small group of subjects can achieve a collective goal by sequential individual contributions but only when the risk of loosing their not invested money is high, e.g. 90% [6]. Cooperation in public goods games usually decreases with increasing group size [7]. Thus, does this mean that the global game will be lost?
Idriss, Mohamad; Tannous, Halim; Istrate, Dan; Perrochon, Anaick; Salle, Jean-Yves; Ho Ba Tho, Marie-Christine; Dao, Tien-Tuan
2017-07-04
The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called "serious game for functional rehabilitation." Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines. A two-stage workflow was proposed using determinant framework. The development guideline includes the selection of three-dimensional (3D) computer graphics technologies and tools, the modeling of physical aspects, the design of rehabilitation scenarios, and the implementation of the proposed scenarios. The evaluation guideline consists of the definition of evaluation metrics, the execution of the evaluation campaign, the analysis of user results and feedbacks, and the improvement of the designed game. The case study for musculoskeletal disorders on the healthy control and patient groups showed the usefulness of these guidelines and associated games. All participants enjoyed the 2 developed games (football and object manipulation), and found them challenging and amusing. In particular, some healthy subjects increased their score when enhancing the level of difficulty. Furthermore, there were no risks and accidents associated with the execution of these games. It is expected that with the proven effectiveness of the proposed guidelines and associated games, this new rehabilitation game may be translated into clinical routine practice for the benefit of patients with musculoskeletal disorders. ©Mohamad Idriss, Halim Tannous, Dan Istrate, Anaick Perrochon, Jean-Yves Salle, Marie-Christine Ho Ba Tho, Tien-Tuan Dao. Originally published in JMIR Serious Games (http://games.jmir.org), 04.07.2017.
Nonlinear Markov Control Processes and Games
2012-11-15
the analysis of a new class of stochastic games , nonlinear Markov games , as they arise as a ( competitive ) controlled version of nonlinear Markov... competitive interests) a nonlinear Markov game that we are investigating. I 0. :::tUt::JJt:.l.. I I t:t11VI;:, nonlinear Markov game , nonlinear Markov...corresponding stochastic game Γ+(T, h). In a slightly different setting one can assume that changes in a competitive control process occur as a
Game Design & Development: Using Computer Games as Creative and Challenging Assignments
ERIC Educational Resources Information Center
Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange
2008-01-01
This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…
"InFection Four": Development of a Youth-Informed Sexual Health Card Game
ERIC Educational Resources Information Center
Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Sutherland, Ainsley
2014-01-01
Games may be useful tools for learning and communicating about sexual and reproductive health. This article discusses the collaborative design and subsequent evaluation of a narrative-based card game. This game was created in a workshop based on positive youth development, which allowed youth to be involved as game designers and game players.…
The Impact of Game Sense Pedagogy on Australian Rugby Coaches' Practice: A Question of Pedagogy
ERIC Educational Resources Information Center
Light, Richard Lawrence; Robert, John Evans
2010-01-01
Background: Recent developments in games and sport teaching such as that of Teaching Games for Understanding, Play Practice and Game Sense suggest that they can make a significant contribution toward the development of tactical understanding, ability to read the game, decision-making and a general "sense of the game", yet empirical…
Game on: The Impact of Game Features in Computer-Based Training
ERIC Educational Resources Information Center
DeRouin-Jessen, Renee E.
2008-01-01
The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's…
Akl, Elie A; Mustafa, Reem; Slomka, Thomas; Alawneh, Alia; Vedavalli, Abhishek; Schünemann, Holger J
2008-01-01
Background Adherence to Clinical Practice Guidelines (CPGs) remains suboptimal among internal medicine trainees. Educational games are of growing interest and have the potential to improve adherence to CPGs. The objectives of this study were to develop an educational game to teach CPGs in Internal Medicine residency programs and to evaluate its feasibility and acceptability. Methods We developed the Guide-O-Game© in the format of a TV game show with questions based on recommendations of CPGs. The development of the Guide-O-Game© consisted of the creation of a multimedia interactive tool, the development of recommendation-based questions, and the definition of the game's rules. We evaluated its feasibility through pilot testing and its acceptability through a qualitative process. Results The multimedia interactive tool uses a Macromedia Flash web application and consists of a manager interface and a user interface. The user interface allows the choice of two game styles. We created so far 16 sets of questions relating to 9 CPGs. The pilot testing proved that the game was feasible. The qualitative evaluation showed that residents considered the game to be acceptable. Conclusion We developed an educational game to teach CPGs to Internal Medicine residents that is both feasible and acceptable. Future work should evaluate its impact on educational outcomes. PMID:19017400
ERIC Educational Resources Information Center
Angel, Kenny; Sutton, Nancy
This paper describes six Ultimate Flag Games which offer a change from traditional games and sports that are usually geared toward athletically inclined students. These new games, aimed at middle school through college students, allow for success from the least-skilled through the most athletically talented students. Players are ability grouped…
Cammisa, Maria; Montrone, Rosa; Caroli, Margherita
2011-10-01
The aim of this study is to develop and test a method to perform focus groups (FGs) and to elicit the subjective views of preschool-age children on physical activity and perceived kindergarten barriers to practice it. FGs have been held in three different kindergarten classes with 49 children who were 4-5 years old. Children were asked to draw themselves in their preferred way of playing and were asked few questions about their drawings to understand their behaviours and ideas. In class A and B, 67% and 75% of the children, respectively, drew sedentary plays (table and impersonation games). Children referred that the main obstacle to perform active games outside home/kindergarten was the parents' and teachers' perceived risk that they could be hurt or catch a cold. The children would like to have more table games in the kindergarten. 81% of children in class C drew active group games. All these children were well satisfied with their kindergarten environment and did not refer to any adults' fear regarding active play. This class teacher spent a lot of time to develop children's motor abilities through active games and often used the garden to let the children to play freely. The use of drawings to understand children's habits on physical activity has turned out to be a reliable and easy tool in preschool children. The different results obtained in the two children groups show the need to change the beliefs and the behaviours of teachers and parents who seem to be non-architectural "invisible" barriers to be knocked down. This protocol has been developed by ASL Brindisi within the framework of PERISCOPE's objective to develop new methodologies.
Water management simulation games and the construction of knowledge
NASA Astrophysics Data System (ADS)
Rusca, M.; Heun, J.; Schwartz, K.
2012-03-01
In recent years simulations have become an important part of teaching activities. The reasons behind the popularity of simulation games are twofold. On the one hand, emerging theories on how people learn have called for an experienced-based learning approach. On the other hand, the demand for water management professionals has changed. Three important developments are having considerable consequences for water management programmes, which educate and train these professionals. These developments are the increasing emphasis on integration in water management, the characteristics and speed of reforms in the public sector and the shifting state-society relations in many countries. In response to these developments, demand from the labour market is oriented toward water professionals who need to have both a specialist in-depth knowledge in their own field, as well as the ability to understand and interact with other disciplines and interests. In this context, skills in negotiating, consensus building and working in teams are considered essential for all professionals. In this paper we argue that simulation games have an important role to play in (actively) educating students and training the new generation of water professionals to respond to the above-mentioned challenges. At the same time, simulations are not a panacea for learners and teachers. Challenges of using simulations games include the demands it places on the teacher. Setting up the simulation game, facilitating the delivery and ensuring that learning objectives are achieved requires considerable knowledge and experience as well as considerable time-inputs of the teacher. Moreover, simulation games usually incorporate a case-based learning model, which may neglect or underemphasize theories and conceptualization. For simulations to be effective they have to be embedded in this larger theoretical and conceptual framework. Simulations, therefore, complement rather than substitute traditional teaching methods.
Water management simulation games and the construction of knowledge
NASA Astrophysics Data System (ADS)
Rusca, M.; Heun, J.; Schwartz, K.
2012-08-01
In recent years, simulations have become an important part of teaching activities. The reasons behind the popularity of simulation games are twofold. On the one hand, emerging theories on how people learn have called for an experienced-based learning approach. On the other hand, the demand for water management professionals has changed. Three important developments are having considerable consequences for water management programmes, which educate and train these professionals. These developments are the increasing emphasis on integration in water management, the characteristics and speed of reforms in the public sector and the shifting state-society relations in many countries. In response to these developments, demand from the labour market is oriented toward water professionals who need to have both a specialist in-depth knowledge in their own field, as well as the ability to understand and interact with other disciplines and interests. In this context, skills in negotiating, consensus building and working in teams are considered essential for all professionals. In this paper, we argue that simulation games have an important role to play in (actively) educating students and training the new generation of water professionals to respond to the above-mentioned challenges. At the same time, simulations are not a panacea for learners and teachers. Challenges of using simulation games include the demands it places on the teacher. Setting up the simulation game, facilitating the delivery and ensuring that learning objectives are achieved require considerable knowledge and experience as well as considerable time-inputs of the teacher. Moreover, simulation games usually incorporate a case-based learning model, which may neglect or underemphasize theories and conceptualizations. For simulations to be effective, they have to be embedded in this larger theoretical and conceptual framework. Simulations, therefore, complement rather than substitute traditional teaching methods.
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…
Changes in Badminton Game Play across Developmental Skill Levels among High School Students
ERIC Educational Resources Information Center
Wang, Jianyu; Liu, Wenhao
2012-01-01
The study examined changes in badminton game play across developmental skill levels among high school students in a physical education setting. Videotapes of badminton game play of 80 students (40 boys and 40 girls) in the four developmental skill levels (each skill level had 10 boys and 10 girls) were randomly selected from a database associated…
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
ERIC Educational Resources Information Center
Corredor, Javier; Gaydos, Matthew; Squire, Kurt
2014-01-01
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that…
Residents' Perceived Social-Economic Impact of the 2008 Beijing Olympic Games
ERIC Educational Resources Information Center
Zhang, Mark; Chen, Li; Lei, Ouyang; Malone, Christopher
2013-01-01
This study was designed to examine whether the Olympic Games was a catalyst for changes to Beijing residents' quality of life based on social-economic perspectives and how these changes affected their continuous support for the Games. Residents who lived in Beijing 18 months or longer were invited to participate in this survey research (N = 412)…
ERIC Educational Resources Information Center
Lui, Richard W. C.; Au, Cheuk Hang
2018-01-01
This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…
A Course on Serious Game Design and Development Using an Online Problem-Based Learning Approach
ERIC Educational Resources Information Center
Kapralos, Bill; Fisher, Stephanie; Clarkson, Jessica; van Oostveen, Roland
2015-01-01
Purpose: The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and…
More than a Game: Learning about Climate Change through Role-Play
ERIC Educational Resources Information Center
Paschall, Melissa; Wustenhagen, Rolf
2012-01-01
Educating management students on the connections between business and climate change is essential both to their careers and to society's ability to solve the climate challenge. To impart deep and lasting learning on this topic, the authors developed a multischool negotiation simulation that is unique in its intensiveness, cross-sector design, and…
Suenderhauf, Claudia; Walter, Anna; Lenz, Claudia; Lang, Undine E; Borgwardt, Stefan
2016-09-01
Schizophrenia is a severe, chronic, and strongly disabling neuropsychiatric disorder, characterized by cognitive decline, positive and negative symptoms. Positive symptoms respond well to antipsychotic medication and psycho-social interventions, in contrast to negative symptoms and neurocognitive impairments. Cognitive deficits have been linked to a poorer outcome and hence specific cognitive remediation therapies have been proposed. Their effectiveness is nowadays approved and neurobiological correlates have been reconfirmed by brain imaging studies. Interestingly, recent MRI work showed that commercial video games modified similar brain areas as these specialized training programs. If gray matter increases and functional brain modulations would translate in better cognitive and every day functioning, commercial video game training could be an enjoyable and economically interesting treatment option for patients with neuropsychiatric disorders. This systematic review summarizes advances in the area with emphasis on imaging studies dealing with brain changes upon video game training and contrasts them to conventional cognitive remediation. Moreover, we discuss potential challenges therapeutic video game development and research would have to face in future treatment of schizophrenia. Copyright © 2016. Published by Elsevier Ltd.
Chittaro, Luca
2016-05-01
Serious games for safety education (SGSE) are a novel tool for preparing people to prevent and\\or handle risky situations. Although several SGSE have been developed, design and evaluation methods for SGSE need to be better grounded in and guided by safety-relevant psychological theories. In particular, this paper focuses on threat appeals and the assessment of variables, such as safety locus of control, that influence human behavior in real risky situations. It illustrates how we took into account such models in the design and evaluation of "Learn to Brace", a first-of-its-kind serious game that deals with a major problem in aviation safety, i.e. the scarce effectiveness of the safety cards used by airlines. The study considered a sample of 48 users: half of them received instructions about the brace position through the serious game, the other half through a traditional safety card pictorial. Results showed that the serious game was much more effective than the traditional instructions both in terms of learning and of changing safety-relevant perceptions, especially safety locus of control and recommendation perception.
Hone, Liana S E; McCullough, Michael
2015-05-14
Drinking games are a risk factor for behavioral and health problems among university students. Previous cross-sectional research by Hone, Carter, and McCullough (2013) replicated well-established sex differences in drinking game behaviors (i.e., that men are more active drinking game participants than are women) and university drinking problems more generally. Hone et al. (2013) also found that these male-specific behavioral patterns are attributable in part to the fact that men's generally unrestricted sexual strategies, plus their social competitiveness, motivate them to participate in drinking games to display their fortitude and compete with same-sex rivals. Here, the authors conducted a study to evaluate with greater causal rigor whether sex differences in sexual restrictedness and social competitiveness-and sex differences in motivations for participating in drinking games in particular-are partially responsible for the sex differences in university students' drinking game behaviors and drinking problems. Sex differences in changes in frequency of drinking game participation were partially mediated by competitive motivations for participating in drinking games and by the effects of social competitiveness on competitive drinking game motivation. These findings lend additional support to the proposition that participation in drinking games is motivated in part by their suitability as a venue for sexual competition in university students' day-to-day lives.
Video game training and the reward system.
Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone
2015-01-01
Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.
Video game training and the reward system
Lorenz, Robert C.; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone
2015-01-01
Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training. PMID:25698962
Quantum games of opinion formation based on the Marinatto-Weber quantum game scheme
NASA Astrophysics Data System (ADS)
Deng, Xinyang; Deng, Yong; Liu, Qi; Shi, Lei; Wang, Zhen
2016-06-01
Quantization has become a new way to investigate classical game theory since quantum strategies and quantum games were proposed. In the existing studies, many typical game models, such as the prisoner's dilemma, battle of the sexes, Hawk-Dove game, have been extensively explored by using quantization approach. Along a similar method, here several game models of opinion formations will be quantized on the basis of the Marinatto-Weber quantum game scheme, a frequently used scheme of converting classical games to quantum versions. Our results show that the quantization can fascinatingly change the properties of some classical opinion formation game models so as to generate win-win outcomes.
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.
Developing Pupils' Performance in Team Invasion Games
ERIC Educational Resources Information Center
Gray, Shirley; Sproule, John
2011-01-01
Background: To develop pupils' team invasion games (TIG) performance within physical education (PE), practitioners have traditionally adopted teacher-centred, skill-focused approaches. Teaching Games for Understanding and the Tactical approach are alternative approaches to TIG teaching that aim to develop overall game performance, including…
NASA Astrophysics Data System (ADS)
Destyanto, A. R.; Putri, O. A.; Hidayatno, A.
2017-11-01
Due to the advantages that serious simulation game offered, many areas of studies, including energy, have used serious simulation games as their instruments. However, serious simulation games in the field of energy transition still have few attentions. In this study, serious simulation game is developed and tested as the activity of public education about energy transition which is a conversion from oil to natural gas program. The aim of the game development is to create understanding and awareness about the importance of energy transition for society in accelerating the process of energy transition in Indonesia since 1987 the energy transition program has not achieved the conversion target yet due to the lack of education about energy transition for society. Developed as a digital serious simulation game following the framework of integrated game design, the Transergy game has been tested to 15 users and then analysed. The result of verification and validation of the game shows that Transergy gives significance to the users for understanding and triggering the needs of oil to natural gas conversion.
Remote gaming on resource-constrained devices
NASA Astrophysics Data System (ADS)
Reza, Waazim; Kalva, Hari; Kaufman, Richard
2010-08-01
Games have become important applications on mobile devices. A mobile gaming approach known as remote gaming is being developed to support games on low cost mobile devices. In the remote gaming approach, the responsibility of rendering a game and advancing the game play is put on remote servers instead of the resource constrained mobile devices. The games rendered on the servers are encoded as video and streamed to mobile devices. Mobile devices gather user input and stream the commands back to the servers to advance game play. With this solution, mobile devices with video playback and network connectivity can become game consoles. In this paper we present the design and development of such a system and evaluate the performance and design considerations to maximize the end user gaming experience.
Kinoshita, T; Nakamura, T; Umemoto, Y; Kojima, D; Moriki, T; Mitsui, T; Goto, M; Ishida, Y; Tajima, F
2013-06-01
Case series. To investigate the effects of wheelchair basketball game on plasma interleukin-6 (IL-6), tumor necrosis factor-α (TNF-α), C-reactive protein (CRP) and blood cell counts in persons with spinal cord injury (SCI). The 2009 Mei-shin League of Wheelchair Basketball Games held at Wakayama, Japan. Five wheelchair basketball players with SCI voluntarily participated in this study. Blood samples were taken approximately 1 h before the player warm-up for the game and immediately after the game. IL-6, TNF-α, CRP and blood cell count were measured. Plasma IL-6 level and number of monocytes were significantly increased after the game, compared with pre-game measurements (P<0.05). No changes were observed in other measurements. There was a significant relationship between increased IL-6 levels and accumulated play duration. The lack of change in TNF-α and CRP levels suggested that the exercise-induced rise in IL-6 was not related to exercise-induced inflammatory response. Furthermore, the associated increase in the number of monocytes did not correlate with exercise-induced IL-6 changes, negating monocytes as the source of IL-6.
Cordeiro d'Ornellas, Marcos; Santos Machado, Alison; de Moraes, Jefferson Potiguara; Cervi Prado, Ana Lúcia
2017-01-01
This work presents the steps for developing a serious game that allows the interaction through natural gestures, whose main purpose is to contribute to the treatment of individuals who have suffered an injury to the anterior cruciate ligament (ACL). In addition to the serious game development process, the users' gaming experience were performed. Through the evaluation assessment, positive results were obtained in relation to various aspects of the game engagement, proving the playful factor of this activity.
Survey of Available Artificial Intelligence Technologies for Addition Into Delta3D
2006-09-01
market today in the first person shooter genre. Not only does Epic Games produce their game Unreal Tournament with it, but other game development houses...newest and most capable hardware. Simply put, it creates a vicious cycle. Over the last few years, computer graphics have been driving game development and...take a look at a typical game development company to see how it is structured, one could expect to find a lot of programmers focused on the game
Conflict and Gaming in Instruction and Performance.
ERIC Educational Resources Information Center
Kowitz, Gerald T.; Smith, Jay C.
1989-01-01
Discussion of instruction and training to introduce new ideas and to improve performance focuses on the presence of conflict and the theory of games. Topics discussed include learner participation; Theory X; Theory Y; and Theory Z; and game rules, including control, scoring, changing rules, and ending the game. (25 references) (LRW)
Compulsive Internet use: the role of online gaming and other internet applications.
van Rooij, Antonius J; Schoenmakers, Tim M; van de Eijnden, Regina J J M; van de Mheen, Dike
2010-07-01
Increasing research on Internet addiction makes it necessary to distinguish between the medium of Internet and its specific applications. This study explores the relationship between time spent on various Internet applications (including online gaming) and Compulsive Internet Use in a large sample of adolescents. The 2007 (N=4,920) and 2008 (N=4,753) samples of a longitudinal survey study among adolescents were used, as well as the 2007-2008 cohort subsample (N=1421). Compulsive Internet Use was predicted from the time spent on the various Internet applications in two cross-sectional multiple linear regression models and one longitudinal regression model in which changes in behavior were related to changes in Compulsive Internet Use. In both samples, downloading, social networking, MSN use, Habbo Hotel, chatting, blogging, online games, and casual games were shown to be associated with Compulsive Internet Use. Off these, online gaming was shown to have the strongest association with Compulsive Internet Use. Moreover, changes in online gaming were most strongly associated with changes in Compulsive Internet Use over time for the longitudinal cohort. A clear relationship was shown between online gaming and Compulsive Internet Use. It is further argued that a subgroup of compulsive Internet users should be classified as compulsive online gamers. Copyright (c) 2010 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.
Zvyagintsev, M; Klasen, M; Weber, R; Sarkheil, P; Esposito, F; Mathiak, K A; Schwenzer, M; Mathiak, K
2016-04-21
In violent video games, players engage in virtual aggressive behaviors. Exposure to virtual aggressive behavior induces short-term changes in players' behavior. In a previous study, a violence-related version of the racing game "Carmageddon TDR2000" increased aggressive affects, cognitions, and behaviors compared to its non-violence-related version. This study investigates the differences in neural network activity during the playing of both versions of the video game. Functional magnetic resonance imaging (fMRI) recorded ongoing brain activity of 18 young men playing the violence-related and the non-violence-related version of the video game Carmageddon. Image time series were decomposed into functional connectivity (FC) patterns using independent component analysis (ICA) and template-matching yielded a mapping to established functional brain networks. The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN. These changes may underlie the short-term increase of aggressive affects, cognitions, and behaviors as observed after playing violent video games. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.
Work for Play: Careers in Video Game Development
ERIC Educational Resources Information Center
Liming, Drew; Vilorio, Dennis
2011-01-01
Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…
Effects of conformism on the cultural evolution of social behaviour.
Molleman, Lucas; Pen, Ido; Weissing, Franz J
2013-01-01
Models of cultural evolution study how the distribution of cultural traits changes over time. The dynamics of cultural evolution strongly depends on the way these traits are transmitted between individuals by social learning. Two prominent forms of social learning are payoff-based learning (imitating others that have higher payoffs) and conformist learning (imitating locally common behaviours). How payoff-based and conformist learning affect the cultural evolution of cooperation is currently a matter of lively debate, but few studies systematically analyse the interplay of these forms of social learning. Here we perform such a study by investigating how the interaction of payoff-based and conformist learning affects the outcome of cultural evolution in three social contexts. First, we develop a simple argument that provides insights into how the outcome of cultural evolution will change when more and more conformist learning is added to payoff-based learning. In a social dilemma (e.g. a Prisoner's Dilemma), conformism can turn cooperation into a stable equilibrium; in an evasion game (e.g. a Hawk-Dove game or a Snowdrift game) conformism tends to destabilize the polymorphic equilibrium; and in a coordination game (e.g. a Stag Hunt game), conformism changes the basin of attraction of the two equilibria. Second, we analyse a stochastic event-based model, revealing that conformism increases the speed of cultural evolution towards pure equilibria. Individual-based simulations as well as the analysis of the diffusion approximation of the stochastic model by and large confirm our findings. Third, we investigate the effect of an increasing degree of conformism on cultural group selection in a group-structured population. We conclude that, in contrast to statements in the literature, conformism hinders rather than promotes the evolution of cooperation.
The "Learning Games Design Model": Immersion, Collaboration, and Outcomes-Driven Development
ERIC Educational Resources Information Center
Chamberlin, Barbara; Trespalacios, Jesús; Gallagher, Rachel
2012-01-01
Instructional designers in the Learning Games Lab at New Mexico State University have developed a specific approach for the creation of educational games, one that has been used successfully in over 20 instructional design projects and is extensible to other developers. Using this approach, game developers and content experts (a) work…
Lukhele, Bhekumusa Wellington; Musumari, Patou; El-Saaidi, Christina; Techasrivichien, Teeranee; Suguimoto, S Pilar; Ono Kihara, Masako; Kihara, Masahiro
2016-11-22
The human immunodeficiency virus (HIV) and acquired immune deficiency syndrome (AIDS) continue to be a major public health problem in Sub-Saharan Africa (SSA), particularly in Swaziland, which has the highest HIV prevalence in this region. A wide range of strategies and interventions have been used to promote behavior change, though almost all such interventions have involved mass media. Therefore, innovative behavior change strategies beyond mass media communication are urgently needed. Serious games have demonstrated effectiveness in advancing health in the developed world; however, no rigorous serious games interventions have been implemented in HIV prevention in SSA. We plan to test whether a serious game intervention delivered on mobile phones to increase HIV risk perception, increase intention to reduce sexual partnerships, and increase intention to know own and partners HIV status will be more effective compared with current prevention efforts. This is a two-arm randomized intervention trial. We will recruit 380 participants who meet the following eligibility criteria: 18-29 years of age, own a smartphone running an Android-based operating system, have the WhatsApp messaging app, live in Swaziland, and can adequately grant informed consent. Participants will be allocated into a smartphone interactive, educational story game, and a wait-list control group in a 1:1 allocation ratio. Subsequently, a self-administered Web-based questionnaire will be issued at baseline and after 4 weeks of exposure to the game. We hypothesize that the change in HIV risk perception between pre- and post-intervention assessment is greater in the intervention group compared with the change in the control group. Our primary hypothesis is based on the assumption that increased perceived risk of HIV provides cues to engage in protective behavior. Our primary outcome measure is HIV risk perceived mean change between pre- and post-intervention compared with the mean change in the wait-list control group at 4-weeks post-intervention. We will use standardized regression coefficients to calculate the effect of the intervention on our primary outcome with P values. We will conduct both intention to treat and as treated analysis. This study is funded by Hayao Nakayama Foundation for Science & Technology and Culture; Grant number H26-A2-41. The research and development approval has been obtained from Kyoto University Graduate School and Faculty of Medicine Ethics Committee, Japan, and Swaziland's Ministry of Health Ethics and Scientific committee. Results are expected in February 2017. This study will provide evidence on the efficiency of a mobile phone interactive game in increasing HIV risk perception in Swaziland. Our findings may also be generalizable to similar settings in SSA. University Hospital Medical Information Network Clinical Trial Registry ID number (UMIN-CTR):UMIN000021781; URL:https://upload.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000025103 (Archived by WebCite at http://www.webcitation.org/6hOphB11a). ©Bhekumusa Wellington Lukhele, Patou Musumari, Christina El-Saaidi, Teeranee Techasrivichien, S. Pilar Suguimoto, Masako Ono Kihara, Masahiro Kihara. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 22.11.2016.
Musumari, Patou; El-Saaidi, Christina; Techasrivichien, Teeranee; Suguimoto, S. Pilar; Ono Kihara, Masako; Kihara, Masahiro
2016-01-01
Background The human immunodeficiency virus (HIV) and acquired immune deficiency syndrome (AIDS) continue to be a major public health problem in Sub-Saharan Africa (SSA), particularly in Swaziland, which has the highest HIV prevalence in this region. A wide range of strategies and interventions have been used to promote behavior change, though almost all such interventions have involved mass media. Therefore, innovative behavior change strategies beyond mass media communication are urgently needed. Serious games have demonstrated effectiveness in advancing health in the developed world; however, no rigorous serious games interventions have been implemented in HIV prevention in SSA. Objective We plan to test whether a serious game intervention delivered on mobile phones to increase HIV risk perception, increase intention to reduce sexual partnerships, and increase intention to know own and partners HIV status will be more effective compared with current prevention efforts. Methods This is a two-arm randomized intervention trial. We will recruit 380 participants who meet the following eligibility criteria: 18-29 years of age, own a smartphone running an Android-based operating system, have the WhatsApp messaging app, live in Swaziland, and can adequately grant informed consent. Participants will be allocated into a smartphone interactive, educational story game, and a wait-list control group in a 1:1 allocation ratio. Subsequently, a self-administered Web-based questionnaire will be issued at baseline and after 4 weeks of exposure to the game. We hypothesize that the change in HIV risk perception between pre- and post-intervention assessment is greater in the intervention group compared with the change in the control group. Our primary hypothesis is based on the assumption that increased perceived risk of HIV provides cues to engage in protective behavior. Our primary outcome measure is HIV risk perceived mean change between pre- and post-intervention compared with the mean change in the wait-list control group at 4-weeks post-intervention. We will use standardized regression coefficients to calculate the effect of the intervention on our primary outcome with P values. We will conduct both intention to treat and as treated analysis. Results This study is funded by Hayao Nakayama Foundation for Science & Technology and Culture; Grant number H26-A2-41. The research and development approval has been obtained from Kyoto University Graduate School and Faculty of Medicine Ethics Committee, Japan, and Swaziland’s Ministry of Health Ethics and Scientific committee. Results are expected in February 2017. Conclusions This study will provide evidence on the efficiency of a mobile phone interactive game in increasing HIV risk perception in Swaziland. Our findings may also be generalizable to similar settings in SSA. Trial Registration University Hospital Medical Information Network Clinical Trial Registry ID number (UMIN-CTR):UMIN000021781; URL:https://upload.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000025103 (Archived by WebCite at http://www.webcitation.org/6hOphB11a). PMID:27876685
Evaluation of Game Engines for Cross-Platform Development of Mobile Serious Games for Health.
Kleinschmidt, Carina; Haag, Martin
2016-01-01
Studies have shown that serious games for health can improve patient compliance and help to increase the quality of medical education. Due to a growing availability of mobile devices, especially the development of cross-platform mobile apps is helpful for improving healthcare. As the development can be highly time-consuming and expensive, an alternative development process is needed. Game engines are expected to simplify this process. Therefore, this article examines the question whether using game engines for cross-platform serious games for health can simplify the development compared to the development of a plain HTML5 app. At first, a systematic review of the literature was conducted in different databases (MEDLINE, ACM and IEEE). Afterwards three different game engines were chosen, evaluated in different categories and compared to the development of a HTML5 app. This was realized by implementing a prototypical application in the different engines and conducting a utility analysis. The evaluation shows that the Marmalade engine is the best choice for development in this scenario. Furthermore, it is obvious that the game engines have great benefits against plain HTML5 development as they provide components for graphics, physics, sounds, etc. The authors recommend to use the Marmalade Engine for a cross-platform mobile Serious Game for Health.
Radar Detection Models in Computer Supported Naval War Games
1979-06-08
revealed a requirement for the effective centralized manage- ment of computer supported war game development and employment in the U.S. Navy. A...considerations and supports the requirement for centralized Io 97 management of computerized war game development . Therefore it is recommended that a central...managerial and fiscal authority be estab- lished for computerized tactical war game development . This central authority should ensure that new games
Ejike, Cynthia Uchechukwu; Oluwole, Akinola Stephen; Mogaji, Hammed Oladeji; Adeniran, Adebiyi Abdulhakeem; Alabi, Oladimeji Michael; Ekpo, Uwem Friday
2017-06-28
Schistosomiasis remains a public health problem in many regions of the world, including Nigeria. Current control strategy involves mass drug administration with praziquantel to the endemic population. To complement and sustain on-going preventive chemotherapy, we developed a health educational game named Schisto and Ladders™ and tested its potential for the control of schistosomiasis among schoolchildren living in Imala-Odo, a highly endemic community near Abeokuta, Nigeria. One hundred school children were randomly selected and divided into intervention and control groups through balloting. Their knowledge, attitudes and practices (KAP) concerning schistosomiasis transmission, control and prevention were assessed using structured questionnaires. Schisto and Ladders™ game were given to the intervention group and the popular Snake and Ladders™ game to the control group. Both games were played for 2 months under the supervision of their class teachers. A post-KAP assessment was carried out in both groups, including focus group discussions (FGDs) to investigate knowledge and the impact of the games. Knowledge about urinary schistosomiasis and its transmission significantly improved (P = 0.000) in the intervention group (68.0%) compared to the control group (8.0%). FGDs showed that the frequency of visits to dam water also significantly reduced (P = 0.048) in the intervention group (18.0%) compared to the control group (40.0%). There was a significant increase in knowledge regarding risk behaviours, prevention and control of schistosomiasis among the intervention group, but no new knowledge gained in the control group. This study demonstrates the potential of the health education game Schisto and Ladders™ for teaching basic health education and promoting behavioural changes among schoolchildren in endemic communities.
ERIC Educational Resources Information Center
Pill, Shane
2012-01-01
"Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…
Game Development as a Pathway to Information Technology Literacy
ERIC Educational Resources Information Center
Frydenberg, Mark
2016-01-01
Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…
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.
Biochemical, physical and tactical analysis of a simulated game in young soccer players.
Aquino, Rodrigo L; Gonçalves, Luiz G; Vieira, Luiz H; Oliveira, Lucas P; Alves, Guilherme F; Santiago, Paulo R; Puggina, Enrico F
2016-12-01
The objectives of this study were to describe and compare the displacement patterns and the tactical performance of the players in the first to the second game time and verify possible associations between indirect markers of muscle damage with displacement patterns in a simulated game played by young soccer players. Eighteen young soccer players were submitted to a simulated game and two blood collections, one before and another 30 minutes post-game to analyze the behavior of creatine kinase and lactate dehydrogenase enzymes. The patterns of displacement and tactics variables were obtained through functions developed in MATLAB environment (MathWorks, Inc., Natick, MA, USA). It is observed a significant increase in average speed (P=0.05), number of sprints (P<0.001), the percentage the total distance covered at high intensity (P<0.001) and tactical variables (team surface area: P=0.002; spreading: P=0.001) in the second period of the simulated game. In addition, there was significant reduction in the percentage of the total distance at low intensity (P≤0.05) in the second period, and there was a strong association between the percentage of change delta of creatine kinase and lactate dehydrogenase with the displacement patterns in the simulated game. The results show that indirect markers of muscle damage have great association with displacement patterns in game performed in training conditions for young soccer players, evidencing a need for reflection on the post-training recovery sessions strategies, contributing to better planning of sessions throughout the macrocycle.
ERIC Educational Resources Information Center
All, Anissa; Van Looy, Jan; Castellar, Elena Patricia Nuñez
2013-01-01
This study explores the added value of co-design in addition to other innovation research methods in the process of developing a serious game design document for a road safety game. The sessions aimed at exploring 4 aspects of a location-based game experience: themes, game mechanics, mobile phone applications and locations for mini-games. In…
NASA Astrophysics Data System (ADS)
Shipman, J. S.; Anderson, J. W.
2017-12-01
An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.
Game-based versus storyboard-based evaluations of crew support prototypes for long duration missions
NASA Astrophysics Data System (ADS)
Smets, N. J. J. M.; Abbing, M. S.; Neerincx, M. A.; Lindenberg, J.; van Oostendorp, H.
2010-03-01
The Mission Execution Crew Assistant (MECA) is developing a distributed system of electronic partners (ePartners) to support astronauts performing nominal and off- nominal actions in long duration missions. The ePartners' support should adequately deal with the dynamics of the context, operations, team and personal conditions, which will change over time substantially. Such support—with the concerning context effects—should be thoroughly tested in all stages of the development process. A major question is how to address the context effects of in-space operations for evaluations of crew support prototypes. Via game-technology, the prototype can be tested with astronauts or their representatives, immersed in the envisioned, simulated context. We investigated if a game-based evaluation better addresses the context effects by producing a more elaborate, in-depth and realistic user experience than a "classical" storyboard-based evaluation. In the game-based evaluation, the participants showed higher arousal levels where expected, a more intense feeling of spatial presence, better situation awareness, and faster performance where needed. Such an evaluation can be used as an alternative or complement of field or micro-world tests when context dynamics cannot be simulated in these last tests cost-efficiently.
Developing Game Changing Technologies and Bringing Them Down to Earth
NASA Technical Reports Server (NTRS)
Morse, David
2016-01-01
Address to entrepreneurs as a thought leader at the next upcoming seminar on 10/25/2016 at the Cardel Theater in Calgary. The technologies developed by NASA over the 60's through to today, has shaped the world as we know it, driving plastics to nano-electronics. To inspire local entrepreneurs developing new technologies.
Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift.
Fleming, Theresa M; de Beurs, Derek; Khazaal, Yasser; Gaggioli, Andrea; Riva, Giuseppe; Botella, Cristina; Baños, Rosa M; Aschieri, Filippo; Bavin, Lynda M; Kleiboer, Annet; Merry, Sally; Lau, Ho Ming; Riper, Heleen
2016-01-01
Internet interventions for mental health, including serious games, online programs, and apps, hold promise for increasing access to evidence-based treatments and prevention. Many such interventions have been shown to be effective and acceptable in trials; however, uptake and adherence outside of trials is seldom reported, and where it is, adherence at least, generally appears to be underwhelming. In response, an international Collaboration On Maximizing the impact of E-Therapy and Serious Gaming (COMETS) was formed. In this perspectives' paper, we call for a paradigm shift to increase the impact of internet interventions toward the ultimate goal of improved population mental health. We propose four pillars for change: (1) increased focus on user-centered approaches, including both user-centered design of programs and greater individualization within programs, with the latter perhaps utilizing increased modularization; (2) Increased emphasis on engagement utilizing processes such as gaming, gamification, telepresence, and persuasive technology; (3) Increased collaboration in program development, testing, and data sharing, across both sectors and regions, in order to achieve higher quality, more sustainable outcomes with greater reach; and (4) Rapid testing and implementation, including the measurement of reach, engagement, and effectiveness, and timely implementation. We suggest it is time for researchers, clinicians, developers, and end-users to collaborate on these aspects in order to maximize the impact of e-therapies and serious gaming.
Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift
Fleming, Theresa M.; de Beurs, Derek; Khazaal, Yasser; Gaggioli, Andrea; Riva, Giuseppe; Botella, Cristina; Baños, Rosa M.; Aschieri, Filippo; Bavin, Lynda M.; Kleiboer, Annet; Merry, Sally; Lau, Ho Ming; Riper, Heleen
2016-01-01
Internet interventions for mental health, including serious games, online programs, and apps, hold promise for increasing access to evidence-based treatments and prevention. Many such interventions have been shown to be effective and acceptable in trials; however, uptake and adherence outside of trials is seldom reported, and where it is, adherence at least, generally appears to be underwhelming. In response, an international Collaboration On Maximizing the impact of E-Therapy and Serious Gaming (COMETS) was formed. In this perspectives’ paper, we call for a paradigm shift to increase the impact of internet interventions toward the ultimate goal of improved population mental health. We propose four pillars for change: (1) increased focus on user-centered approaches, including both user-centered design of programs and greater individualization within programs, with the latter perhaps utilizing increased modularization; (2) Increased emphasis on engagement utilizing processes such as gaming, gamification, telepresence, and persuasive technology; (3) Increased collaboration in program development, testing, and data sharing, across both sectors and regions, in order to achieve higher quality, more sustainable outcomes with greater reach; and (4) Rapid testing and implementation, including the measurement of reach, engagement, and effectiveness, and timely implementation. We suggest it is time for researchers, clinicians, developers, and end-users to collaborate on these aspects in order to maximize the impact of e-therapies and serious gaming. PMID:27148094
Skill Transfer and Virtual Training for IND Response Decision-Making: Project Summary and Next Steps
2016-04-12
are likely to be very productive partners—independent video - game developers and academic game degree programs—are not familiar with working with...experimental validation. • Independent Video - Game Developers. Small companies and individuals that pursue video - game design and development can be...complexity, such as an improvised nuclear device (IND) detonation. The effort has examined game - based training methods to determine their suitability
U.S.-China Competition: Asia-Pacific Land Force Implications
2016-11-01
a vision of the future that includes international order changed through China-U.S. competition, short of war. The Chinese board game of go offers...Chinese board game played on a 19x19 matrix with black and white stones. Like many other board games , the go game is a game of war; its object is to...begins with an empty board and ends when both players see no advantage in continuing (two passes, one by each player, ends the game ). Contrasting the
Student Perceptions of Using Games to Address Science Literacy
NASA Astrophysics Data System (ADS)
Keller, Cara M.
The purpose of this qualitative evaluative case study was to gain insight into how students perceived the efficacy of using games to address their science literacy concerns. Scientists in the United States are concerned with the lack of science literacy. The No Child Left Behind Act of 2001 requires proficiency in reading, mathematics, language arts, and science by the completion of the 2013--2014 school year. The high school participating in this study received substandard test scores on both the 2009 state graduation test and the science portion of the ACT test. The research question included understanding how students perceive the use of games in addressing their science literacy needs. The data from the student journals, field notes, and transcribed class discussions were analyzed using a 6 step method that included coding the data into main themes. The triangulated data were used to both gain insight into student perspective and inform game development. Constructivist theories formed the conceptual framework of the study. The findings of the study suggested that games may prove a valuable tool in science literacy attainment. The study indicated that games were perceived by the students to be effective tools in meeting their learning needs. Implications for positive social change included providing students, educators, and administrators with game resources that can be used to meet the science learning needs of struggling students, thereby improving science scores on high stakes tests.
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 the game forms played by students either inhibited or enabled their game-play development. Key points The effect of time fostered by the extended participation of students in consecutive seasons of the model was paramount to promote effective gains in Game Performance and Game Involvement. Specific modifications imposed on the game, such as asymmetric attack-defense game configurations had a positive effect on the development of the learning outcomes. The persistent membership that was extended across sequential units of invasion games helped players build more sophisticated game-play routines and problem-solving. PMID:29535578
NASA Game Changing Development Program Manufacturing Innovation Project
NASA Technical Reports Server (NTRS)
Tolbert, Carol; Vickers, John
2011-01-01
This presentation examines the new NASA Manufacturing Innovation Project. The project is a part of the Game Changing Development Program which is one element of the Space Technology Programs Managed by Office of the Chief Technologist. The project includes innovative technologies in model-based manufacturing, digital additive manufacturing, and other next generation manufacturing tools. The project is also coupled with the larger federal initiatives in this area including the National Digital Engineering and Manufacturing Initiative and the Advanced Manufacturing Partnership. In addition to NASA, other interagency partners include the Department of Defense, Department of Commerce, NIST, Department of Energy, and the National Science Foundation. The development of game-changing manufacturing technologies are critical for NASA s mission of exploration, strengthening America s manufacturing competitiveness, and are highly related to current challenges in defense manufacturing activities. There is strong consensus across industry, academia, and government that the future competitiveness of U.S. industry will be determined, in large part, by a technologically advanced manufacturing sector. This presentation highlights the prospectus of next generation manufacturing technologies to the challenges faced NASA and by the Department of Defense. The project focuses on maturing innovative/high payoff model-based manufacturing technologies that may lead to entirely new approaches for a broad array of future NASA missions and solutions to significant national needs. Digital manufacturing and computer-integrated manufacturing "virtually" guarantee advantages in quality, speed, and cost and offer many long-term benefits across the entire product lifecycle. This paper addresses key enablers and emerging strategies in areas such as: Current government initiatives, Model-based manufacturing, and Additive manufacturing.
USDA-ARS?s Scientific Manuscript database
Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents ac...
Unfavorable Individuals in Social Gaming Networks.
Zhang, Yichao; Chen, Guanrong; Guan, Jihong; Zhang, Zhongzhi; Zhou, Shuigeng
2015-12-09
In social gaming networks, the current research focus has been on the origin of widespread reciprocal behaviors when individuals play non-cooperative games. In this paper, we investigate the topological properties of unfavorable individuals in evolutionary games. The unfavorable individuals are defined as the individuals gaining the lowest average payoff in a round of game. Since the average payoff is normally considered as a measure of fitness, the unfavorable individuals are very likely to be eliminated or change their strategy updating rules from a Darwinian perspective. Considering that humans can hardly adopt a unified strategy to play with their neighbors, we propose a divide-and-conquer game model, where individuals can interact with their neighbors in the network with appropriate strategies. We test and compare a series of highly rational strategy updating rules. In the tested scenarios, our analytical and simulation results surprisingly reveal that the less-connected individuals in degree-heterogeneous networks are more likely to become the unfavorable individuals. Our finding suggests that the connectivity of individuals as a social capital fundamentally changes the gaming environment. Our model, therefore, provides a theoretical framework for further understanding the social gaming networks.
Unfavorable Individuals in Social Gaming Networks
NASA Astrophysics Data System (ADS)
Zhang, Yichao; Chen, Guanrong; Guan, Jihong; Zhang, Zhongzhi; Zhou, Shuigeng
2015-12-01
In social gaming networks, the current research focus has been on the origin of widespread reciprocal behaviors when individuals play non-cooperative games. In this paper, we investigate the topological properties of unfavorable individuals in evolutionary games. The unfavorable individuals are defined as the individuals gaining the lowest average payoff in a round of game. Since the average payoff is normally considered as a measure of fitness, the unfavorable individuals are very likely to be eliminated or change their strategy updating rules from a Darwinian perspective. Considering that humans can hardly adopt a unified strategy to play with their neighbors, we propose a divide-and-conquer game model, where individuals can interact with their neighbors in the network with appropriate strategies. We test and compare a series of highly rational strategy updating rules. In the tested scenarios, our analytical and simulation results surprisingly reveal that the less-connected individuals in degree-heterogeneous networks are more likely to become the unfavorable individuals. Our finding suggests that the connectivity of individuals as a social capital fundamentally changes the gaming environment. Our model, therefore, provides a theoretical framework for further understanding the social gaming networks.
An experimental investigation of evolutionary dynamics in the Rock-Paper-Scissors game.
Hoffman, Moshe; Suetens, Sigrid; Gneezy, Uri; Nowak, Martin A
2015-03-06
Game theory describes social behaviors in humans and other biological organisms. By far, the most powerful tool available to game theorists is the concept of a Nash Equilibrium (NE), which is motivated by perfect rationality. NE specifies a strategy for everyone, such that no one would benefit by deviating unilaterally from his/her strategy. Another powerful tool available to game theorists are evolutionary dynamics (ED). Motivated by evolutionary and learning processes, ED specify changes in strategies over time in a population, such that more successful strategies typically become more frequent. A simple game that illustrates interesting ED is the generalized Rock-Paper-Scissors (RPS) game. The RPS game extends the children's game to situations where winning or losing can matter more or less relative to tying. Here we investigate experimentally three RPS games, where the NE is always to randomize with equal probability, but the evolutionary stability of this strategy changes. Consistent with the prediction of ED we find that aggregate behavior is far away from NE when it is evolutionarily unstable. Our findings add to the growing literature that demonstrates the predictive validity of ED in large-scale incentivized laboratory experiments with human subjects.
Paim, Crislaine Pires Padilha; Goldmeier, Silvia
2017-01-10
Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom's taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. The development of the game called "Playing with Tweezers" was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. The "digital" nursing student needs engagement, stimulation, reality, and entertainment, not just readings. "Playing with Tweezers" is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we cannot forget that skill training in an educational game does not replace curricular practice, but helps. ©Crislaine Pires Padilha Paim, Silvia Goldmeier. Originally published in JMIR Serious Games (http://games.jmir.org), 10.01.2017.
Systematic review of serious games for medical education and surgical skills training.
Graafland, M; Schraagen, J M; Schijven, M P
2012-10-01
The application of digital games for training medical professionals is on the rise. So-called 'serious' games form training tools that provide a challenging simulated environment, ideal for future surgical training. Ultimately, serious games are directed at reducing medical error and subsequent healthcare costs. The aim was to review current serious games for training medical professionals and to evaluate the validity testing of such games. PubMed, Embase, the Cochrane Database of Systematic Reviews, PsychInfo and CINAHL were searched using predefined inclusion criteria for available studies up to April 2012. The primary endpoint was validation according to current criteria. A total of 25 articles were identified, describing a total of 30 serious games. The games were divided into two categories: those developed for specific educational purposes (17) and commercial games also useful for developing skills relevant to medical personnel (13). Pooling of data was not performed owing to the heterogeneity of study designs and serious games. Six serious games were identified that had a process of validation. Of these six, three games were developed for team training in critical care and triage, and three were commercially available games applied to train laparoscopic psychomotor skills. None of the serious games had completed a full validation process for the purpose of use. Blended and interactive learning by means of serious games may be applied to train both technical and non-technical skills relevant to the surgical field. Games developed or used for this purpose need validation before integration into surgical teaching curricula. Copyright © 2012 British Journal of Surgery Society Ltd. Published by John Wiley & Sons, Ltd.
Violent Video Games Alter Brain Function in Young Men
... the RSNA Annual Meeting Violent Video Games Alter Brain Function in Young Men At A Glance Using ... video games for one week causes changes in brain function. The brain regions affected by violent video ...
P-Soccer: Soccer Games Application using Kinect
NASA Astrophysics Data System (ADS)
Nasir, Mohamad Fahim Mohamed; Suparjoh, Suriawati; Razali, Nazim; Mustapha, Aida
2018-05-01
This paper presents a soccer game application called P-Soccer that uses Kinect as the interaction medium between users and the game characters. P-Soccer focuses on training penalty kicks with one character who is taking the kick. This game is developed based on the Game Development Life Cycle (GDLC) methodology. Results for alpha and beta testing showed that the target users are satisfied with overall game design and theme as well as the interactivity with the main character in the game.
The Protean Challenge of Game Collections at Academic Libraries
ERIC Educational Resources Information Center
Cross, Emma; Mould, David; Smith, Robert
2015-01-01
The rise of game development and game studies on university campuses prompts academic libraries to consider how to support teaching and research in this area. This article examines current issues and challenges in the development of game collections at academic libraries. The gaming ecosystem has become more complex and libraries may need to move…
Scase, Mark; Kreiner, Karl; Ascolese, Antonio
2018-01-01
In Europe the number of elderly people is increasing. This population growth has resulted in higher healthcare costs. The purpose of this project was to try to promote active ageing in people aged 65-80 with mild cognitive impairment through cognitive games delivered via a tablet computer. Age-appropriate cognitive games were developed targeting different aspects of cognition and then experiences of elderly people using these games were evaluated. The design of games was developed through iterative user-centered design focus groups with elderly people as participants. The experiences of participants playing the games over a 47 day period were explored through semi-structured interviews. Four games were developed that addressed a range of cognitive functions such as perception, attention, memory, language, comprehension and executive function. The participants were able to play these games without external intervention over an extended period and reported positively on their experiences. Cognitive games can be used successfully by people with mild cognitive impairment to promote active ageing.
Savel, Craig; Mierzwa, Stan; Gorbach, Pamina; Lally, Michelle; Zimet, Gregory; Meyer, Kristin; Souidi, Samir; Interventions, Aids
2014-01-01
We describe building an avatar-based self-report data collection tool to be used for a specific HIV prevention research project that is evaluating the feasibility and acceptability of this novel approach to collect self-reported data among youth. We discuss the gathering of requirements, the process of building a prototype of the envisioned system, and the lessons learned during the development of the solution. Specific knowledge is shared regarding technical experience with software development technologies and possible avenues for changes that could be considered if such a self-report survey system is used again. Examples of other gaming and avatar technology systems are included to provide further background.
Savel, Craig; Mierzwa, Stan; Gorbach, Pamina; Lally, Michelle; Zimet, Gregory; Meyer, Kristin; Souidi, Samir; Interventions, AIDS
2014-01-01
We describe building an avatar-based self-report data collection tool to be used for a specific HIV prevention research project that is evaluating the feasibility and acceptability of this novel approach to collect self-reported data among youth. We discuss the gathering of requirements, the process of building a prototype of the envisioned system, and the lessons learned during the development of the solution. Specific knowledge is shared regarding technical experience with software development technologies and possible avenues for changes that could be considered if such a self-report survey system is used again. Examples of other gaming and avatar technology systems are included to provide further background. PMID:25422726
Design and development of the mobile game based on the J2ME technology
NASA Astrophysics Data System (ADS)
He, Junhua
2011-12-01
With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.
Design and development of the mobile game based on the J2ME technology
NASA Astrophysics Data System (ADS)
He, JunHua
2012-01-01
With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.
Computer and video game addiction-a comparison between game users and non-game users.
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.
2017-01-01
Background Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. Objective To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. Methods The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom’s taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. Results The development of the game called “Playing with Tweezers” was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. Conclusions The “digital” nursing student needs engagement, stimulation, reality, and entertainment, not just readings. “Playing with Tweezers” is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we cannot forget that skill training in an educational game does not replace curricular practice, but helps. PMID:28073736
The Complexity of Threats to Nuclear Strategic Deterrence Posture
2017-02-07
environment, a status quo but things are improving, a status quo but things are getting worse, and the occurrence of a game -changing event. Findings...adversaries. This information will certainly inform this research, as game changing technology will in due course affect the strategic nuclear deterrence...Congressional Research Service, RAND Corporation, and certain peer-reviewed and scholarly articles. The fourth independent variable, “Occurrence of a Game
ERIC Educational Resources Information Center
Siko, Jason Paul
2012-01-01
This design-based research study examined the effects of a game design project on student test performance, with refinements made to the implementation after each of the three iterations of the study. The changes to the implementation over the three iterations were based on the literature for the three justifications for the use of homemade…
Rêgo, Gabriel Gaudencio; Campanhã, Camila; do Egito, Julia Horta Tabosa; Boggio, Paulo Sérgio
2017-10-01
The ultimatum game (UG) is an endowment sharing game in which a proposer suggests a division of an asset to a recipient, who must accept or reject it. Economic studies showed that despite recipients usually rejecting unfair offers, perception and reaction to unfairness are highly dependent on who is the proposer. Event-related potentials (ERPs) commonly detected in UG games are the medial frontal negativity (MFN), a component detected in recipients facing unfair offers, and the P300, a component related to attentional and memory processes. Given this, we aimed to investigate the behavioral and ERP responses of healthy people playing the UG game with Down syndrome (DS) and typical development (TD) proposers. Nineteen subjects participated in this study. The UG behavioral data were similar to previous studies. ERP analysis showed no MFN in participants facing unfair offers. A higher P300 amplitude was detected when participants faced fair offers from TD compared to DS fair offers. We also found a positive correlation between P300 amplitude for TD offers and self-esteem scale score. Together these findings indicate that insertion of an atypical player in the UG led to changes in participants' perception and expectancy of the game.
Inclusive Competitive Game Play Through Balanced Sensory Feedback.
Westin, Thomas; Söderström, David; Karlsson, Olov; Peiris, Ranil
2017-01-01
While game accessibility has improved significantly the last few years, there are still barriers for equal participation and multiplayer issues have been less researched. Game balance is here about making the game fair in a player versus player competitive game. One difficult design task is to balance the game to be fair regardless of visual or hearing capabilities, with clearly different requirements. This paper explores a tentative design method for enabling inclusive competitive game-play without individual adaptations of game rules that could spoil the game. The method involved applying a unified design method to design an unbalanced game, then modifying visual feedback as a hypothetical balanced design, and testing the game with totally 52 people with and without visual or hearing disabilities in three workshops. Game balance was evaluated based on score differences and less structured qualitative data, and a redesign of the game was made. Conclusions are a tentative method for balancing a multiplayer, competitive game without changing game rules and how the method can be applied.
A qualitative study to inform the development of a video game for adolescent HIV prevention.
Hieftje, Kimberly; Rosenthal, Marjorie S; Camenga, Deepa R; Edelman, E Jennifer; Fiellin, Lynn E
2012-08-10
To inform the development of an interactive video game focused on behavior change to reduce risk and promote HIV prevention in young minority adolescents. We used qualitative methods guided by community-partnered research principles to conduct and analyze 16 individual interviews and six focus groups with 10-15 year old boys and girls (36 unique participants) at a neighborhood-based non-profit organization serving youth from low-resource neighborhoods. We identified three recurring themes. Adolescents report protective factors and facilitators to engaging in risk behaviors including: 1) their personal ability to balance the tension between individuation and group membership; 2) the presence of stable mentor figures in their life; and 3) the neighborhood in which they live. By conducting a qualitative study guided by community-partnered research principles, we identified themes from our target audience that could be translated into a video game-based intervention, including the storyline and character development. These methods may increase the intervention's efficacy at promoting HIV prevention by making them more tailored and relevant to a specific population.
Istrate, Dan; Perrochon, Anaick; Salle, Jean-Yves; Ho Ba Tho, Marie-Christine
2017-01-01
Background The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called “serious game for functional rehabilitation.” Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. Objective The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines. Methods A two-stage workflow was proposed using determinant framework. The development guideline includes the selection of three-dimensional (3D) computer graphics technologies and tools, the modeling of physical aspects, the design of rehabilitation scenarios, and the implementation of the proposed scenarios. The evaluation guideline consists of the definition of evaluation metrics, the execution of the evaluation campaign, the analysis of user results and feedbacks, and the improvement of the designed game. Results The case study for musculoskeletal disorders on the healthy control and patient groups showed the usefulness of these guidelines and associated games. All participants enjoyed the 2 developed games (football and object manipulation), and found them challenging and amusing. In particular, some healthy subjects increased their score when enhancing the level of difficulty. Furthermore, there were no risks and accidents associated with the execution of these games. Conclusions It is expected that with the proven effectiveness of the proposed guidelines and associated games, this new rehabilitation game may be translated into clinical routine practice for the benefit of patients with musculoskeletal disorders. PMID:28676468
Gut Check: The evolution of an educational board game.
Coil, David A; Ettinger, Cassandra L; Eisen, Jonathan A
2017-04-01
The "gamification" of science has gained a lot of traction in recent years, and games that convey scientific concepts or themes are increasingly popular. While a number of existing games touch on microbiology, very few consider the beneficial (as opposed to the detrimental) aspects of microbes. We designed a board game called "Gut Check: The Microbiome Game" to fill this gap. The game is meant to be both educational as well as challenging and fun. Here we discuss the development of the game, some of the logistics of game development in this context, and offer suggestions for others thinking of similar projects.
Concept Development of the Eindhoven Diabetes Education Simulator Project.
Maas, Anne H; van der Molen, Pieta; van de Vijver, Reinier; Chen, Wei; van Pul, Carola; Cottaar, Eduardus J E; van Riel, Natal A W; Hilbers, Peter A J; Haak, Harm R
2016-04-01
This study was designed to define the concept of an educational diabetes game following a user-centered design approach. The concept development of the Eindhoven Diabetes Education Simulator (E-DES) project can be divided in two phases: concept generation and concept evaluation. Four concepts were designed by the multidisciplinary development team based on the outcomes of user interviews. Four other concepts resulted from the Diabetes Game Jam. Several users and experts evaluated the concepts. These user evaluations and a feasibility analysis served as input for an overall evaluation and discussion by the development team resulting in the final concept choice. The four concepts of the development team are a digital board game, a quiz platform, a lifestyle simulator, and a puzzle game. The Diabetes Game Jam resulted in another digital board game, two mobile swipe games, and a fairy tale-themed adventure game. The combined user evaluations and feasibility analysis ranked the quiz platform and the digital board game equally high. Each of these games fits one specific subgroup of users best: the quiz platform best fits an eager-to-learn, more individualistic patient, whereas the board game best fits a less-eager-to-learn, family-oriented patient. The choice for a specific concept is therefore highly dependent on the choice of our specific target audience. The user-centered design approach with multiple evaluations has enabled us to choose the most promising concept from eight different options. A digital board game is chosen for further development because the target audience for E-DES is the less-motivated, family-oriented patients.
Video game addiction: Impact on teenagers' lifestyle.
Sharma, Manoj Kumar; Mahindru, Poornima
2015-01-01
Use of video games as a leisure-time activity has increased among teenagers. Excessive use of video games is associated with psychosocial dysfunctions in the user's life. Two teenagers came for consultation to our Service for Healthy Use of Technology (SHUT) clinic for management of addiction due to video games. They were assessed using a clinical interview as well as the General Health Questionnaire and Griffith criteria for video games. The cases emphasize the addictive potential of video games and their association with lifestyle changes. Addiction to video games has implications for screening and intervention among teenagers. Copyright 2015, NMJI.
Using Android-Based Educational Game for Learning Colloid Material
NASA Astrophysics Data System (ADS)
Sari, S.; Anjani, R.; Farida, I.; Ramdhani, M. A.
2017-09-01
This research is based on the importance of the development of student’s chemical literacy on Colloid material using Android-based educational game media. Educational game products are developed through research and development design. In the analysis phase, material analysis is performed to generate concept maps, determine chemical literacy indicators, game strategies and set game paths. In the design phase, product packaging is carried out, then validation and feasibility test are performed. Research produces educational game based on Android that has the characteristics that is: Colloid material presented in 12 levels of game in the form of questions and challenges, presents visualization of discourse, images and animation contextually to develop the process of thinking and attitude. Based on the analysis of validation and trial results, the product is considered feasible to use.
Feasibility study of a game integrating assessment and therapy of tinnitus.
Wise, K; Kobayashi, K; Searchfield, G D
2015-07-15
Tinnitus, head and ear noise, is due to maladaptive plastic changes in auditory and associated neural networks. Tinnitus has been traditionally managed through the use of sound to passively mask or facilitate habituation to tinnitus, a process that may take 6-12 months. A game-based perceptual training method, requiring localisation and selective attention to sounds, was developed and customised to the individual's tinnitus perception. Eight participants tested the games usability at home. Each participant successfully completed 30 min of training, for 20 days, along with daily psychoacoustic assessment of tinnitus pitch and loudness. The training period and intensity of training appears sufficient to reduce tinnitus handicap. The training approach used may be a viable alternative to frequency discrimination based training for treating tinnitus (Hoare et al., 2014) and a useful tool in exploring learning mechanisms in the auditory system. Integration of tinnitus assessment with therapy in a game is feasible, and the method(s) warrant further investigation. Copyright © 2015 Elsevier B.V. All rights reserved.
ERIC Educational Resources Information Center
Kuhn, Jeff; Stevens, Vance
2017-01-01
As computer-based game use grows in classrooms, teachers need more opportunities for professional development aimed at helping them to appropriately incorporate games into their classrooms. Teachers need opportunities not only to learn about video games as software but also about video games as culture. This requires professional development that…
Game Development Toolkit for Business People in Japan
ERIC Educational Resources Information Center
Shirai, Hiroaki; Tanabu, Motonari; Terano, Takao; Kuno, Yasushi; Suzuki, Hisatoshi; Tsuda, Kazuhiko
2003-01-01
This article describes the authors' experience of developing a business gaming course for business people in Japan. The course that was developed consists of (a) simple gaming experiments among multiple students using ALEXANDER ISLANDS, a tiny business game on the World Wide Web; (b) lectures to make the students understand the core concepts of…
Laffaye, Guillaume; Phomsoupha, Michael; Dor, Frédéric
2015-09-01
The goal of this study was to analyze, through a longitudinal study, the Olympic Badminton Men's singles finals from the Barcelona Games (1992) to the London Games (2012) to assess some changes of the Badminton game characteristics. Six Olympic finals have been analyzed based on the official video of the Olympic Games (OG) through the temporal structure and with a notational approach. In total, 537 rallies and 5537 strokes have been analyzed. The results show a change in the game's temporal structure: a significant difference in the rally time, rest time and number of shots per rally (all p<0.0001; 0.09 < η(2) < 0.16). Moreover, the shot frequency shows a 34.0% increase (p<0.000001; η(2) = 0.17), whereas the work density revealed a 58.2% decrease (from 78% to 30.8%) as well as the effective playing time (-34.5% from 34.7±1.4% to 22.7±1.4%). This argues for an increase in the intensity of the game and a necessity for the player to use a longer resting time to recover. Lastly, the strokes distribution and the percentage of unforced and forced mistakes did not show any differences throughout the OG analysis, except for the use of the clear. This results impact on the way the training of Badminton players should be designed, especially in the temporal structure and intensity. Key pointsBadminton game has become faster, with an important increase in the shot frequency (+34%)The effective playing time has decreased between first to last Olympic Games (-34.5%)The strokes distribution and the percentage of unforced and forced errors show no differences through the OG analysis, except for the use of the clear.
ERIC Educational Resources Information Center
Silberg, Jackie
2001-01-01
Presents games for caregivers to use with infants to enhance brain development. Includes games that develop trust and security, language skills, and fine motor skills, as well as games that are fun or stimulate vision. Includes videotape references for parents and caregivers. (KB)
The use of body mass changes as a practical measure of dehydration in team sports.
Harvey, Gemma; Meir, Rudi; Brooks, Lyndon; Holloway, Kate
2008-11-01
Body mass changes, hematocrit, specific gravity and urine colour were recorded during two games of soccer to determine which of these methods was the most practical in a field setting for monitoring dehydration. Members (n=13) of a premiership soccer team with a mean age of 22.6 (+/-4.9) years old, height of 177.8 (+/-7.1)cm and sum of skinfolds (four sites) of 37 (+/-12.8) were invited to participate in this study with 11 participating in each game. Players had weight, hematocrit, specific gravity and urine colour recorded pre- and post-game. Players were allowed to ingest fluid ad libitum throughout the matches with the amount consumed recorded. Urine excretion was also recorded and included in the calculation of final body mass loss (kg). A mean ambient temperature of 21 degrees C and relative humidity 77% was recorded for both games. Pre- and post-game body mass, sweat loss, hematocrit, urine specific gravity and colour were significantly different (p<0.01) for both games. Linear mixed effects models were fitted to the data in order to identify an optimal prediction equation for sweat loss. The model predicting from mass change was clearly the best fitting. The results demonstrate that a change in body mass during a game of soccer is an effective method of monitoring dehydration due to sweat loss when compared to other known methods that may be invasive and inappropriate in the field.
Castellano, Julen; Casamichana, David; Dellal, Alexandre
2013-05-01
The aim of the study was to examine the extent to which changing the game format (possession play vs. regulation goals and goalkeepers vs. small goals only) and the number of players (3 vs. 3, 5 vs. 5 and 7 vs. 7) influenced the physiological and physical demands of small-sided games (SSGs) in soccer in semiprofessional players. Fourteen semiprofessional male soccer players were monitored with global positioning system and heart rate devices. Heart rate, player load, distance covered, running speed, and the number of accelerations were recorded for 9 different SSGs. The results show that changes both in game format and the number of players affect the players' physiological and physical demands. Possession play places greater physiological and physical demands on players, although reducing the number of players only increases the physiological load. In the 7 vs. 7 games, changing the game format did not alter the heart rate responses. Finally, in the possession play format, changing the number of players did not produce significant differences in heart rate responses, although physical demands did decrease in line with a reduction in the number of players. These results should help coaches to understand how modifying different aspects of SSGs has a differential effect on the players' physiological and physical demands. Moreover, coaches in semiprofessional and amateur teams have now consistent information to design and optimize their training time in mixing the technical, tactical, and physical aspects.
Whiteley, Laura; Brown, Larry; Lally, Michelle; Heck, Nicholas; van den Berg, Jacob J
2018-04-23
Highly active combination antiretroviral treatment has been shown to markedly improve the health of HIV-infected adolescents and young adults. Adherence to antiretroviral treatment leads to decreased morbidity and mortality and decreases the number of hospitalizations. However, these clinical achievements can only occur when young persons with HIV are adherent to care. Unfortunately, adolescents and young adults have poorer rates of adherence to antiretroviral medications and poorer rates of retention in care than older adults. Novel and engaging digital approaches are needed to help adolescents and young adults living with HIV be adherent to treatment. The aim of this study was to develop an immersive, action-oriented iPhone gaming intervention to improve adherence to antiretroviral medication and treatment. Game development was guided by social learning theory, taking into consideration the perspectives of adolescents and young adults living with HIV. A total of 20 adolescents and young adults were recruited from an HIV care clinic in Rhode Island, and they participated in qualitative interviews guided by the information-motivation-behavioral skills model of behavior change. The mean age of participants was 22 years, 60% (12/20) of the participants identified as male, and 60% (12/20) of the sample reported missing a dose of antiretroviral medication in the previous week. Acceptability of the game was assessed with client service questionnaire and session evaluation form. A number of themes emerged that informed game development. Adolescents and young adults living with HIV desired informational game content that included new and comprehensive details about HIV, details about HIV as it relates to doctors' visits, and general health information. Motivational themes that emerged were the desire for enhancement of future orientation; reinforcement of positive influences from partners, parents, and friends; collaboration with health care providers; decreasing stigma; and increasing personal relevance of HIV care. Behavioral skills themes centered on self-efficacy and strategies for medical adherence and self-care. On the client service questionnaire, 10 out of the 11 participants indicated they were "satisfied with the game activities," and 9 out of 11 "would recommend it to a friend." On the session evaluation form, 9 out of 11 agreed that they "learned a lot from the game." We utilized youth feedback, social learning theory (information-motivation-behavioral skills), and agile software development to create a multilevel, immersive, action-oriented iPhone gaming intervention to measure and improve treatment adherence for adolescents and young adults living with HIV. There is a dearth of gaming interventions for this population, and this study is a significant step in working toward the development and testing of an iPhone gaming app intervention to promote adherence to antiretroviral treatment. ClinicalTrials.gov NCT01887210; http://clinicaltrials.gov/ct2/show/NCT01887210 (Archived by WebCite at http://www.webcitation.org/6xHMW0NI1). ©Laura Whiteley, Larry Brown, Michelle Lally, Nicholas Heck, Jacob J van den Berg. Originally published in JMIR Mhealth and Uhealth (http://mhealth.jmir.org), 23.04.2018.
2018-01-01
Background Highly active combination antiretroviral treatment has been shown to markedly improve the health of HIV-infected adolescents and young adults. Adherence to antiretroviral treatment leads to decreased morbidity and mortality and decreases the number of hospitalizations. However, these clinical achievements can only occur when young persons with HIV are adherent to care. Unfortunately, adolescents and young adults have poorer rates of adherence to antiretroviral medications and poorer rates of retention in care than older adults. Novel and engaging digital approaches are needed to help adolescents and young adults living with HIV be adherent to treatment. Objective The aim of this study was to develop an immersive, action-oriented iPhone gaming intervention to improve adherence to antiretroviral medication and treatment. Methods Game development was guided by social learning theory, taking into consideration the perspectives of adolescents and young adults living with HIV. A total of 20 adolescents and young adults were recruited from an HIV care clinic in Rhode Island, and they participated in qualitative interviews guided by the information-motivation-behavioral skills model of behavior change. The mean age of participants was 22 years, 60% (12/20) of the participants identified as male, and 60% (12/20) of the sample reported missing a dose of antiretroviral medication in the previous week. Acceptability of the game was assessed with client service questionnaire and session evaluation form. Results A number of themes emerged that informed game development. Adolescents and young adults living with HIV desired informational game content that included new and comprehensive details about HIV, details about HIV as it relates to doctors’ visits, and general health information. Motivational themes that emerged were the desire for enhancement of future orientation; reinforcement of positive influences from partners, parents, and friends; collaboration with health care providers; decreasing stigma; and increasing personal relevance of HIV care. Behavioral skills themes centered on self-efficacy and strategies for medical adherence and self-care. On the client service questionnaire, 10 out of the 11 participants indicated they were “satisfied with the game activities,” and 9 out of 11 “would recommend it to a friend.” On the session evaluation form, 9 out of 11 agreed that they “learned a lot from the game.” Conclusions We utilized youth feedback, social learning theory (information-motivation-behavioral skills), and agile software development to create a multilevel, immersive, action-oriented iPhone gaming intervention to measure and improve treatment adherence for adolescents and young adults living with HIV. There is a dearth of gaming interventions for this population, and this study is a significant step in working toward the development and testing of an iPhone gaming app intervention to promote adherence to antiretroviral treatment. Trial Registration ClinicalTrials.gov NCT01887210; http://clinicaltrials.gov/ct2/show/NCT01887210 (Archived by WebCite at http://www.webcitation.org/6xHMW0NI1) PMID:29685863
Cytokines and Oxidative Stress Status Following a Handball Game in Elite Male Players
Marin, Douglas Popp; Macedo dos Santos, Rita de Cassia; Bolin, Anaysa Paola; Guerra, Beatriz Alves; Hatanaka, Elaine; Otton, Rosemari
2011-01-01
Background. Handball is considered an intermittent sport that places an important stress on a player's aerobic and anaerobic metabolism. However, the oxidative stress responses following a handball game remain unknown. We investigated the responses of plasma and erythrocyte antioxidant system and oxidative stress biomarkers following a single handball game. Methods. Fourteen male elite Brazilian handball athletes were recruited in the present study. Blood samples were taken before, immediately, and 24 hours after the game. Results. After the game and during 24 hours of recovery, the concentration of all oxidative stress indices changed significantly in a way indicating increased oxidative stress in the blood (thiol groups and reduced glutathione decreased, whereas TBARS and plasma antioxidant capacity was increased) as well as in erythrocyte (increased levels of TBARS and protein carbonyls). Erythrocyte antioxidant enzyme activities were also significantly changed by handball. Muscle damage indices (creatine kinase and lactate dehydrogenase) increased significantly after exercise. In addition, IL-6 increased after the game, whereas TNF-α decreased during recovery. Conclusion. This study demonstrates that a single handball game in elite athletes induces a marked state of oxidative stress evidenced by the oxidative modification in plasma and erythrocyte macromolecules, as well as by changes in the enzymatic and nonenzymatic antioxidant system. PMID:21922038
Marchetti, Daniela; Fraticelli, Federica; Polcini, Francesco; Lato, Roberto; Pintaudi, Basilio; Nicolucci, Antonio; Fulcheri, Mario; Mohn, Angelika; Chiarelli, Francesco; Di Vieste, Giacoma; Vitacolonna, Ester
2015-10-01
The goal of this study was to design, develop, and evaluate a game for health, "Gustavo in Gnam's Planet" ("Gustavo"), aimed to improve knowledge on healthy foods and to increase consumption of healthy foods. Eighty-three high school students were enrolled in the study. The game was designed and developed by a multidisciplinary team. Behavioral change theories were adopted to guide the design of the health messages. Participants were assessed about food frequency, healthy food knowledge, and the game's interest. Forty-seven subjects (mean age, 14.9±1.0 years; 72.3 percent males) completed the study. At posttest, participants showed significant higher scores (i.e., increased knowledge) in the questionnaire on knowledge of healthy foods (70.0±9.2 versus 71.3±10.0 for pretest and posttest, respectively; P<0.05). Improvements in healthy eating habits were also detected: higher frequency of consumption during a week of white meat (1 [1-2] versus 2 [1-2]; P=0.01), eggs (1 [1-1] versus 1 [1-2]; P=0.01], and legumes (1 [0-1] versus 1 [1-2]; P=0.03) and lower frequency of consumption of sugar-containing packaged snacks (1 [0-1] versus 0 [0-1]; P=0.009). Most of the participants found the game easy to use and clear in its content. Half of the participants found the game interesting. Our study shows that "Gustavo" is a promising tool for health education, in schools or in other environments. Limitations of the study and future directions are discussed.
Dense and dynamic 3D selection for game-based virtual environments.
Cashion, Jeffrey; Wingrave, Chadwick; LaViola, Joseph J
2012-04-01
3D object selection is more demanding when, 1) objects densly surround the target object, 2) the target object is significantly occluded, and 3) when the target object is dynamically changing location. Most 3D selection techniques and guidelines were developed and tested on static or mostly sparse environments. In contrast, games tend to incorporate densly packed and dynamic objects as part of their typical interaction. With the increasing popularity of 3D selection in games using hand gestures or motion controllers, our current understanding of 3D selection needs revision. We present a study that compared four different selection techniques under five different scenarios based on varying object density and motion dynamics. We utilized two existing techniques, Raycasting and SQUAD, and developed two variations of them, Zoom and Expand, using iterative design. Our results indicate that while Raycasting and SQUAD both have weaknesses in terms of speed and accuracy in dense and dynamic environments, by making small modifications to them (i.e., flavoring), we can achieve significant performance increases.
Economic Game Theory to Model the Attenuation of Virulence of an Obligate Intracellular Bacterium.
Tago, Damian; Meyer, Damien F
2016-01-01
Diseases induced by obligate intracellular pathogens have a large burden on global human and animal health. Understanding the factors involved in the virulence and fitness of these pathogens contributes to the development of control strategies against these diseases. Based on biological observations, a theoretical model using game theory is proposed to explain how obligate intracellular bacteria interact with their host. The equilibrium in such a game shows that the virulence and fitness of the bacterium is host-triggered and by changing the host's defense system to which the bacterium is confronted, an evolutionary process leads to an attenuated strain. Although, the attenuation procedure has already been conducted in practice in order to develop an attenuated vaccine (e.g., with Ehrlichia ruminantium), there was a lack of understanding of the theoretical basis behind this process. Our work provides a model to better comprehend the existence of different phenotypes and some underlying evolutionary mechanisms for the virulence of obligate intracellular bacteria.
Economic Game Theory to Model the Attenuation of Virulence of an Obligate Intracellular Bacterium
Tago, Damian; Meyer, Damien F.
2016-01-01
Diseases induced by obligate intracellular pathogens have a large burden on global human and animal health. Understanding the factors involved in the virulence and fitness of these pathogens contributes to the development of control strategies against these diseases. Based on biological observations, a theoretical model using game theory is proposed to explain how obligate intracellular bacteria interact with their host. The equilibrium in such a game shows that the virulence and fitness of the bacterium is host-triggered and by changing the host's defense system to which the bacterium is confronted, an evolutionary process leads to an attenuated strain. Although, the attenuation procedure has already been conducted in practice in order to develop an attenuated vaccine (e.g., with Ehrlichia ruminantium), there was a lack of understanding of the theoretical basis behind this process. Our work provides a model to better comprehend the existence of different phenotypes and some underlying evolutionary mechanisms for the virulence of obligate intracellular bacteria. PMID:27610355
From the Games Industry: Ten Lessons for Game-Based Learning
ERIC Educational Resources Information Center
Hollins, Paul; Whitton, Nicola
2011-01-01
This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses…
Jouen, Anne-Lise; Narzisi, Antonio; Xavier, Jean; Tilmont, Elodie; Bodeau, Nicolas; Bono, Valentina; Ketem-Premel, Nabila; Anzalone, Salvatore; Maharatna, Koushik; Chetouani, Mohamed; Muratori, Filippo; Cohen, David
2017-01-01
To meet the required hours of intensive intervention for treating children with autism spectrum disorder (ASD), we developed an automated serious gaming platform (11 games) to deliver intervention at home (GOLIAH) by mapping the imitation and joint attention (JA) subset of age-adapted stimuli from the Early Start Denver Model (ESDM) intervention. Here, we report the results of a 6-month matched controlled exploratory study. From two specialized clinics, we included 14 children (age range 5-8 years) with ASD and 10 controls matched for gender, age, sites, and treatment as usual (TAU). Participants from the experimental group received in addition to TAU four 30-min sessions with GOLIAH per week at home and one at hospital for 6 months. Statistics were performed using Linear Mixed Models. Children and parents participated in 40% of the planned sessions. They were able to use the 11 games, and participants trained with GOLIAH improved time to perform the task in most JA games and imitation scores in most imitation games. GOLIAH intervention did not affect Parental Stress Index scores. At end-point, we found in both groups a significant improvement for Autism Diagnostic Observation Schedule scores, Vineland socialization score, Parental Stress Index total score, and Child Behavior Checklist internalizing, externalizing and total problems. However, we found no significant change for by time × group interaction. Despite the lack of superiority of TAU + GOLIAH versus TAU, the results are interesting both in terms of changes by using the gaming platform and lack of parental stress increase. A large randomized controlled trial with younger participants (who are the core target of ESDM model) is now discussed. This should be facilitated by computing GOLIAH for a web platform. Trial registration Clinicaltrials.gov NCT02560415.
Instructional games and activities for criticality safety training
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bullard, B.; McBride, J.
1993-01-01
During the past several years, the Training and Management Systems Division (TMSD) staff of Oak Ridge Institute for Science and Education (ORISE) has designed and developed nuclear criticality safety (NCS) training programs that focus on high trainee involvement through the use of instructional games and activities. This paper discusses the instructional game, initial considerations for developing games, advantages and limitations of games, and how games may be used in developing and implementing NCS training. It also provides examples of the various instructional games and activities used in separate courses designed for Martin Marietta Energy Systems (MMES's) supervisors and U.S. Nuclearmore » Regulatory Commission (NRC) fuel facility inspectors.« less
NASA Astrophysics Data System (ADS)
Musil, Juergen; Schweda, Angelika; Winkler, Dietmar; Biffl, Stefan
Based on our observations of Austrian video game software development (VGSD) practices we identified a lack of systematic processes/method support and inefficient collaboration between various involved disciplines, i.e. engineers and artists. VGSD includes heterogeneous disciplines, e.g. creative arts, game/content design, and software. Nevertheless, improving team collaboration and process support is an ongoing challenge to enable a comprehensive view on game development projects. Lessons learned from software engineering practices can help game developers to increase game development processes within a heterogeneous environment. Based on a state of the practice survey in the Austrian games industry, this paper presents (a) first results with focus on process/method support and (b) suggests a candidate flexible process approach based on Scrum to improve VGSD and team collaboration. Results showed (a) a trend to highly flexible software processes involving various disciplines and (b) identified the suggested flexible process approach as feasible and useful for project application.
Video gaming in school children: How much is enough?
Pujol, Jesus; Fenoll, Raquel; Forns, Joan; Harrison, Ben J; Martínez-Vilavella, Gerard; Macià, Dídac; Alvarez-Pedrerol, Mar; Blanco-Hinojo, Laura; González-Ortiz, Sofía; Deus, Joan; Sunyer, Jordi
2016-09-01
Despite extensive debate, the proposed benefits and risks of video gaming in young people remain to be empirically clarified, particularly as regards an optimal level of use. In 2,442 children aged 7 to 11 years, we investigated relationships between weekly video game use, selected cognitive abilities, and conduct-related problems. A large subgroup of these children (n = 260) was further examined with magnetic resonance imaging approximately 1 year later to assess the impact of video gaming on brain structure and function. Playing video games for 1 hour per week was associated with faster and more consistent psychomotor responses to visual stimulation. Remarkably, no further change in motor speed was identified in children playing >2 hours per week. By comparison, the weekly time spent gaming was steadily associated with conduct problems, peer conflicts, and reduced prosocial abilities. These negative implications were clearly visible only in children at the extreme of our game-playing distribution, with 9 hours or more of video gaming per week. At a neural level, changes associated with gaming were most evident in basal ganglia white matter and functional connectivity. Significantly better visuomotor skills can be seen in school children playing video games, even with relatively small amounts of use. Frequent weekly use, by contrast, was associated with conduct problems. Further studies are needed to determine whether moderate video gaming causes improved visuomotor skills and whether excessive video gaming causes conduct problems, or whether children who already have these characteristics simply play more video games. Ann Neurol 2016;80:424-433. © 2016 American Neurological Association.
USDA-ARS?s Scientific Manuscript database
In response to comments about our article, "Meal-specific dietary changes from Squires Quest! II: a serious video game intervention," we concur that studies on video game interventions are important. A future study with a control group receiving no video game intervention and the collection of poten...
Virtual LEGOs: Incorporating Minecraft into the Art Education Curriculum
ERIC Educational Resources Information Center
Overby, Alexandra; Jones, Brian L.
2015-01-01
What could video games bring to a K-12 visual arts curriculum? Overby and Jones were skeptical about incorporating gaming and virtual worlds into the classroom, but watching their own children engaging in the video game Minecraft changed their perception. As they started researching the game and how these kids were operating within the space, they…
How to Change the Games Children Play.
ERIC Educational Resources Information Center
Morris, G. S. Don
This book presents the thesis that the structure of games must be analyzed in terms of the specific behavioral objectives sought in their activity. It asks teachers to look at games before using them in the classroom, rather than attaching unwarranted values to games as justification for their use. It also demonstrates how one can structure games…
Meet the Gamers: They Research, Teach, Learn, and Collaborate. So Far, without Libraries
ERIC Educational Resources Information Center
Squire, Kurt; Steinkuehler, Constance
2005-01-01
Why pay attention to games? For starters, games are the "medium of choice" for many Millennials, with broad participation among the 30 and under population. Although part of a web of new media, technology, and social shifts, games are the quintessential site for examining these changes. Game cultures feature participation in a collective…
ERIC Educational Resources Information Center
Schneider, Edward F.; Lang, Annie; Shin, Mija; Bradley, Samuel D.
2004-01-01
This study investigates how game playing experience changes when a story is added to a first-person shooter game. Dependent variables include identification, presence, emotional experiences and motivations. When story was present, game players felt greater identification, sense of presence, and physiological arousal. The presence of story did not…
USDA-ARS?s Scientific Manuscript database
Innovative intervention programs are needed to overcome the limitations in previous programs that promoted change in diabetes risk behaviors in children. Serious video games show promise of changing dietary and physical activity behaviors, but research is needed on the optimal design of behavior-cha...
GREENIFY: A Real-World Action Game for Climate Change Education
ERIC Educational Resources Information Center
Lee, Joey J.; Ceyhan, Pinar; Jordan-Cooley, William; Sung, Woonhee
2013-01-01
The literature on climate change education recommends social, accessible action-oriented learning that is specifically designed to resonate with a target audience's values and worldview. This article discusses GREENIFY, a real-world action game designed to teach adult learners about climate change and motivate informed action. A pilot study…
Playing spades: The rich resources of African American young men
NASA Astrophysics Data System (ADS)
Schademan, Alfred R.
Research has shown that African American young men as a demographic group occupy the lowest levels of academic performance in both science and mathematics. In spite of this educational problem, little research has been conducted on the knowledge related to these disciplines that these young men learn and develop through everyday cultural practices. Such knowledge is needed in order to: (1) combat the deficit views that many teachers currently hold of African American young men, and (2) inform teachers interested in implementing pedagogies in their classrooms that draw upon the knowledge of African American young men. To add to our knowledge in this field, this study examines the resources that African American young men learn, use, and develop through a card game called Spades. Specifically, the study identifies and analyzes the models and model-based reasoning that the players use in order to win games. The study focuses upon modeling as it is central to both science and mathematics. To imbed player models and reasoning in context, the study employs a syncretic theoretical framework that examines how Spades has changed over time and how it is currently played in a high school setting. The qualitative study uses ethnographic methods combined with play-by-play analyses to reconstruct games and examine player strategies and reasoning that guide their decisions. The study found that the players operate from a number of different models while playing the game. Specifically, the players consider multiple variables and factors, as well as their mathematical relationships, to predict future occurrences and then play cards accordingly. Further, the players use a number of resources to win games including changing the game to maintain a competitive edge, counting cards, selectively memorizing cards played, assessing risk, bluffing, reading partners as well as opponents, reneging, estimating probabilities, and predicting outcomes. The player models and resources bear striking resemblance to what scientists and mathematicians do when modeling. Lastly, the study identifies eight features of Spades that make it a rich context for the learning and development of significant forms of reasoning. Most importantly, Spades is an empowering context through which the players both learn and display their resources and abilities in order to deal with complex situations. Consequently, the study provides evidence that many African American young men routinely employ types of reasoning in everyday practices that are robust and relevant to science and mathematics.
Gorbanev, Iouri; Agudelo-Londoño, Sandra; González, Rafael A; Cortes, Ariel; Pomares, Alexandra; Delgadillo, Vivian; Yepes, Francisco J; Muñoz, Óscar
2018-12-01
The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games? A systematic review was made by a multi-disciplinary team of researchers following the Cochrane Collaboration Guidelines. We included peer-reviewed journal articles which described or assessed the use of serious games or gamified apps in medical education. We used the Medical Education Research Study Quality Instrument (MERSQI) to assess the quality of evidence in the use of games. We also evaluated the pedagogical perspectives of such articles. Even though game developers claim that games are useful pedagogical tools, the evidence on their effectiveness is moderate, as assessed by the MERSQI score. Behaviourism and cognitivism continue to be the predominant pedagogical strategies, and games are complementary devices that do not replace traditional medical teaching tools. Medical educators prefer simulations and quizzes focused on knowledge retention and skill development through repetition and do not demand the use of sophisticated games in their classrooms. Moreover, public access to medical games is limited. Our aim was to put the pedagogical strategy into dialogue with the evidence on the effectiveness of the use of medical games. This makes sense since the practical use of games depends on the quality of the evidence about their effectiveness. Moreover, recognition of said pedagogical strategy would allow game developers to design more robust games which would greatly contribute to the learning process.
Gorbanev, Iouri; Agudelo-Londoño, Sandra; González, Rafael A.; Cortes, Ariel; Pomares, Alexandra; Delgadillo, Vivian; Yepes, Francisco J.; Muñoz, Óscar
2018-01-01
ABSTRACT Introduction: The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games? Methods: A systematic review was made by a multi-disciplinary team of researchers following the Cochrane Collaboration Guidelines. We included peer-reviewed journal articles which described or assessed the use of serious games or gamified apps in medical education. We used the Medical Education Research Study Quality Instrument (MERSQI) to assess the quality of evidence in the use of games. We also evaluated the pedagogical perspectives of such articles. Results: Even though game developers claim that games are useful pedagogical tools, the evidence on their effectiveness is moderate, as assessed by the MERSQI score. Behaviourism and cognitivism continue to be the predominant pedagogical strategies, and games are complementary devices that do not replace traditional medical teaching tools. Medical educators prefer simulations and quizzes focused on knowledge retention and skill development through repetition and do not demand the use of sophisticated games in their classrooms. Moreover, public access to medical games is limited. Discussion: Our aim was to put the pedagogical strategy into dialogue with the evidence on the effectiveness of the use of medical games. This makes sense since the practical use of games depends on the quality of the evidence about their effectiveness. Moreover, recognition of said pedagogical strategy would allow game developers to design more robust games which would greatly contribute to the learning process. PMID:29457760
2016-05-05
Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based Training Tools R.M. Seater...Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based...unlimited. This page intentionally left blank. iii EXECUTIVE SUMMARY Game -based training tools, sometimes called “serious games ,” are becoming
NASA Astrophysics Data System (ADS)
Li, Jing; Ma, Sujuan; Ma, Linqing
Firstly, in this article, we expound the theory of the educational games and multiple intelligence and analyze the relationship between them. Then, further, we elaborate educational games' effect on the development of students' multiple intelligence, taking logic-mathematics intelligence for example. Also, we discuss the strategies of using educational games to improve students' intelligence. In a word, we can use the computer games to develop the students' multi-intelligence.
An Evaluation of a Management Wargame and the Factors Affecting Game Performance.
1987-09-01
in residence. This is not a criticism of the author, but rather a systematic flaw in game development in general. Therefore, TEMPO-AI is an excellent...establish the test procedure used in this thesis. This stage of game development is absolutely vital, if the game is intended for serious academic use...Unfortunately, this important step is sadly neglected in nearly all military game development . While TEMPO-AI was extensively debugged as a computer
Pirie, Tara J; Thomas, Rebecca L; Fellowes, Mark D E
2017-01-01
Human-carnivore conflict occurs globally, particularly in regions where large carnivores predate livestock. Retaliatory killings do occur, and although predation of livestock by carnivores happens, losses from other factors such as disease or injury can be misattributed because of landowner perceptions. Game farming for both trophy hunting and eco-tourism is becoming increasingly common in South Africa, and there has been a rapid increase in the cost of game animals (in some species as much as five-fold) between 2010 and 2015. This could result in an increase in conflict between commercial game farmers and carnivores. We conducted two questionnaire surveys of farmers in 2010 and 2015 to investigate this. We asked if there had been changes in farming practices, perceived predator activity, perceived amount of livestock and commercial game losses, and actions taken towards carnivores in a South African farming community. We found no significant change in farming types in the area or losses of livestock between the years. However, there was a significant increase in perceived commercial game losses reported, even though protection of game had increased. Actions taken towards carnivores by livestock/game farmers were also significantly more negative in 2015 compared to farmers growing crops, but there was no such difference in 2010. We suggest that these changes could be a result of the increase in game prices over that period, leading to greater financial losses when an animal is predated, which in turn could increase the likelihood of retaliatory killings of carnivores.
Pirie, Tara J.; Thomas, Rebecca L.
2017-01-01
Human-carnivore conflict occurs globally, particularly in regions where large carnivores predate livestock. Retaliatory killings do occur, and although predation of livestock by carnivores happens, losses from other factors such as disease or injury can be misattributed because of landowner perceptions. Game farming for both trophy hunting and eco-tourism is becoming increasingly common in South Africa, and there has been a rapid increase in the cost of game animals (in some species as much as five-fold) between 2010 and 2015. This could result in an increase in conflict between commercial game farmers and carnivores. We conducted two questionnaire surveys of farmers in 2010 and 2015 to investigate this. We asked if there had been changes in farming practices, perceived predator activity, perceived amount of livestock and commercial game losses, and actions taken towards carnivores in a South African farming community. We found no significant change in farming types in the area or losses of livestock between the years. However, there was a significant increase in perceived commercial game losses reported, even though protection of game had increased. Actions taken towards carnivores by livestock/game farmers were also significantly more negative in 2015 compared to farmers growing crops, but there was no such difference in 2010. We suggest that these changes could be a result of the increase in game prices over that period, leading to greater financial losses when an animal is predated, which in turn could increase the likelihood of retaliatory killings of carnivores. PMID:28584709
The relationship between reinforcement and gaming machine choice.
Haw, John
2008-03-01
The present study assessed whether prior reinforcement experiences were related to gaming machine choice and the decision to change gaming machines during a session of gambling. Seventy undergraduate students (48 women, 22 men; mean age = 22.05 years) were presented with two visually identical simulated gaming machines in a practice phase. These simulated machines differed only in the rate of reinforcement. After the practice phase, participants were asked to choose a machine to play in the test phase and were allowed to change machines at will. Two measures of reinforcement were employed; frequency of wins and payback rate. Results indicated that neither measure of reinforcement was related to machine choice, but both were predictors of when participants changed machines. A post-hoc analysis of the 33 participants who changed machines during the test phase found a significant relationship between machine choice and prior reinforcement. For these participants, payback rate was significantly related to machine choice, unlike frequency of wins.
Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games.
Alber, Julia M; Watson, Anna M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M
2015-07-01
Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.
Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games
Alber, Julia M.; Watson, Anna M.; Barnett, Tracey E.; Mercado, Rebeccah
2015-01-01
Abstract Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development. PMID:26167842
Mobile Game for Learning Bacteriology
ERIC Educational Resources Information Center
Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi
2014-01-01
This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…
Serious game design principles: The impact of game design on learning outcomes
NASA Astrophysics Data System (ADS)
Martin, Michael W.
This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of design principles and a proposed serious game development process. These guidelines were researched and examined via the design and development process of several serious game prototypes and the examination of a large body of existing serious games. The end result is a practical procedure that is rooted in theory and quantitative experimentation.
Neural Basis of Video Gaming: A Systematic Review
Palaus, Marc; Marron, Elena M.; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego
2017-01-01
Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies. PMID:28588464
Neural Basis of Video Gaming: A Systematic Review.
Palaus, Marc; Marron, Elena M; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego
2017-01-01
Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.
Computer Game Development: An Instructional Strategy to Promote Higher Order Thinking Skills
ERIC Educational Resources Information Center
Prayaga, Lakshmi; Coffey, John W.
2008-01-01
Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics,…
Games and Simulations in Online Learning: Research and Development Frameworks
ERIC Educational Resources Information Center
Gibson, David; Aldrich, Clark; Prensky, Marc
2007-01-01
Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…
Oil and gas development influences big-game hunting in Wyoming
Dorning, Monica; Garman, Steven L.; Diffendorfer, James E.; Semmens, Darius J.; Hawbaker, Todd J.; Bagstad, Kenneth J.
2017-01-01
Development from extracting oil and gas resources can have unintended effects on multiple ecosystem functions, with cascading effects on wildlife, ecosystem services, and local economies. Big-game hunting opportunities may be closely related to these effects, but empirical analyses of impacts of energy development on hunting are limited. We examined the influence of oil and gas development density on harvest efficiency, or harvest per unit of hunter effort, within all hunt areas in Wyoming, USA, from 2008 to 2014 for 3 big-game species: elk (Cervus canadensis), mule deer (Odocoileus hemionus), and pronghorn (Antilocapra americana). Using harvest/hunter day as the response variable, we compared linear mixed-effects models for each species that included total well density (i.e., all wells constructed up to the year of record), active well density (i.e., only those wells currently producing oil or gas in that year), or neither as a predictor variable. We used well densities as indicators of development in the absence of data specifying the locations of other oil and gas infrastructure (e.g., roads, well pads). Models also accounted for the fixed effects of road density, hunter density, proportion of the area that is public land with unrestricted hunter access, proportion of the area that is forested, year of observation, and random effects of variation among hunt areas nested within associated game herd units. Presence of oil and gas wells had a positive influence on harvest efficiency for elk and mule deer. Although there was no overall effect to pronghorn, there was a negative influence of wells on juvenile pronghorn harvest efficiency. Changes in harvest efficiency due to expanding oil and gas development could alter the time spent hunting by hunters and their chances of harvesting an animal. This could have subsequent impacts on hunter satisfaction, game populations, and economic revenue generated from recreational hunters.
A Study of the Use of Simulations and Games in Education with Special Reference to Geography.
ERIC Educational Resources Information Center
O'Reilly, Desmond Vincent
Chapter 1 of this thesis provides definitions of terms used. Chapter 2 discusses role-playing, strategy games, and models. Chapter 3 explores the significance of games in child development. Chapter 4 relates the historical development of gaming and simulation. Chapter 5 focuses on advantages of simulations and games in education in terms of such…
Games Children Play: How Games and Sport Help Children Develop.
ERIC Educational Resources Information Center
Brooking-Payne, Kim
This book presents games for children, teenagers, and adults, explaining how each game can help children develop in a holistic way. It begins by discussing tips for teaching games, how to deal with children who break the rules, and what type of equipment to use. The book provides help on how to approach play within each of the different age…
Black, Amanda M; Hagel, Brent E; Palacios-Derflingher, Luz; Schneider, Kathryn J; Emery, Carolyn A
2017-12-01
In 2013, Hockey Canada introduced an evidence-informed policy change delaying the earliest age of introduction to body checking in ice hockey until Bantam (ages 13-14) nationwide. To determine if the risk of injury, including concussions, changes for Pee Wee (11-12 years) ice hockey players in the season following a national policy change disallowing body checking. In a historical cohort study, Pee Wee players were recruited from teams in all divisions of play in 2011-2012 prior to the rule change and in 2013-2014 following the change. Baseline information, injury and exposure data for both cohorts were collected using validated injury surveillance. Pee Wee players were recruited from 59 teams in Calgary, Alberta (n=883) in 2011-2012 and from 73 teams in 2013-2014 (n=618). There were 163 game-related injuries (incidence rate (IR)=4.37/1000 game-hours) and 104 concussions (IR=2.79/1000 game-hours) in Alberta prior to the rule change, and 48 injuries (IR=2.16/1000 game-hours) and 25 concussions (IR=1.12/1000 game-hours) after the rule change. Based on multivariable Poisson regression with exposure hours as an offset, the adjusted incidence rate ratio associated with the national policy change disallowing body checking was 0.50 for all game-related injuries (95% CI 0.33 to 0.75) and 0.36 for concussion specifically (95% CI 0.22 to 0.58). Introduction of the 2013 national body checking policy change disallowing body checking in Pee Wee resulted in a 50% relative reduction in injury rate and a 64% reduction in concussion rate in 11-year-old and 12-year-old hockey players in Alberta. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.
Effects of a computer-based cognitive exercise program on age-related cognitive decline.
Bozoki, Andrea; Radovanovic, Mirjana; Winn, Brian; Heeter, Carrie; Anthony, James C
2013-01-01
We developed a 'senior friendly' suite of online 'games for learning' with interactive calibration for increasing difficulty, and evaluated the feasibility of a randomized clinical trial to test the hypothesis that seniors aged 60-80 can improve key aspects of cognitive ability with the aid of such games. Sixty community-dwelling senior volunteers were randomized to either an online game suite designed to train multiple cognitive abilities, or to a control arm with online activities that simulated the look and feel of the games but with low level interactivity and no calibration of difficulty. Study assessment included measures of recruitment, retention and play-time. Cognitive change was measured with a computerized assessment battery administered just before and within two weeks after completion of the six-week intervention. Impediments to feasibility included: limited access to in-home high-speed internet, large variations in the amount of time devoted to game play, and a reluctance to pursue more challenging levels. Overall analysis was negative for assessed performance (transference effects) even though subjects improved on the games themselves. Post hoc analyses suggest that some types of games may have more value than others, but these effects would need to be replicated in a study designed for that purpose. We conclude that a six-week, moderate-intensity computer game-based cognitive intervention can be implemented with high-functioning seniors, but the effect size is relatively small. Our findings are consistent with Owen et al. (2010), but there are open questions about whether more structured, longer duration or more intensive 'games for learning' interventions might yield more substantial cognitive improvement in seniors. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
Development and evaluation of an interactive dental video game to teach dentin bonding.
Amer, Rafat S; Denehy, Gerald E; Cobb, Deborah S; Dawson, Deborah V; Cunningham-Ford, Marsha A; Bergeron, Cathia
2011-06-01
Written and clinical tests compared the change in clinical knowledge and practical clinical skill of first-year dental students watching a clinical video recording of the three-step etch-and-rinse resin bonding system to those using an interactive dental video game teaching the same procedure. The research design was a randomized controlled trial with eighty first-year dental students enrolled in the preclinical operative dentistry course. Students' change in knowledge was measured through written examination using a pre-test and a post-test, as well as clinical tests in the form of a benchtop shear bond strength test. There was no statistically significant difference between teaching methods in regards to change in either knowledge or clinical skills, with one minor exception relating to the wetness of dentin following etching. Students expressed their preference for an interactive self-paced method of teaching.
Comparison of Physics Frameworks for WebGL-Based Game Engine
NASA Astrophysics Data System (ADS)
Yogya, Resa; Kosala, Raymond
2014-03-01
Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using experiment, we assessed these frameworks in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGLbased game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.
Gerard, James M; Scalzo, Anthony J; Borgman, Matthew A; Watson, Christopher M; Byrnes, Chelsie E; Chang, Todd P; Auerbach, Marc; Kessler, David O; Feldman, Brian L; Payne, Brian S; Nibras, Sohail; Chokshi, Riti K; Lopreiato, Joseph O
2018-06-01
We developed a first-person serious game, PediatricSim, to teach and assess performances on seven critical pediatric scenarios (anaphylaxis, bronchiolitis, diabetic ketoacidosis, respiratory failure, seizure, septic shock, and supraventricular tachycardia). In the game, players are placed in the role of a code leader and direct patient management by selecting from various assessment and treatment options. The objective of this study was to obtain supportive validity evidence for the PediatricSim game scores. Game content was developed by 11 subject matter experts and followed the American Heart Association's 2011 Pediatric Advanced Life Support Provider Manual and other authoritative references. Sixty subjects with three different levels of experience were enrolled to play the game. Before game play, subjects completed a 40-item written pretest of knowledge. Game scores were compared between subject groups using scoring rubrics developed for the scenarios. Validity evidence was established and interpreted according to Messick's framework. Content validity was supported by a game development process that involved expert experience, focused literature review, and pilot testing. Subjects rated the game favorably for engagement, realism, and educational value. Interrater agreement on game scoring was excellent (intraclass correlation coefficient = 0.91, 95% confidence interval = 0.89-0.9). Game scores were higher for attendings followed by residents then medical students (Pc < 0.01) with large effect sizes (1.6-4.4) for each comparison. There was a very strong, positive correlation between game and written test scores (r = 0.84, P < 0.01). These findings contribute validity evidence for PediatricSim game scores to assess knowledge of pediatric emergency medicine resuscitation.
Design, Development, and Play of Navy Wargames.
1987-03-01
Procedures ............................................. 20 Game Development ............................................... 25 W argam e Play...8217’ * ’ "" "" . "r ". . " . " . r " - ; ". " ". ". _". p GAME DEVELOPMENT Just as a research paper benefits from being edited prior to publication, even...a well-designed wargame benefits from the game development process. This process, which may or may not be a formal one, seeks to assure that the game
In-Game Heart Rate Responses Among Professional Baseball Starting Pitchers.
Cornell, David J; Paxson, Jeffrey L; Caplinger, Roger A; Seligman, Joshua R; Davis, Nicholas A; Flees, Robert J; Ebersole, Kyle T
2017-01-01
Cornell, DJ, Paxson, JL, Caplinger, RA, Seligman, JR, Davis, NA, Flees, RJ, and Ebersole, KT. In-game heart rate responses among professional baseball starting pitchers. J Strength Cond Res 31(1): 24-29, 2017-The purpose of the current study was to characterize the in-game heart rate (HR) responses of baseball pitching. In-game HR was recorded from 16 professional baseball starting pitchers (mean ± SD, age = 22.1 ± 1.3 years; height = 187.9 ± 4.4 cm; weight = 90.5 ± 9.5 kg) for a total of 682 innings (home = 381, away = 301). All analyzed HR data were then normalized to each pitcher's age-predicted maximal HR (%HRmax). The group mean ± SD in-game %HRmax among all pitchers was 84.8 ± 3.9%, suggesting that baseball pitching is predominantly an anaerobic task. A split-plot mixed-model repeated measures analysis of variance identified a significant interaction effect between inning and game location (p = 0.042). Follow-up simple effects indicated that the in-game %HRmax was significantly different across innings, but only during home starts (p < 0.001). Specifically, pairwise analyses indicated that the in-game %HRmax during home starts were significantly (p ≤ 0.05) higher in the first and second innings than in all other innings. In addition, follow-up simple effects indicated that the in-game %HRmax was significantly (p = 0.017) higher during home starts than away starts in the first inning (87.3 ± 3.6% vs. 85.8 vs. 3.8%, respectively). Thus, it is possible that inning-dependent psychological factors may have contributed to the observed changes in in-game physiological intensity across innings and that these factors are specific to game location. Consequently, strength and conditioning practitioners should prescribe high-intensity exercises when developing conditioning programs for professional baseball starting pitchers.
Games for Health for Children—Current Status and Needed Research
Blumberg, Fran; Buday, Richard; DeSmet, Ann; Fiellin, Lynn E.; Green, C. Shawn; Kato, Pamela M.; Lu, Amy Shirong; Maloney, Ann E.; Mellecker, Robin; Morrill, Brooke A.; Peng, Wei; Shegog, Ross; Simons, Monique; Staiano, Amanda E.; Thompson, Debbe; Young, Kimberly
2016-01-01
Abstract Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H. PMID:26262772
Games for Health for Children-Current Status and Needed Research.
Baranowski, Tom; Blumberg, Fran; Buday, Richard; DeSmet, Ann; Fiellin, Lynn E; Green, C Shawn; Kato, Pamela M; Lu, Amy Shirong; Maloney, Ann E; Mellecker, Robin; Morrill, Brooke A; Peng, Wei; Shegog, Ross; Simons, Monique; Staiano, Amanda E; Thompson, Debbe; Young, Kimberly
2016-02-01
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H.
Methods Used in Game Development to Foster FLOW
NASA Technical Reports Server (NTRS)
Jeppsen, Isaac Ben
2010-01-01
Games designed for entertainment have a rich history of providing compelling experiences. From consoles to PCs, games have managed to present intuitive and effective interfaces for a wide range of game styles to successfully allow users to "walk-up-and-play". Once a user is hooked, successful games artfully present challenging experiences just within reach of a user's ability, weaving each task and achievement into a compelling and engaging experience. In this paper, engagement is discussed in terms of the psychological theory of Flow. I argue that engagement should be one of the primary goals when developing a serious game and I discuss the best practices and techniques that have emerged from traditional video game development which help foster the creation of engaging, high Flow experiences.
STEM@School: an engaging Serious Game!
NASA Astrophysics Data System (ADS)
terracina, annalisa; mecella, massimo
2016-04-01
Over the last ten years, the way in which education and training is delivered has changed considerably with the advent of new technologies. Thus, technology should be a prominent part of the learning process and should be intended as a support for teachers and learners. One new technology that holds considerable promise for helping to engage learners is Games-Based Learning (GBL). The term game is quite ambiguous, that means that researchers, game designers, parents, students, teachers, etc. have a different concept of games. In this research, we intend games as inquiry based laboratories in which participants are able to imagine, engage with, and reflect upon their experiences. Gaming and schooling have developed into two distinct "knowledge traditions" that often rely on opposing validity criteria for determining what counts and what does not count as relevant knowledge. To avoid that dichotomy, GBL should integrate different aspects that are related to the knowledge itself, to pedagogical aspects, to scenario-based and every day practice. In the above scenario we matured the idea to develop a serious game that integrates the most up-to-date technologies in new teaching trends: Virtual Learning Environments (VLEs) and Intelligent Pedagogical Agents (IPAs). The main idea of our research is a VLE that in turn is a role playing game. The role playing game is a social game in which each student becomes a player with her abilities and her tasks. In order to succeed, all the players should work to achieve a common objective/goal. The storyboard is designed in a way that there is an evolution in the role playing game and a progress in the level of learning as well. The idea of helping students in the process of learning in a different way with respect to the classical approach finds support in many psychological studies and previous work, in particular we refer to Howard Gardner theory (1983): "We might think of the topic as a room with at least five doors or entry points into it. Students vary as to which entry point is most appropriate for them and which routes are most comfortable to follow once they have gained initial access to the room. Awareness of these entry points can help the teacher to introduce new materials in ways in which they can be easily grasped by a range of students; then, as students explore other entry points, they have the chance to develop those multiple perspectives that are the best antidote to stereotypical thinking". In the above scenario, students face with numerous learning opportunities and therefore require intelligent support and guidance. The use of IPAs is proposed as support during the game evolution and each student has its own IPA: they act as learning facilitators and guide the learners in the virtual environment, by explaining topics, answering questions, giving feedbacks, helping the learners to collaborate with others, providing personalized learning support.
D.E.E.P. Learning: Promoting Informal STEM Learning through Ocean Research Simulation Games
NASA Astrophysics Data System (ADS)
Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.; Keen, C. S.; Matthews, J.; Nsf Ooi-Ci Education; Public Engagement Team
2010-12-01
It is generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). But the research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind the same efforts for games created for the purpose of entertainment. Our group is attempting to capitalize on the facts that games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, by developing effective and engaging simulation games that promote Science, Technology, Engineering and Mathematics (STEM) literacy in informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). In particular, we are developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit, which engage ISEI visitors in the exploration and understanding of the deep-sea environment. Known as Deep-sea Extreme Environment Pilot (D.E.E.P.), the games place players in the role of piloting a remotely-operated vehicle (ROV) to complete science-based objectives associated with the exploration of ocean observing systems and hydrothermal vent environments. In addition to creating a unique educational product, our efforts are intended to identify 1) the key elements of a successful STEM-based simulation game experience in an informal science education institution, and 2) which aspects of game design (e.g., challenge, curiosity, fantasy, personal recognition) are most effective at maximizing both learning and enjoyment. We will share our progress to date, including formative assessment results from testing the game prototypes at Birch Aquarium at Scripps, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM literacy.
Mario Math with Millennials: The Impact of Playing the Nintendo DS on Student Achievement
ERIC Educational Resources Information Center
Gelman, Adam
2010-01-01
One of the biggest innovations of the last century has been the invention of the video game. Video games are an extremely popular form of entertainment today. While some question the use of video games in education, others argue that video games are one innovation that if introduced into the classroom, might change how teachers effectively engage…
Evaluating Existing Strategies to Limit Video Game Playing Time.
Davies, Bryan; Blake, Edwin
2016-01-01
Public concern surrounding the effects video games have on players has inspired a large body of research, and policy makers in China and South Korea have even mandated systems that limit the amount of time players spend in game. The authors present an experiment that evaluates the effectiveness of such policies. They show that forcibly removing players from the game environment causes distress, potentially removing some of the benefits that games provide and producing a desire for more game time. They also show that, with an understanding of player psychology, playtime can be manipulated without significantly changing the user experience or negating the positive effects of video games.
Employee Wellbeing: Evaluating a Wellbeing Intervention in Two Settings
Keeman, Alexis; Näswall, Katharina; Malinen, Sanna; Kuntz, Joana
2017-01-01
This research presents two studies conducted to evaluate the Wellbeing Game in two different contexts: In a student sample and in an organizational setting. Study 1 investigated the efficacy of the Wellbeing Game, in terms of its effect of wellbeing, stress, and an image valence test, among 60 university students. The results showed that after playing the Wellbeing Game, students reported a significant positive change in wellbeing compared to those who did not play the Wellbeing Game, but there was no decrease in stress or any change in classification of image valence. Study 2 evaluated the Wellbeing Game in an organizational context. Employees (n = 52) in a financial organization played the Wellbeing Game for 4 weeks and answered survey questions about wellbeing and stress at the beginning and end of this period. The results showed that after playing the Wellbeing Game, employees reported lower stress levels, and higher wellbeing levels for those who felt that it had helped them connect more with colleagues. The results from the two studies provide preliminary support that the Wellbeing Game may be an effective wellbeing intervention tool in both an organization and a non-organizational context. PMID:28421021
Employee Wellbeing: Evaluating a Wellbeing Intervention in Two Settings.
Keeman, Alexis; Näswall, Katharina; Malinen, Sanna; Kuntz, Joana
2017-01-01
This research presents two studies conducted to evaluate the Wellbeing Game in two different contexts: In a student sample and in an organizational setting. Study 1 investigated the efficacy of the Wellbeing Game, in terms of its effect of wellbeing, stress, and an image valence test, among 60 university students. The results showed that after playing the Wellbeing Game, students reported a significant positive change in wellbeing compared to those who did not play the Wellbeing Game, but there was no decrease in stress or any change in classification of image valence. Study 2 evaluated the Wellbeing Game in an organizational context. Employees ( n = 52) in a financial organization played the Wellbeing Game for 4 weeks and answered survey questions about wellbeing and stress at the beginning and end of this period. The results showed that after playing the Wellbeing Game, employees reported lower stress levels, and higher wellbeing levels for those who felt that it had helped them connect more with colleagues. The results from the two studies provide preliminary support that the Wellbeing Game may be an effective wellbeing intervention tool in both an organization and a non-organizational context.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Nasseh, Bizhan
Ball State University (BSU) was the recipient of a U.S. Department of Energy award to develop educational games teaching science and math. The Science Media Program will merge Ball State University’s nationally recognized capabilities in education, technology, and communication to develop new, interactive, game-based media for the teaching and learning of science and scientific principles for K-12 students. BSU established a team of educators, researchers, scientists, animators, designers, technology specialists, and hired a professional media developer company (Outside Source Design) from Indianapolis. After six months discussions and assessments the project team selected the following 8 games in Math, Physics, Chemistry,more » and Biology, 2 from each discipline. The assembled teams were innovative and unique. This new model of development and production included a process that integrated all needed knowledge and expertise for the development of high quality science and math games for K-12 students. This new model has potential to be used by others for the development of the educational games. The uniqueness of the model is to integrate domain experts’ knowledge with researchers/quality control group, and combine a professional development team from the game development company with the academic game development team from Computer Science and Art departments at Ball State University. The developed games went through feasibility tests with selected students for improvement before use in the research activities.« less
The influence of game genre on Internet gaming disorder.
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.
The influence of game genre on Internet gaming disorder
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
The Art of Gamification; Teaching Sustainability and System Thinking by Pervasive Game Development
ERIC Educational Resources Information Center
Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald
2016-01-01
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
The Development of Educational and/or Training Computer Games for Students with Disabilities
ERIC Educational Resources Information Center
Kwon, Jungmin
2012-01-01
Computer and video games have much in common with the strategies used in special education. Free resources for game development are becoming more widely available, so lay computer users, such as teachers and other practitioners, now have the capacity to develop games using a low budget and a little self-teaching. This article provides a guideline…
The Use of Games in Teaching a Second Language in the Classroom: A Workshop.
ERIC Educational Resources Information Center
Pluto, Joseph A.
Using games in the classroom is discussed as a means of promoting the learning of second language structure, fluency, and culture, and complementing concept development and learning. Attention is directed to the development or adaptation of games to the English as a second language curriculum and the development of games to meet specific needs. It…
ERIC Educational Resources Information Center
Lyoka, Philemon A.
2007-01-01
This paper interrogates the role children's indigenous games of Africa can play in the development of fundamental movement skills relevant in modernized sports. On a daily basis, children in Africa play varieties of traditional games that vary between tribes, communities and distances. However, the efficacy of these games in the development of…
Fitzgerald, Shirley G; Cooper, Rory A; Zipfel, Emily; Spaeth, Donald M; Puhlman, Jeremy; Kelleher, Annmarie; Cooper, Rosemarie; Guo, Songfeng
2006-01-01
Training of appropriate wheelchair propulsion methods may be beneficial to the individual who uses a wheelchair by reducing the incidence of pain and improving one's quality of life. This paper discusses the development and initial testing of a training device that was developed to aid in wheelchair propulsion techniques: GAME(Wheels) System. Two separate models of GAME(Wheels) have been developed: a GAME(Wheels) Clinical and a GAME(Wheels) Trainer. Details of the development process and the refinement have been included in this manuscript. To verify and compare the practicality and functionality of the two GAME(Wheels) systems, several focus groups were conducted: first to determine whether the systems could be set-up with informational materials and second to determine if the systems could be taught to novice users. Results from the focus group indicate that the overall impressions of the systems were that they were 'fun' to play. Suggestions were raised to improve the design, which have been incorporated into further refinement of the GAME systems. This paper provides an overview of the development of a wheelchair-training device. Valuable information was gained to improve the design of the GAME(Wheels) systems.
Serious games for health: three steps forwards.
Drummond, David; Hadchouel, Alice; Tesnière, Antoine
2017-01-01
Serious games are educational tools which are more and more used in patient and health professional education. In this article, we discuss three main points that developers and educators need to address during the development of a serious game for health. We first explain how to develop motivating serious games by finding a point where the intrinsic and extrinsic motivations of end users can converge. Then, we propose to identify the features of serious games which enhance their learning effectiveness on the basis of a framework derived from cognitive science and called "the four pillars of learning." Finally, we discuss issues and solutions related to the evaluation of serious games.
ERIC Educational Resources Information Center
Gürbüz, Hasan; Evlioglu, Bengisu; Erol, Çigdem Selçukcan; Gülseçen, Hulusi; Gülseçen, Sevinç
2017-01-01
Computer-based games as developments in information technology seem to grow and spread rapidly. Using of these games by children and teenagers have increased. The presence of more beneficial and educational games in contrast to the violent and harmful games is remarkable. Many scientific studies have indicated that the useful (functional) games…
ERIC Educational Resources Information Center
Smith, Sandra Wilson
2008-01-01
While video games have been much maligned in the popular press, a number of scholars have begun to explore the positive side of these games, especially in terms of learning. Some critics have analyzed video games and the act of game play as complex, cultural texts. In college courses, such as composition, in which one goal is the development of…
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 forms played by students either inhibited or enabled their game-play development.
The development of video game enjoyment in a role playing game.
Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika
2013-04-01
This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.
Wang, Lusheng; Wang, Yamei; Ding, Zhizhong; Wang, Xiumin
2015-09-18
With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs) tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS) game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI). In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG), forming a congestion game with ICI (CGI) and a congestion game with capacity (CGC). For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE). Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell) is profoundly revealed, and the collapse points are identified.
Wang, Lusheng; Wang, Yamei; Ding, Zhizhong; Wang, Xiumin
2015-01-01
With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs) tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS) game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI). In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG), forming a congestion game with ICI (CGI) and a congestion game with capacity (CGC). For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE). Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell) is profoundly revealed, and the collapse points are identified. PMID:26393617
Strategic interactions, affective reactions, and fast adaptations.
Kareev, Yaakov; Avrahami, Judith; Fiedler, Klaus
2014-06-01
We studied repeated choices under uncertainty in situations in which the source of uncertainty is the choice of an interaction partner. In 1 experiment the participants engaged in repeated decisions in a mixed motive game; in another experiment the options and outcomes were identical to those in the 1st, but periods of the mixed-motive game alternated with periods of a coordination game, with the change in period not announced. We analyzed choice dynamics-the relationship between an outcome and the choice that followed-and aggregate choice probabilities to gauge the relative merit of reward-based or affect-based accounts (the affects considered being disappointment and regret). In both experiments choice dynamics were essentially identical and were compatible with only the regret-based account. This was true irrespective of the game played or the stage (early or late) of the game. Moreover, the same dynamics explained the very different aggregate probabilities with which the 2 options were chosen in the 2 games and the remarkably fast adaptations to unannounced changes in the game played. PsycINFO Database Record (c) 2014 APA, all rights reserved.
ERIC Educational Resources Information Center
Farhangi, Sanaz
2012-01-01
This paper presents a review of Jane McGonigal's book, "Reality is broken" (Reality is broken: why games make us better and how they can change the world. Penguin Press, New York, 2011). As the book subtitle suggests it is a book about "why games make us better and how they can change the world", written by a specialist in computer game design. I…
Game engines and immersive displays
NASA Astrophysics Data System (ADS)
Chang, Benjamin; Destefano, Marc
2014-02-01
While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.
USDA-ARS?s Scientific Manuscript database
Videogames can be used to help children change their obesity-related diet and physical activity behaviors. A review of the relevant literature in this special issue of the Games for Health Journal indicated that video games did influence children's adiposity, but only among children who were alread...
2012-01-01
Background Except for the I/D polymorphism in the angiotensin I-converting enzyme (ACE) gene, there were few reports about the relationship between other genetic polymorphisms in this gene and the changes in cardiac structure and function of athletes. Thus, we investigated whether the G2350A polymorphism in the ACE gene is associated with the changes in cardiac structure and function of ball game players. Total 85 healthy ball game players were recruited in this study, and they were composed of 35 controls and 50 ball game players, respectively. Cardiac structure and function were measured by 2-D echocardiography, and the G2350A polymorphism in the ACE gene analyzed by the SNaPshot method. Results There were significant differences in left ventricular mass index (LVmassI) value among each sporting discipline studied. Especially in the athletes of basketball disciplines, indicated the highest LVmassI value than those of other sporting disciplines studied (p < 0.05). However, there were no significant association between any echocardiographic data and the G2350A polymorphism in the ACE gene in the both controls and ball game players. Conclusions Our data suggests that the G2350A polymorphism in the ACE gene may not significantly contribute to the changes in cardiac structure and function of ball game players, although sporting disciplines of ball game players may influence the changes in LVmassI value of these athletes. Further studies using a larger sample size and other genetic markers in the ACE gene will be needed. PMID:22239999
The Application of Modeling and Simulation to the Behavioral Deficit of Autism
NASA Technical Reports Server (NTRS)
Anton, John J.
2010-01-01
This abstract describes a research effort to apply technological advances in virtual reality simulation and computer-based games to create behavioral modification programs for individuals with Autism Spectrum Disorder (ASD). The research investigates virtual social skills training within a 3D game environment to diminish the impact of ASD social impairments and to increase learning capacity for optimal intellectual capability. Individuals with autism will encounter prototypical social contexts via computer interface and will interact with 3D avatars with predefined roles within a game-like environment. Incremental learning objectives will combine to form a collaborative social environment. A secondary goal of the effort is to begin the research and development of virtual reality exercises aimed at triggering the release of neurotransmitters to promote critical aspects of synaptic maturation at an early age to change the course of the disease.
Federal Register 2010, 2011, 2012, 2013, 2014
2013-09-13
... Requirements and Registration for Game On!: HIV/ STD Prevention Mobile Application (App) Video Game Challenge... Services (HHS) announces the launch of the Game On!: HIV/STD Prevention Mobile Application (App) Video Game Challenge. We invite video game developers to create an original, innovative, and highly entertaining game...
NASA Astrophysics Data System (ADS)
Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.
2017-05-01
The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.
Immune system alteration in response to two consecutive soccer games.
Malm, C; Ekblom, O; Ekblom, B
2004-02-01
Changes in leucocyte and monocyte subpopulations were investigated in 10 elite male soccer players aged 16-19 years. The purpose was to perform a descriptive study of immunological alterations in elite soccer players in response to two consecutive games separated by 20 h. It was hypothesized that in response to two games the players would show signs of short-term immunosuppression. Blood samples were taken before the first soccer game, immediately after the second game and after 6, 24, 48 and 72 h. Cell surface antigens, testosterone and cortisol were investigated. During the first 6 h after the second game there was a significant increase in number of circulating neutrophils, mature (CD20+ CD5+) B cells and CD4/CD8 ratio. A significant decrease was observed in the number of natural killer (NK) cells, monocytes and adhesion on lymphocytes and monocytes. In a delayed phase, 48 h after the second game the expression of both adhesion and signalling molecules increased on lymphocytes and monocytes. Changes in adhesion and signalling molecules at 48 h correlated negatively to the subjects VO2max, suggesting larger immunological response to similar exercise in subjects with lower aerobic exercise capacity. In response to competitive soccer exercise some immunological variables are enhanced while others are depressed. Observed changes may serve a purpose in adaptation to exercise by signalling via adhesion.
Evolution of cooperation with shared costs and benefits
Brown, Joel S; Vincent, Thomas L
2008-01-01
The quest to determine how cooperation evolves can be based on evolutionary game theory, in spite of the fact that evolutionarily stable strategies (ESS) for most non-zero-sum games are not cooperative. We analyse the evolution of cooperation for a family of evolutionary games involving shared costs and benefits with a continuum of strategies from non-cooperation to total cooperation. This cost–benefit game allows the cooperator to share in the benefit of a cooperative act, and the recipient to be burdened with a share of the cooperator's cost. The cost–benefit game encompasses the Prisoner's Dilemma, Snowdrift game and Partial Altruism. The models produce ESS solutions of total cooperation, partial cooperation, non-cooperation and coexistence between cooperation and non-cooperation. Cooperation emerges from an interplay between the nonlinearities in the cost and benefit functions. If benefits increase at a decelerating rate and costs increase at an accelerating rate with the degree of cooperation, then the ESS has an intermediate level of cooperation. The game also exhibits non-ESS points such as unstable minima, convergent-stable minima and unstable maxima. The emergence of cooperative behaviour in this game represents enlightened self-interest, whereas non-cooperative solutions illustrate the Tragedy of the Commons. Games having either a stable maximum or a stable minimum have the property that small changes in the incentive structure (model parameter values) or culture (starting frequencies of strategies) result in correspondingly small changes in the degree of cooperation. Conversely, with unstable maxima or unstable minima, small changes in the incentive structure or culture can result in a switch from non-cooperation to total cooperation (and vice versa). These solutions identify when human or animal societies have the potential for cooperation and whether cooperation is robust or fragile. PMID:18495622
Body Segment Kinematics and Energy Expenditure in Active Videogames.
Böhm, Birgit; Hartmann, Michael; Böhm, Harald
2016-06-01
Energy expenditure (EE) in active videogames (AVGs) is a component for assessing its benefit for cardiovascular health. Existing evidence suggests that AVGs are able to increase EE above rest and when compared with playing passive videogames. However, the association between body movement and EE remains unclear. Furthermore, for goal-directed game design, it is important to know the contribution of body segments to EE. This knowledge will help to acquire a certain level of exercise intensity during active gaming. Therefore, the purpose of this study was to determine the best predictors of EE from body segment energies, acceleration, and heart rate during different game situations. EE and body segment movement of 17 subjects, aged 22.1 ± 2.5 years, were measured in two different AVGs. In randomized order, the subjects played a handheld-controlled Nintendo(®) Wii™ tennis (NWT) game and a whole body-controlled Sony EyeToy(®) waterfall (ETW) game. Body segment movement was analyzed using a three-dimensional motion capture system. From the video data, mean values of mechanical energy change and acceleration of 10 body segments were analyzed. Measured EE was significantly higher in ETW (7.8 ± 1.4 metabolic equivalents [METs]) than in NWT (3.4 ± 1.0 METs). The best prediction parameter for the more intense ETW game was the energy change of the right thigh and for the less intense hand-controlled NWT game was the energy change of the upper torso. Segment acceleration was less accurate in predicting EE. The best predictors of metabolic EE were the thighs and the upper torso in whole body and handheld-controlled games, respectively. Increasing movement of these body segments would lead to higher physical activity intensity during gaming, reducing sedentary behavior.
Let's get technical! Gaming and technology for weight control and health promotion in children.
Baranowski, Tom; Frankel, Leslie
2012-02-01
Most children, including lower socioeconomic status and ethnic minority children, play video games, use computers, and have cell phones, and growing numbers have smart phones and electronic tablets. They are comfortable with, even prefer, electronic media. Many expect to be entertained and have a low tolerance for didactic methods. Thus, health promotion with children needs to incorporate more interactive media. Interactive media for weight control and health promotion among children can be broadly classified into web-based educational/therapeutic programs, tailored motivational messaging systems, data monitoring and feedback systems, active video games, and diverse forms of interactive multimedia experiences involving games. This article describes the primary characteristics of these different technological methods; presents the strengths and weaknesses of each in meeting the needs of children of different ages; emphasizes that we are in the earliest stages of knowing how best to design these systems, including selecting the optimal requisite behavioral change theories; and identifies high-priority research issues. Gaming and technology offer many exciting, innovative opportunities for engaging children and promoting diet and physical activity changes that can contribute to obesity prevention and weight loss maintenance. Research needs to clarify optimal procedures for effectively promoting change with each change procedure.
Using Games To Explore The Nexus of Climate, Energy, and Water
NASA Astrophysics Data System (ADS)
Hall, M. K.; Mayhew, M. A.
2012-12-01
We have developed a set of card games to teach teens and adults about the interdependency of energy demand, water consumption, and climate change, which we term the nexus of energy, water, and climate. The latest game challenges players to construct arguments around issues related to the nexus, such as the benefits of carbon sequestration or the negative impacts of consuming corn biofuel. The game has been through several rounds of playtesting, both with teens and adults, and in formal and informal learning environments, such as our ongoing teen Cafe Scientifique program (www.cafenm.org). The card game consists of two types of cards, "Challenge" and "Policy." Each round, one player acting as the Judge draws a Challenge card and reads the adjective—for example, dangerous, clean, catastrophic, awesome— and its definition displayed on the card. The other players hold Policy cards containing 3 or 4 facts related to nexus concepts. For example, the Algae bio-diesel fuel policy card contains the fact, "Algae can produce 100 times more fuel per acre that any other biofuel crop". A fact on the Tight shale gas policy card reads, "Chemicals used in 'fracking' can contaminate water supplies." Using the facts on a single Policy card, each player constructs an argument aligned with the adjective—and presents it to the Judge. This requires players to synthesize the given facts and any prior knowledge about the topic into a coherent argument. As players make their arguments, everyone is challenged to think about the nuances and implications of the myriad choices we have in balancing the needs for water and energy resources with the challenge of minimizing climate change. The Judge decides which player makes the policy argument that best aligns with the adjective, and that player wins the round. Players take turns being the Judge. The first player to win three rounds wins the game. The game has been well received by both teen and adult audiences. It is a highly social game and fun to play, while conveying a rich variety of concepts related to the nexus of energy, water, and climate. We are happy to share the draft game with any who would like to playtest it with their own audiences.
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
Foundation for Problem-Based Gaming
ERIC Educational Resources Information Center
Kiili, Kristian
2007-01-01
Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…
Learning Hierarchical Skills for Game Agents from Video of Human Behavior
2009-01-01
intelligent agents for computer games is an im- portant aspect of game development . However, traditional methods are expensive, and the resulting agents...Constructing autonomous agents is an essential task in game development . In this paper, we outlined a system that an- alyzes preprocessed video footage of
Serious game development as a strategy for health promotion and tackling childhood obesity 1
Dias, Jéssica David; Mekaro, Marcelo Shinyu; Cheng Lu, Jennifer Kaon; Otsuka, Joice Lee; Fonseca, Luciana Mara Monti; Zem-Mascarenhas, Silvia Helena
2016-01-01
ABSTRACT Objectives: to develop and assess a serious game on healthy eating and physical activity to promote health and tackle childhood obesity. Method: a descriptive, applied and methodological study.For the development of the game, the following steps were taken: conceptualization, pre-production with the development of the game documentation, prototyping, production and assessment of thecomputer and health experts. Results: a prototype has been developed up to beta version. The game was positively assessed both in terms of gameplay and mechanics, and in relation to the content presented, standing out as a powerful strategy for health promotion. The information from the assessment phase contributed to the settings in the software in order to make it available in the future for the target population of this research. The greatest advantage of the proposed game is the fact that it is an open educational resource. Conclusions: the expert assessments showed that the game has great educational potential and it is considered suitable for future application to the target audience.The serious game can become a technological teaching resource available for use in schools and health facilities, and can also be reused for the production of other educational games by accessing its source code. PMID:27533268
2017-01-01
This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3, 150477. (doi:10.1098/rsos.150477)). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of correlation on Nash equilibrium strategy pairs. PMID:29291120
NASA Astrophysics Data System (ADS)
Zhang, Yuan-Ming; Zhang, Yinghao; Guo, Mingyue
2017-03-01
Wang's et al. article [1] is the first to integrate game theory (especially evolutionary game theory) with epigenetic modification of zygotic genomes. They described and assessed a modeling framework based on evolutionary game theory to quantify, how sperms and oocytes interact through epigenetic processes, to determine embryo development. They also studied the internal mechanisms for normal embryo development: 1) evolutionary interactions between DNA methylation of the paternal and maternal genomes, and 2) the application of game theory to formulate and quantify how different genes compete or cooperate to regulate embryogenesis through methylation. Although it is not very comprehensive and profound regarding game theory modeling, this article bridges the gap between evolutionary game theory and the epigenetic control of embryo development by powerful ordinary differential equations (ODEs). The epiGame framework includes four aspects: 1) characterizing how epigenetic game theory works by the strategy matrix, in which the pattern and relative magnitude of the methylation effects on embryogenesis, are described by the cooperation and competition mechanisms, 2) quantifying the game that the direction and degree of P-M interactions over embryo development can be explained by the sign and magnitude of interaction parameters in model (2), 3) modeling epigenetic interactions within the morula, especially for two coupled nonlinear ODEs, with explicit functions in model (4), which provide a good fit to the observed data for the two sexes (adjusted R2 = 0.956), and 4) revealing multifactorial interactions in embryogenesis from the coupled ODEs in model (2) to triplet ODEs in model (6). Clearly, this article extends game theory from evolutionary game theory to epigenetic game theory.
Ahn, Minkyu; Lee, Mijin; Choi, Jinyoung; Jun, Sung Chan
2014-01-01
In recent years, research on Brain-Computer Interface (BCI) technology for healthy users has attracted considerable interest, and BCI games are especially popular. This study reviews the current status of, and describes future directions, in the field of BCI games. To this end, we conducted a literature search and found that BCI control paradigms using electroencephalographic signals (motor imagery, P300, steady state visual evoked potential and passive approach reading mental state) have been the primary focus of research. We also conducted a survey of nearly three hundred participants that included researchers, game developers and users around the world. From this survey, we found that all three groups (researchers, developers and users) agreed on the significant influence and applicability of BCI and BCI games, and they all selected prostheses, rehabilitation and games as the most promising BCI applications. User and developer groups tended to give low priority to passive BCI and the whole head sensor array. Developers gave higher priorities to “the easiness of playing” and the “development platform” as important elements for BCI games and the market. Based on our assessment, we discuss the critical point at which BCI games will be able to progress from their current stage to widespread marketing to consumers. In conclusion, we propose three critical elements important for expansion of the BCI game market: standards, gameplay and appropriate integration. PMID:25116904
Ahn, Minkyu; Lee, Mijin; Choi, Jinyoung; Jun, Sung Chan
2014-08-11
In recent years, research on Brain-Computer Interface (BCI) technology for healthy users has attracted considerable interest, and BCI games are especially popular. This study reviews the current status of, and describes future directions, in the field of BCI games. To this end, we conducted a literature search and found that BCI control paradigms using electroencephalographic signals (motor imagery, P300, steady state visual evoked potential and passive approach reading mental state) have been the primary focus of research. We also conducted a survey of nearly three hundred participants that included researchers, game developers and users around the world. From this survey, we found that all three groups (researchers, developers and users) agreed on the significant influence and applicability of BCI and BCI games, and they all selected prostheses, rehabilitation and games as the most promising BCI applications. User and developer groups tended to give low priority to passive BCI and the whole head sensor array. Developers gave higher priorities to "the easiness of playing" and the "development platform" as important elements for BCI games and the market. Based on our assessment, we discuss the critical point at which BCI games will be able to progress from their current stage to widespread marketing to consumers. In conclusion, we propose three critical elements important for expansion of the BCI game market: standards, gameplay and appropriate integration.
ERIC Educational Resources Information Center
Ibrahim, Karim Hesham Shaker
2016-01-01
The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…
ERIC Educational Resources Information Center
Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun
2017-01-01
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…
Comparative analysis of gameplay and players emotion in the most popular games from play store
NASA Astrophysics Data System (ADS)
Riwinoto; Mahfud, N.; Lumombo, L.
2018-03-01
The development of the android mobile operating system and the presence of Play Store services poses challenges for developers to produce exciting mobile games. Although publishing games in Play Store is not difficult, in fact developers have to face tough competition to make homemade games can become popular. This study analyzes the gameplay of three popular paid-free games in Play Store that can survive for a period of one year from the top 10 positions in October 2015- November 2016. Analysis performed on 8 elements of the game based on the definition of Fullerton and emotional expression analysis of respondents who appeared while playing the three choosen games. The analysis shows that scarce resources are the main attraction of all three games because they create conflicts, giving constraints and challenges to players. The multiplayer game has a pattern of results and the result makes the opponent become more negative than the player to win. While the single player game is analyzed has a pattern to make the player get positive to win. There are 3 basic emotions that most often appear that is joy, disgust and surprise. Multiplayer games tend to emphasize the emotions of joy players, while single player games tend to bring disgust emotions.
How to systematically assess serious games applied to health care.
Graafland, Maurits; Dankbaar, Mary; Mert, Agali; Lagro, Joep; De Wit-Zuurendonk, Laura; Schuit, Stephanie; Schaafstal, Alma; Schijven, Marlies
2014-11-11
The usefulness and effectiveness of specific serious games in the medical domain is often unclear. This is caused by a lack of supporting evidence on validity of individual games, as well as a lack of publicly available information. Moreover, insufficient understanding of design principles among the individuals and institutions that develop or apply a medical serious game compromises their use. This article provides the first consensus-based framework for the assessment of specific medical serious games. The framework provides 62 items in 5 main themes, aimed at assessing a serious game's rationale, functionality, validity, and data safety. This will allow caregivers and educators to make balanced choices when applying a serious game for healthcare purposes. Furthermore, the framework provides game manufacturers with standards for the development of new, valid serious games.
Prediction of the conditions for the consumption of game by Polish consumers.
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.
Effect of virtual reality in Parkinson's disease: a prospective observational study.
Severiano, Maria Izabel Rodrigues; Zeigelboim, Bianca Simone; Teive, Hélio Afonso Ghizoni; Santos, Geslaine Janaína Barbosa; Fonseca, Vinícius Ribas
2018-02-01
To assess the effectiveness of balance exercises by means of virtual reality games in Parkinson's disease. Sixteen patients were submitted to anamnesis, otorhinolaryngological and vestibular examinations, as well as the Dizziness Handicap Inventory, Berg Balance Scale, SF-36 questionnaire, and the SRT, applied before and after rehabilitation with virtual reality games. Final scoring for the Dizziness Handicap Inventory and Berg Balance Scale was better after rehabilitation. The SRT showed a significant result after rehabilitation. The SF-36 showed a significant change in the functional capacity for the Tightrope Walk and Ski Slalom virtual reality games (p < 0.05), as well as in the mental health aspect of the Ski Slalom game (p < 0.05). The Dizziness Handicap Inventory and Berg Balance Scale showed significant changes in the Ski Slalom game (p < 0.05). There was evidence of clinical improvement in patients in the final assessment after virtual rehabilitation. The Tightrope Walk and Ski Slalom virtual games were shown to be the most effective for this population.
Hypersonic Inflatable Aerodynamic Decelerator (HIAD) Technology Development Overview
NASA Technical Reports Server (NTRS)
Hughes, Stephen J.; Cheatwood, F. McNeil; Calomino, Anthony M.; Wright, Henry S.; Wusk, Mary E.; Hughes, Monica F.
2013-01-01
The successful flight of the Inflatable Reentry Vehicle Experiment (IRVE)-3 has further demonstrated the potential value of Hypersonic Inflatable Aerodynamic Decelerator (HIAD) technology. This technology development effort is funded by NASA's Space Technology Mission Directorate (STMD) Game Changing Development Program (GCDP). This paper provides an overview of a multi-year HIAD technology development effort, detailing the projects completed to date and the additional testing planned for the future.
Cognitive behavioral game design: a unified model for designing serious games
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
Cognitive behavioral game design: a unified model for designing serious games.
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.
Lopes, Adair S; Silva, Kelly S; Barbosa Filho, Valter C; Bezerra, Jorge; de Oliveira, Elusa S A; Nahas, Markus V
2014-12-01
Economic and technological improvements can help increase screen time use among adolescents, but evidence in developing countries is scarce. The aim of this study was to examine changes in TV watching and computer/video game use patterns on week and weekend days after a decade (2001 and 2011), among students in Santa Catarina, southern Brazil. A comparative analysis of two cross-sectional surveys that included 5 028 and 6 529 students in 2001 and 2011, respectively, aged 15-19 years. The screen time use indicators were self-reported. 95% Confidence intervals were used to compare the prevalence rates. All analyses were separated by gender. After a decade, there was a significant increase in computer/video game use. Inversely, a significant reduction in TV watching was observed, with a similar magnitude to the change in computer/video game use. The worst trends were identified on weekend days. The decrease in TV watching after a decade appears to be compensated by the increase in computer/video game use, both in boys and girls. Interventions are needed to reduce the negative impact of technological improvements in the lifestyles of young people, especially on weekend days. © The Author 2014. Published by Oxford University Press on behalf of Faculty of Public Health. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.
Learning about water resource sharing through game play
NASA Astrophysics Data System (ADS)
Ewen, Tracy; Seibert, Jan
2016-10-01
Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.
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)
NASA Astrophysics Data System (ADS)
Gilliam, Melissa; Jagoda, Patrick; Fabiyi, Camille; Lyman, Phoebe; Wilson, Claire; Hill, Brandon; Bouris, Alida
2017-06-01
This project developed and studied The Source, an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared websites, social media, personal communications, and real-world settings to complete activities and collaborate with team members. The Source was a five-week summer program with 144 participants from Chicago aged 13 to 18 years. The Source incorporated six socio-contextual factors derived from three frameworks: Chang's (ERIC Digest, 2002) recommendations for engaging underrepresented populations in STEM careers, Lave and Wenger's (Cambridge University Press, 1991) situated learning model, and Barron's (Human Development, 49(4); 193-224, 2006) learning ecology perspective. These factors aligned with the program's aims of promoting (1) social community and peer support, (2) collaboration and teamwork, (3) real-world relevance and investigative learning, (4) mentoring and exposure to STEM professionals, (5) hands-on activities to foster transferable skill building, and (6) interface with technology. This paper presents results from 10 focus groups and 10 individual interviews conducted with a subset of the 144 youth participants who completed the game. It describes how these six factors were realized through The Source and uses them as a lens for considering how The Source functioned pedagogically. Qualitative findings describe youth's perception of The Source's potential influence on STEM interest, engagement, and identity formation. Despite limitations, study results indicate that underrepresented youth can engage in an immersive, narrative, and game-based experience as a potential mechanism for piquing and developing STEM interest and skills, particularly among underrepresented youth.
Online gaming addiction in children and adolescents: A review of empirical research.
Kuss, Daria J; Griffiths, Mark D
2012-03-01
Research suggests that excessive online gaming may lead to symptoms commonly experienced by substance addicts. Since games are particularly appealing to children and adolescents, these individuals may be more at risk than other groups of developing gaming addiction. Given these potential concerns, a literature review was undertaken in order (i) to present the classification basis of online gaming addiction using official mental disorder frameworks, (ii) to identify empirical studies that assess online gaming addiction in children and adolescents, and (iii) to present and evaluate the findings against the background of related and established mental disorder criteria. Empirical evidence comprising 30 studies indicates that for some adolescents, gaming addiction exists and that as the addiction develops, online gaming addicts spend increasing amounts of time preparing for, organizing, and actually gaming. Evidence suggests that problematic online gaming can be conceptualized as a behavioral addiction rather than a disorder of impulse control.
Gut Check: The evolution of an educational board game
Ettinger, Cassandra L.; Eisen, Jonathan A.
2017-01-01
The “gamification” of science has gained a lot of traction in recent years, and games that convey scientific concepts or themes are increasingly popular. While a number of existing games touch on microbiology, very few consider the beneficial (as opposed to the detrimental) aspects of microbes. We designed a board game called “Gut Check: The Microbiome Game” to fill this gap. The game is meant to be both educational as well as challenging and fun. Here we discuss the development of the game, some of the logistics of game development in this context, and offer suggestions for others thinking of similar projects. PMID:28453514