Sample records for game changing technologies

  1. 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.

  2. 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?

  3. 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.

  4. 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…

  5. 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

  6. Electronic game: A key effective technology to promote behavioral change in cancer patients.

    PubMed

    Safdari, Reza; Ghazisaeidi, Marjan; Goodini, Azadeh; Mirzaee, Mahboobeh; Farzi, Jebraeil

    2016-01-01

    Cancer diagnosis is a very unpleasant and unbelievable experience. Appropriate management and treatment of these diseases require a high degree of patient engagement. Interactive health electronic games are engaging, fun, challenging, and experiential and have the potential to change the attitude and behavior, which can improve the player's health. The use of these digital tools, as one of the most attractive and entertaining modern technologies, canem power patients, provide suitable palliative care, promote health behavior change strategies, increase patient engagement, enhance healthy lifestyle habits, improve self.management, and finally improve the quality of life of the patients. Finally, the aim of this article was to describe electronic games and their effects on the promotion of behavior change in cancer patients. In addition, this article describes categories, characteristic features, and benefits of this digital media in the lifestyle modification of cancer patients.

  7. 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.

  8. Playing for Real: Video Games and Stories for Health-Related Behavior Change

    PubMed Central

    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

  9. Playing for real: video games and stories for health-related behavior change.

    PubMed

    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.

  10. Gaming Research for Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy

    2009-01-01

    This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…

  11. Game-Like Technology Innovation Education

    ERIC Educational Resources Information Center

    Magnussen, Rikke

    2011-01-01

    This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…

  12. Technology Games: Using Wittgenstein for Understanding and Evaluating Technology.

    PubMed

    Coeckelbergh, Mark

    2017-08-15

    In the philosophy of technology after the empirical turn, little attention has been paid to language and its relation to technology. In this programmatic and explorative paper, it is proposed to use the later Wittgenstein, not only to pay more attention to language use in philosophy of technology, but also to rethink technology itself-at least technology in its aspect of tool, technology-in-use. This is done by outlining a working account of Wittgenstein's view of language (as articulated mainly in the Investigations) and by then applying that account to technology-turning around Wittgenstein's metaphor of the toolbox. Using Wittgenstein's concepts of language games and form of life and coining the term 'technology games', the paper proposes and argues for a use-oriented, holistic, transcendental, social, and historical approach to technology which is empirically but also normatively sensitive, and which takes into account implicit knowledge and know-how. It gives examples of interaction with social robots to support the relevance of this project for understanding and evaluating today's technologies, makes comparisons with authors in philosophy of technology such as Winner and Ihde, and sketches the contours of a phenomenology and hermeneutics of technology use that may help us to understand but also to gain a more critical relation to specific uses of concrete technologies in everyday contexts. Ultimately, given the holism argued for, it also promises a more critical relation to the games and forms of life technologies are embedded in-to the ways we do things.

  13. Designing serious video games for health behavior change: current status and future directions.

    PubMed

    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.

  14. 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…

  15. 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…

  16. Game Changer for Online Learning Driven by Advances in Web Technology

    ERIC Educational Resources Information Center

    Kaul, Manfred; Kless, André; Bonne, Thorsten; Rieke, Almut

    2017-01-01

    Almost unnoticed by the e-learning community, the underlying technology of the WWW is undergoing massive technological changes on all levels these days. In this paper we draw the attention to the emerging game changer and discuss the consequences for online learning. In our e-learning project "Work & Study", funded by the German…

  17. Climate change and game theory.

    PubMed

    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.

  18. Digital Games as Educational Technology: Promise and Challenges in the Use of Games to Teach

    ERIC Educational Resources Information Center

    Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei

    2015-01-01

    Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…

  19. Let's get technical! Gaming and technology for weight control and health promotion in children.

    PubMed

    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.

  20. Tactical Application of Gaming Technologies for Improved Battlespace Management

    DTIC Science & Technology

    2007-01-01

    the Digital Scene Matching Area Correlation (DSMAC) and the Global Positioning Satellite (GPS) System are coupled to the guidance systems to...Game Engine technology is driven by a huge market of consumers and the technology continues to improve each year. Commercially available Game...has largely been due to the emergence of a new class of middleware called “physics engines”. Used in games such as Gran Turismo 4 (GT4), these

  1. 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.

  2. Effects of Game Technology on Elementary Student Learning in Mathematics

    ERIC Educational Resources Information Center

    Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot

    2012-01-01

    This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…

  3. 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,…

  4. Learning through social interaction in game technology.

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

    Waern, Annika; Raybourn, Elaine Marie

    2005-05-01

    The present ITSE journal special issue on 'Learning About Social Interaction through Gaming' is the result of an invitation to the attendees of a one-day workshop on 'Social Learning Through Gaming' co-organized by the guest editors and held at the Human Factors in Computing Systems (CHI) conference on April 26, 2004 in Vienna, Austria. CHI is one of the premiere conferences on human-computer interaction. CHI 2004 attracted hundreds of delegates from all over the world. The CHI workshop program results from a competitive selection process. The Social Learning through Gaming workshop was filled to capacity and attended by approximately 25more » participants from Europe and North America who submitted position papers that were refereed and selected for participation based on the relevancy and innovativeness of the research. The participants came together to share research on play, learning, games, interactive technologies, and what playing and designing games can teach us about social behaviors. The present special issue focuses on learning about social aspects through gaming: learning to socialize through games and learning games through social behavior.« less

  5. 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…

  6. 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.

  7. Introducing Serious Games with Wikis: Empowering the Teacher with Simple Technologies

    ERIC Educational Resources Information Center

    van Rosmalen, Peter; Westera, Wim

    2014-01-01

    Despite the continuous and abundant growth of the game market the uptake of games in education has been hampered by the general impression that games require complex technologies and that games are difficult to organise and to embed in education curriculums. This article explores to what extent a simple serious game scenario that can be easily…

  8. 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…

  9. Enhancing the Gaming Experience Using 3D Spatial User Interface Technologies.

    PubMed

    Kulshreshth, Arun; Pfeil, Kevin; LaViola, Joseph J

    2017-01-01

    Three-dimensional (3D) spatial user interface technologies have the potential to make games more immersive and engaging and thus provide a better user experience. Although technologies such as stereoscopic 3D display, head tracking, and gesture-based control are available for games, it is still unclear how their use affects gameplay and if there are any user performance benefits. The authors have conducted several experiments on these technologies in game environments to understand how they affect gameplay and how we can use them to optimize the gameplay experience.

  10. Surveying In-Service Teachers' Beliefs about Game-Based Learning and Perceptions of Technological Pedagogical and Content Knowledge of Games

    ERIC Educational Resources Information Center

    Hsu, Chung-Yuan; Tsai, Meng-Jung; Chang, Yu-Hsuan; Liang, Jyh-Chong

    2017-01-01

    Using the Game-based-learning Teaching Belief Scale (GTBS) and the Technological Pedagogical Content Knowledge--Games questionnaire (TPACK-G), this study investigated 316 Taiwanese in-service teachers' teaching beliefs about game-based learning and their perceptions of game-based pedagogical content knowledge (GPCK). Both t-tests and ANOVA…

  11. Internet Gaming Addiction: A Technological Hazard.

    PubMed

    Sachdeva, Ankur; Verma, Rohit

    2015-12-01

    The Internet is considered a beneficial tool in research, communication, and information. Still, its excessive and prolonged use has the potential of causing addiction. The presentation of this technological hazard may range from a mild socio-personal distress to a gross disorganization in behavior and self-care. No reported study on Internet gaming addiction is available from India. We reported a case of two brothers, diagnosed with Internet gaming addiction, who showed grossly disorganized behavior and severely compromised self-care. The condition was managed by pharmacological and non-pharmacological therapies, with sustained improvement after 6 months follow up. Internet gaming addiction may cause severe personal, social, and occupational problems. Despite the range of severity and various presentations of this disorder, DSM-5 lacks the severity classifier. Early identification and management may result in complete recovery.

  12. Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  13. Using Agent-Based Technologies to Enhance Learning in Educational Games

    ERIC Educational Resources Information Center

    Tumenayu, Ogar Ofut; Shabalina, Olga; Kamaev, Valeriy; Davtyan, Alexander

    2014-01-01

    Recent research has shown that educational games positively motivate learning. However, there is a little evidence that they can trigger learning to a large extent if the game-play is supported by additional activities. We aim to support educational games development with an Agent-Based Technology (ABT) by using intelligent pedagogical agents that…

  14. A systematic review of game technologies for pediatric patients.

    PubMed

    Jurdi, Sandra; Montaner, Jorge; Garcia-Sanjuan, Fernando; Jaen, Javier; Nacher, Vicente

    2018-06-01

    Children in hospital are subjected to multiple negative stimuli that may hinder their development and social interactions. Although game technologies are thought to improve children's experience in hospital, there is a lack of information on how they can be used effectively. This paper presents a systematic review of the literature on the existing approaches in this context to identify gaps for future research. A total of 1305 studies were identified, of which 75 were thoroughly analyzed according to our review protocol. The results show that the most common approach is to design mono-user games with traditional computers or monitor-based video consoles, which serve as a distractor or a motivator for physical rehabilitation for primary school children undergoing fearful procedures such as venipuncture, or those suffering chronic, neurological, or traumatic diseases/injures. We conclude that, on the one hand, game technologies seem to present physical and psychological benefits to pediatric patients, but more research is needed on this. On the other hand, future designers of games for pediatric hospitalization should consider: 1. The development for kindergarten patients and adolescents, 2. Address the psychological impact caused by long-term hospitalization, 3. Use collaboration as an effective game strategy to reduce patient isolation, 4. Have purposes other than distraction, such as socialization, coping with emotions, or fostering physical mobility, 5. Include parents/caregivers and hospital staff in the game activities; and 6. Exploit new technological artifacts such as robots and tangible interactive elements to encourage intrinsic motivation. Copyright © 2018 Elsevier Ltd. All rights reserved.

  15. Effectiveness of virtual reality using Wii gaming technology in children with Down syndrome.

    PubMed

    Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung

    2011-01-01

    This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n = 105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of sensorimotor functions. At post-intervention, the treatment groups significantly outperformed the control group on all measures. Participants in the VRWii group had a greater pre-post change on motor proficiency, visual-integrative abilities, and sensory integrative functioning. Virtual reality using Wii gaming technology demonstrated benefit in improving sensorimotor functions among children with DS. It could be used as adjuvant therapy to other proven successful rehabilitative interventions in treating children with DS. Copyright © 2010 Elsevier Ltd. All rights reserved.

  16. Medical student attitudes toward video games and related new media technologies in medical education

    PubMed Central

    2010-01-01

    Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly favorable views about

  17. Medical student attitudes toward video games and related new media technologies in medical education.

    PubMed

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-06-24

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new

  18. Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy.

    PubMed

    Preston, Nick; Weightman, Andrew; Gallagher, Justin; Holt, Raymond; Clarke, Michael; Mon-Williams, Mark; Levesley, Martin; Bhakta, Bipinchandra

    2016-01-01

    We investigated the feasibility of using computer-assisted arm rehabilitation (CAAR) computer games in schools. Outcomes were children's preference for single player or dual player mode, and changes in arm activity and kinematics. Nine boys and two girls with cerebral palsy (6-12 years, mean 9 years) played assistive technology computer games in single-user mode or with school friends in an AB-BA design. Preference was determined by recording the time spent playing each mode and by qualitative feedback. We used the ABILHAND-kids and Canadian Occupational Performance Measure to evaluate activity limitation, and a portable laptop-based device to capture arm kinematics. No difference was recorded between single-user and dual-user modes (median daily use 9.27 versus 11.2 min, p = 0.214). Children reported dual-user mode was preferable. There were no changes in activity limitation (ABILHAND-kids, p = 0.424; COPM, p = 0.484) but we found significant improvements in hand speed (p = 0.028), smoothness (p = 0.005) and accuracy (p = 0.007). School timetables prohibit extensive use of rehabilitation technology but there is potential for its short-term use to supplement a rehabilitation program. The restricted access to the rehabilitation games was sufficient to improve arm kinematics but not arm activity. Implications for Rehabilitation School premises and teaching staff present no obstacles to the installation of rehabilitation gaming technology. Twelve minutes per day is the average amount of time that the school time table permits children to use rehabilitation gaming equipment (without disruption to academic attendance). The use of rehabilitation gaming technology for an average of 12 minutes daily does not appear to benefit children's functional performance, but there are improvements in the kinematics of children's upper limb.

  19. Virtual reality and interactive gaming technology for obese and diabetic children: is military medical technology applicable?

    PubMed

    Talbot, Thomas Brett

    2011-03-01

    The Telemedicine and Advanced Technology Research Center has pursued a number of technologies that may have application to the problems of obesity and diabetes management in children. Children are getting fatter because of increased caloric intake and less physical activity. Furthermore, technology advances have failed to significantly improve metabolic control of type 1 diabetes. Behavioral strategies should target video games, mobile phones, and other popular items used by children and seen by them as necessities. Exergaming is considerably more active than traditional video gaming and can be equivalent to moderate-intensity exercise. Diabetes equipment such as continuous glucose monitors and insulin pumps lack integration and live connectivity and suffer from a poor user interface. In contrast, mobile phones offer wireless connectivity, an excellent voice-enabled interface, and cloud connectivity that could possibly serve as a motivational and compliance tool for diabetes patients through text messaging to the patient, parents, and physician. Mobile phones have the potential to motivate and educate obese children as well. Exergaming for obese children could also be integrated into award systems of game consoles and game play time. The key to successful implementation of these strategies depends on the ability to integrate and connect the various technologies. © 2011 Diabetes Technology Society.

  20. Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions.

    PubMed

    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.

  1. Nursing students' attitudes toward video games and related new media technologies.

    PubMed

    Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D

    2011-09-01

    Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies. Copyright 2011, SLACK Incorporated.

  2. 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.

  3. Cardiovascular changes in video-game players. Cause for concern?

    PubMed

    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.

  4. A Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…

  5. State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin

    2011-01-01

    Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…

  6. 75 FR 70691 - International Game Technology (IGT), Machine Accounting and ABS (Bonusing and BEII), Engineering...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-18

    ... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-73,477] International Game..., applicable to workers of International Game Technology (IGT), Machine Accounting and ABS (Bonusing and BEII... International Game Technology (IGT), Machine Accounting and ABS (Bonusing and BEII), and Engineering. The...

  7. Changes in cue-induced, prefrontal cortex activity with video-game play.

    PubMed

    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.

  8. Virtual Reality and Interactive Gaming Technology for Obese and Diabetic Children: Is Military Medical Technology Applicable?

    PubMed Central

    Talbot, Major Thomas “Brett”

    2011-01-01

    The Telemedicine and Advanced Technology Research Center has pursued a number of technologies that may have application to the problems of obesity and diabetes management in children. Children are getting fatter because of increased caloric intake and less physical activity. Furthermore, technology advances have failed to significantly improve metabolic control of type 1 diabetes. Behavioral strategies should target video games, mobile phones, and other popular items used by children and seen by them as necessities. Exergaming is considerably more active than traditional video gaming and can be equivalent to moderate-intensity exercise. Diabetes equipment such as continuous glucose monitors and insulin pumps lack integration and live connectivity and suffer from a poor user interface. In contrast, mobile phones offer wireless connectivity, an excellent voice-enabled interface, and cloud connectivity that could possibly serve as a motivational and compliance tool for diabetes patients through text messaging to the patient, parents, and physician. Mobile phones have the potential to motivate and educate obese children as well. Exergaming for obese children could also be integrated into award systems of game consoles and game play time. The key to successful implementation of these strategies depends on the ability to integrate and connect the various technologies. PMID:21527087

  9. Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.

    PubMed

    Tatla, Sandy K; Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, H F Machiel

    2015-03-10

    The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians' perspectives regarding technology adoption by their clients. The objective of our study was to explore therapists' perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies.

  10. Virtual Space Exploration: Let's Use Web-Based Computer Game Technology to Boost IYA 2009 Public Interest

    NASA Astrophysics Data System (ADS)

    Hussey, K.; Doronila, P.; Kulikov, A.; Lane, K.; Upchurch, P.; Howard, J.; Harvey, S.; Woodmansee, L.

    2008-09-01

    With the recent releases of both Google's "Sky" and Microsoft's "WorldWide Telescope" and the large and increasing popularity of video games, the time is now for using these tools, and those crafted at NASA's Jet Propulsion Laboratory, to engage the public in astronomy like never before. This presentation will use "Cassini at Saturn Interactive Explorer " (CASSIE) to demonstrate the power of web-based video-game engine technology in providing the public a "first-person" look at space exploration. The concept of virtual space exploration is to allow the public to "see" objects in space as if they were either riding aboard or "flying" next to an ESA/NASA spacecraft. Using this technology, people are able to immediately "look" in any direction from their virtual location in space and "zoom-in" at will. Users can position themselves near Saturn's moons and observe the Cassini Spacecraft's "encounters" as they happened. Whenever real data for their "view" exists it is incorporated into the scene. Where data is missing, a high-fidelity simulation of the view is generated to fill in the scene. The observer can also change the time of observation into the past or future. Our approach is to utilize and extend the Unity 3d game development tool, currently in use by the computer gaming industry, along with JPL mission specific telemetry and instrument data to build our virtual explorer. The potential of the application of game technology for the development of educational curricula and public engagement are huge. We believe this technology can revolutionize the way the general public and the planetary science community views ESA/NASA missions and provides an educational context that is attractive to the younger generation. This technology is currently under development and application at JPL to assist our missions in viewing their data, communicating with the public and visualizing future mission plans. Real-time demonstrations of CASSIE and other applications in development

  11. 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…

  12. Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

    PubMed Central

    Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, HF Machiel

    2015-01-01

    Background The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians’ perspectives regarding technology adoption by their clients. Objective The objective of our study was to explore therapists’ perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. Methods We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. Results Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. Conclusions This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that

  13. Risk assessment can be a game-changing information technology--but too often it isn't.

    PubMed

    Goble, Robert; Bier, Vicki M

    2013-11-01

    The printing press was a game-changing information technology. Risk assessment could be also. At present, risk assessments are commonly used as one-time decision aids: they provide justification for a particular decision, and afterwards usually sit on a shelf. However, when viewed as information technologies, their potential uses are much broader. Risk assessments: (1) are repositories of structured information and a medium for communication; (2) embody evaluative structures for setting priorities; (3) can preserve information over time and permit asynchronous communication, thus encouraging learning and adaptation; and (4) explicitly address uncertain futures. Moreover, because of their "what-if" capabilities, risk assessments can serve as a platform for constructive discussion among parties that hold different values. The evolution of risk assessment in the nuclear industry shows how such attributes have been used to lower core-melt risks substantially through improved templates for maintenance and more effective coordination with regulators (although risk assessment has been less commonly used in improving emergency-response capabilities). The end result of this evolution in the nuclear industry has been the development of "living" risk assessments that are updated more or less in real time to answer even routine operational questions. Similar but untapped opportunities abound for the use of living risk assessments to reduce risks in small operational decisions as well as large policy decisions in other areas of hazard management. They can also help improve understanding of and communication about risks, and future risk assessment and management. Realization of these opportunities will require significant changes in incentives and active promotion by the risk analytic community. © 2013 Society for Risk Analysis.

  14. Serious Games for Sexual Health.

    PubMed

    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.

  15. 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.

  16. 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.

  17. Game location moderates the relationship between anticipatory testosterone changes and athletic performance.

    PubMed

    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.

  18. Playing a first-person shooter video game induces neuroplastic change.

    PubMed

    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.

  19. Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges

    PubMed Central

    Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/. PMID:23483961

  20. Game on, science - how video game technology may help biologists tackle visualization challenges.

    PubMed

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  1. `Our Changing Climate' - A new interactive game about weather, climate, the Earth's energy budget and the impacts caused by climate change

    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.

  2. 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...

  3. 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...

  4. Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention

    ERIC Educational Resources Information Center

    Russell, William D.; Newton, Mark

    2008-01-01

    Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short-term psychological effects of interactive video game exercise in young adults and whether…

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

    PubMed

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

    2017-05-15

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

  6. Virtual reality and interactive digital game technology: new tools to address obesity and diabetes.

    PubMed

    Skip Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark

    2011-03-01

    The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. © 2011 Diabetes Technology Society.

  7. Exploring Preschool Teachers' Technological Pedagogical Content Knowledge of Educational Games

    ERIC Educational Resources Information Center

    Hsu, Chung-Yuan; Liang, Jyh-Chong; Chai, Ching-Sing; Tsai, Chin-Chung

    2013-01-01

    Current technological pedagogical content knowledge (TPACK) studies are inclined to treat technology in a general manner, an approach which may not be able to provide adequate guidelines to improve teacher preparation and professional development when teaching with games. This study developed two new questionnaires, namely the Technological…

  8. Serious gaming technology in major incident triage training: a pragmatic controlled trial.

    PubMed

    Knight, James F; Carley, Simon; Tregunna, Bryan; Jarvis, Steve; Smithies, Richard; de Freitas, Sara; Dunwell, Ian; Mackway-Jones, Kevin

    2010-09-01

    By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game in the teaching of major incident triage by comparing it with traditional training methods. Pragmatic controlled trial. During Major Incident Medical Management and Support Courses, 91 learners were randomly distributed into one of two training groups: 44 participants practiced triage sieve protocol using a card-sort exercise, whilst the remaining 47 participants used a serious game. Following the training sessions, each participant undertook an evaluation exercise, whereby they were required to triage eight casualties in a simulated live exercise. Performance was assessed in terms of tagging accuracy (assigning the correct triage tag to the casualty), step accuracy (following correct procedure) and time taken to triage all casualties. Additionally, the usability of both the card-sort exercise and video game were measured using a questionnaire. Tagging accuracy by participants who underwent the serious game training was significantly higher than those who undertook the card-sort exercise [Chi2=13.126, p=0.02]. Step accuracy was also higher in the serious game group but only for the numbers of participants that followed correct procedure when triaging all eight casualties [Chi2=5.45, p=0.0196]. There was no significant difference in time to triage all casualties (card-sort=435+/-74 s vs video game=456+/-62 s, p=0.155). Serious game technologies offer the potential to enhance learning and improve subsequent performance when compared to traditional educational methods. Copyright 2010 Elsevier Ireland Ltd. All rights reserved.

  9. Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.

    PubMed

    Wang, Xiaohui; Goh, Dion Hoe-Lian

    2017-11-01

    The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research.

  10. 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…

  11. Creating Games as Authentic Learning in the Information Technology Classroom

    ERIC Educational Resources Information Center

    Frydenberg, Mark

    2015-01-01

    Teaching students to create computer games has become a common practice in both K-12 and tertiary education to introducing programming concepts, increasing student engagement, and recruiting majors and minors in technology fields. This study describes a project where first-year college students in an introductory technology concepts course use a…

  12. Video Game Addiction and Life Style Changes: Implications for Caregivers Burden.

    PubMed

    Sharma, Manoj Kumar

    2016-01-01

    Limitation of available information on caregiver perspective on managing the users excessive use of technology. The present case series explore the caregiver burden related to users addictive use of video game. The users and caregivers approached the service of healthy use of technology (SHUT clinic) for management. They were assessed using Griffith criteria for video game; General Health questionnaire and family burden interview schedule. It demonstrate the addictive use of video game and its impact on users life style and the presence of psychiatric distress/family burden in the caregivers. Caregivers also reported presence of disturbance in psychosocial domains and helplessness to manage the excessive use. It has implications for building support group and service to handle parents' distress and enabling them to handle the dysfunction in users.

  13. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking.

    PubMed

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C Shawn; Bavelier, Daphne

    2016-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.

  14. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking

    PubMed Central

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C. Shawn; Bavelier, Daphne

    2015-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: 1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and 2) playing action video games (a particular sub-type of video game). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, while playing action video games has been associated with enhanced attentional control. As these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impact of technology use on attention. Across four experiments (AX-CPT, N-back, Task-switching and Filter task), testing different aspects of attention and cognition, we show that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking occasionally performed better than both light and heavy media multitaskers suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video game players on all tasks. However, surprisingly this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together this study shows that media consumption can have complex and counter-intuitive effects on attentional control. PMID:26474982

  15. 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...

  16. Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes

    PubMed Central

    “Skip” Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark

    2011-01-01

    The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. PMID:21527091

  17. Leveraging Gaming Technology to Deliver Effective Training

    NASA Technical Reports Server (NTRS)

    Cimino, James D.

    2011-01-01

    The best way to engage a soldier is to present them with training content consistent with their learning preference. Blended Interactive Multimedia Instruction (IMI) can be used to leach soldiers what they need to do, how to do each step, and utilize a COTS game engine to actually practices the skills learned. Blended IMI provides an enjoyable experience for the soldier, thereby increasing retention rates and motivation while decreasing the time to subject mastery. And now mobile devices have emerged as an exciting new platform, literally placing the training into the soldier's hands. In this paper, we will discuss how we leveraged commercial game engine technology, tightly integrated with the Blended IMI, to train soldiers on both laptops and mobile devices. We will provide a recent case study of how this training is being utilized, benefits and student/instructor feedback.

  18. 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…

  19. 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

  20. Video game addiction: Impact on teenagers' lifestyle.

    PubMed

    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.

  1. 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

  2. Infusing Technology to Enhance Science Lessons: Prospective Teachers as Action Researchers Learning to Teach for Conceptual Change.

    ERIC Educational Resources Information Center

    Spaid, M. Randall

    Today's high school students have grown up in technology-rich environments with video games, personal computers, instant communications, and Internet access. These students are naturally more interested and involved in a technology-infused classroom. Emerging technologies change the teacher's role in the classroom. Professional teachers need to…

  3. Video games for diabetes self-management: examples and design strategies.

    PubMed

    Lieberman, Debra A

    2012-07-01

    The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called "Serious Games for Diabetes, Obesity, and Healthy Lifestyle." As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players' diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms "diabetes" and "game." Games were selected if they addressed diabetes self-management skills. © 2012 Diabetes Technology Society.

  4. Instructional Gaming: Using Technology to Support Early Mathematical Proficiency

    ERIC Educational Resources Information Center

    Nelson-Walker, Nancy J.; Doabler, Christian T.; Fien, Hank; Gause, Marshall; Baker, Scott K.; Clarke, Ben

    2013-01-01

    Widespread concern has been expressed about the persistent low mathematics achievement of students in the US, particularly for students from low-income and minority backgrounds and students with disabilities. Instructional gaming technology, when designed and fictionalized well, has the potential to improve the motivation and mathematics…

  5. The Gamer Generation Teaches School: The Gaming Practices and Attitudes towards Technology of Pre-Service Teachers

    ERIC Educational Resources Information Center

    Hayes, Elisabeth; Ohrnberger, Maryellen

    2013-01-01

    The purpose of this study was to identify the gaming practices of freshmen undergraduate teacher education students. We also investigated how students who play games compared to non-gamers in their interest in using specific technologies for learning, their beliefs about how technology affects their learning, their orientation towards using new…

  6. 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…

  7. Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions

    PubMed Central

    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

  8. Gaming in Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy V.

    2009-01-01

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

  9. High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games.

    PubMed

    Tate, Deborah F; Lyons, Elizabeth J; Valle, Carmina G

    2015-01-01

    IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change.

  10. High-Tech Tools for Exercise Motivation: Use and Role of Technologies Such as the Internet, Mobile Applications, Social Media, and Video Games

    PubMed Central

    Lyons, Elizabeth J.; Valle, Carmina G.

    2015-01-01

    IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change. PMID:25717278

  11. Molecular dynamics simulations through GPU video games technologies

    PubMed Central

    Loukatou, Styliani; Papageorgiou, Louis; Fakourelis, Paraskevas; Filntisi, Arianna; Polychronidou, Eleftheria; Bassis, Ioannis; Megalooikonomou, Vasileios; Makałowski, Wojciech; Vlachakis, Dimitrios; Kossida, Sophia

    2016-01-01

    Bioinformatics is the scientific field that focuses on the application of computer technology to the management of biological information. Over the years, bioinformatics applications have been used to store, process and integrate biological and genetic information, using a wide range of methodologies. One of the most de novo techniques used to understand the physical movements of atoms and molecules is molecular dynamics (MD). MD is an in silico method to simulate the physical motions of atoms and molecules under certain conditions. This has become a state strategic technique and now plays a key role in many areas of exact sciences, such as chemistry, biology, physics and medicine. Due to their complexity, MD calculations could require enormous amounts of computer memory and time and therefore their execution has been a big problem. Despite the huge computational cost, molecular dynamics have been implemented using traditional computers with a central memory unit (CPU). A graphics processing unit (GPU) computing technology was first designed with the goal to improve video games, by rapidly creating and displaying images in a frame buffer such as screens. The hybrid GPU-CPU implementation, combined with parallel computing is a novel technology to perform a wide range of calculations. GPUs have been proposed and used to accelerate many scientific computations including MD simulations. Herein, we describe the new methodologies developed initially as video games and how they are now applied in MD simulations. PMID:27525251

  12. Considerations for Realizing the Promise of Educational Gaming Technology

    ERIC Educational Resources Information Center

    Nelson, Nancy J.; Fien, Hank; Doabler, Christian T.; Clarke, Ben

    2016-01-01

    One can barely keep up with the pace at which new educational games and apps are being introduced and digested in the market. With so many choices available, how do schools and teachers decide what to use? How do they have confidence their choices will result in desired outcomes? Education technology offers a number of potential benefits that can…

  13. 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...

  14. Instructional Gaming: Implications for Instructional Technology.

    ERIC Educational Resources Information Center

    Dempsey, John V.; And Others

    Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to…

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

    NASA Astrophysics Data System (ADS)

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

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

  16. Video Games for Diabetes Self-Management: Examples and Design Strategies

    PubMed Central

    Lieberman, Debra A.

    2012-01-01

    The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called “Serious Games for Diabetes, Obesity, and Healthy Lifestyle.” As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players’ diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms “diabetes” and “game.” Games were selected if they addressed diabetes self-management skills. PMID:22920805

  17. 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

  18. The Emergence of Agent-Based Technology as an Architectural Component of Serious Games

    NASA Technical Reports Server (NTRS)

    Phillips, Mark; Scolaro, Jackie; Scolaro, Daniel

    2010-01-01

    The evolution of games as an alternative to traditional simulations in the military context has been gathering momentum over the past five years, even though the exploration of their use in the serious sense has been ongoing since the mid-nineties. Much of the focus has been on the aesthetics of the visuals provided by the core game engine as well as the artistry provided by talented development teams to produce not only breathtaking artwork, but highly immersive game play. Consideration of game technology is now so much a part of the modeling and simulation landscape that it is becoming difficult to distinguish traditional simulation solutions from game-based approaches. But games have yet to provide the much needed interactive free play that has been the domain of semi-autonomous forces (SAF). The component-based middleware architecture that game engines provide promises a great deal in terms of options for the integration of agent solutions to support the development of non-player characters that engage the human player without the deterministic nature of scripted behaviors. However, there are a number of hard-learned lessons on the modeling and simulation side of the equation that game developers have yet to learn, such as: correlation of heterogeneous systems, scalability of both terrain and numbers of non-player entities, and the bi-directional nature of simulation to game interaction provided by Distributed Interactive Simulation (DIS) and High Level Architecture (HLA).

  19. Enabling Venus In-Situ Science - Deployable Entry System Technology, Adaptive Deployable Entry and Placement Technology (ADEPT): A Technology Development Project funded by Game Changing Development Program of the Space Technology Program

    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

  20. Attitude Change and Simulation Games: The Ability of a Simulation Game to Change Attitudes when Structured in Accordance with Either the Cognitive Dissonance or Incentive Models of Attitude Change.

    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)

  1. Video Game Play, Child Diet, and Physical Activity Behavior Change

    PubMed Central

    Baranowski, Tom; Baranowski, Janice; Thompson, Debbe; Buday, Richard; Jago, Russ; Griffith, Melissa Juliano; Islam, Noemi; Nguyen, Nga; Watson, Kathleen B.

    2010-01-01

    Background Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. Purpose Evaluate outcome from playing “Escape from Diab” (Diab) and “Nanoswarm: Invasion from Inner Space” (Nano) video games on children’s diet, physical activity and adiposity. Design Two-group RCT; assessments occurred at baseline (B), immediately after Diab (P1), immediately after Nano (P2) and 2 months later (P3). Data were collected in 2008–2009, and analyses conducted in 2009–2010. Setting/Participants 133 children aged 10–12 years, initially between 50 percentile and 95 percentile BMI. Intervention Treatment group played Diab and Nano in sequence. Control Group played diet and physical activity knowledge-based games on popular websites. Main Outcome measures Servings of fruit, vegetable and water; minutes of moderate to vigorous physical activity. At each point of assessment: 3 nonconsecutive days of 24-hour dietary recalls, 5 consecutive days of physical activity using accelerometers, and assessment of height, weight, waist circumference and triceps skinfold. Results A repeated measures ANCOVA was conducted (analyzed in 2009–2010). Children playing these video games increased fruit and vegetable consumption by about .67 servings per day (p<0.018), but not water, moderate-to-vigorous physical activity, or body composition. Conclusions Playing Diab and Nano resulted in an increase in fruit and vegetable intake. Research is needed on the optimal design of video game components to maximize change. PMID:21146765

  2. 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.…

  3. 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

  4. Market mechanism based on the endogenous changing of game types such as Minority-Majority games

    NASA Astrophysics Data System (ADS)

    Ahn, Sanghyun; Lim, Gyuchang; Kim, Sooyong; Kim, Kyungsik

    2010-03-01

    In many social and biological systems agents simultaneously and adaptively compete for limited resources, thereby altering their environment. We propose a evolution function extending Minority-Majority Games that captures the competition between agents to make money. The dynamics changes the ratio of two types of boundedly rational traders, fundamentalists and chartists with the payoff function endogenously. In the previous game theories, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. And using a mixture of local bifurcation theory and numerical methods, there are possible bifurcation routes to complicated asset price dynamics, chaotic attractors. Hereby we improve the thinking logic of the atoms for attaching the dynamics to the market. This working shows that removing unrealistic features of the game theories leads to models which reproduce a behavior close to what is observed in real markets.

  5. 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...

  6. Maladaptive cognitions predict changes in problematic gaming in highly-engaged adults: A 12-month longitudinal study.

    PubMed

    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.

  7. How we see electronic games.

    PubMed

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger's concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc's exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

  8. How we see electronic games

    PubMed Central

    Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances. PMID:27077016

  9. Educational Games for Learning

    ERIC Educational Resources Information Center

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  10. The Application of Gaming Theory in Health Care.

    PubMed

    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.

  11. Using virtual reality and game technology to assist command and control

    NASA Astrophysics Data System (ADS)

    Riead, Lorien H.; Straub, James; Mangino, Joseph

    2017-04-01

    Recent improvements in virtual reality hardware have brought this technology to the point where easily-obtained commercial equipment can conceivably provide an affordable and relatively unexplored alternative to the traditional monitor and keyboard view of the tactical space. In addition, commercially available game engines provide several advantages for tactical applications. Using these technologies, we have created a concept of a low-cost display that allows for real-time immersive planning and strategy, with suggestions for further exploration.

  12. Use of Gaming in Self-Management of Diabetes in Teens.

    PubMed

    Swartwout, Ellen; El-Zein, Ashley; Deyo, Patricia; Sweenie, Rachel; Streisand, Randi

    2016-07-01

    With the growing prevalence of diabetes in teens and frequent concomitant problems with adherence, adolescents are a frequent target for diabetes self-management support and education. Due to widespread use of technology among teens in general, the use of serious games, games used for purposes beyond entertainment with the intention to educate and support health behavior for teens with diabetes self-management, is an emerging and promising practice. This report explores games intended for teens with diabetes, how the use of games may enhance clinical practice, and provides suggestions for future research and better utilization of these technologies. Current research on the use of gaming for promoting diabetes management in teens is fairly limited, with some initial support for improvements in both behavioral and clinical outcomes among teens. More research is clearly needed in order to further determine how gaming can best be utilized to impact health outcomes in these teens, as well as potential mechanisms of change.

  13. The effect of family therapy on the changes in the severity of on-line game play and brain activity in adolescents with on-line game addiction

    PubMed Central

    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

  14. Health Behaviour Change Through Computer Games: Characterising Interventions.

    PubMed

    Poultney, Nathan; Maeder, Anthony; Ginige, Jeewani Anupama

    2016-01-01

    Recently games in the form of video, computer, or mobile apps have been utilised as an effective component of interventions for health behaviour change. This paper provides an overview of related projects reported in peer-review literature in the period 2006 to 2016. Nine highly relevant references were considered for analysis. The findings are presented according to 3 dimensions of characterisation: health intention, behaviour change principle, and health purpose.

  15. Long-Term Changes in Game Species Over a Long Period of Transformation in the Iberian Mediterranean Landscape

    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

  16. Examining Long Term Climate Related Security Risks through the Use of Gaming and Scenario Planning

    DTIC Science & Technology

    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

  17. Technology: Learning Can Be Fun and Games

    ERIC Educational Resources Information Center

    Siegle, Del

    2015-01-01

    Video games can provide cognitive, motivational, emotional, and social benefits to students when properly implemented in the classroom. Teachers who are well versed in their curriculum can use games to differentiate instruction for gifted and talented students. This article discusses the benefits of gaming in education settings and provides…

  18. The effect of family therapy on the changes in the severity of on-line game play and brain activity in adolescents with on-line game addiction.

    PubMed

    Han, Doug Hyun; Kim, Sun Mi; Lee, Young Sik; Renshaw, Perry F

    2012-05-31

    We evaluated whether a brief 3-week family therapy intervention would change patterns of brain activation in response to affection and gaming cues in adolescents from dysfunctional families who met criteria for on-line game addiction. Fifteen adolescents with on-line game addiction and fifteen adolescents without problematic on-line game play and an intact family structure were recruited. Over 3 weeks, families were asked to carry out homework assignments focused on increasing family cohesion for more than 1 hour/day and 4 days/week. Before therapy, adolescents with on-line game addiction demonstrated decreased activity as measured by functional magnetic resonance imaging (fMRI) within the caudate, middle temporal gyrus, and occipital lobe in response to images depicting parental affection and increased activity of the middle frontal and inferior parietal in response scenes from on-line games, relative to healthy comparison subjects. Improvement in perceived family cohesion following 3 weeks of treatment was associated with an increase in the activity of the caudate nucleus in response to affection stimuli and was inversely correlated with changes in on-line game playing time. With evidence of brain activation changes in response to on-line game playing cues and images depicting parental love, the present findings suggest that family cohesion may be an important factor in the treatment of problematic on-line game playing. Crown Copyright © 2012. Published by Elsevier Ireland Ltd. All rights reserved.

  19. 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…

  20. Two innovative healthcare technologies at the intersection of serious games, alternative realities, and play therapy.

    PubMed

    Brahnam, Sheryl; Brooks, Anthony L

    2014-01-01

    Using game technologies and digital media for improving physical and mental health and for the therapeutic benefit and well-being of a wide range of people is an area of study that is rapidly expanding. Much research in this emerging field is centered at the intersection of serious games, alternative realities, and play therapy. In this paper the authors describe their transdisciplinary work at this intersection: i) an integrative system of psychotherapy technologies called MyPsySpace currently being prototyped in Second Life with the aim of offering new and virtual translations of traditional expressive therapies (virtual sandplay, virtual drama therapy, digital expressive therapy, and virtual safe spaces) and ii) a mature body of research entitled SoundScapes that is exploring the use of interactive video games and abstract creative expression (making music, digital painting, and robotic device control) as a supplement to traditional physical rehabilitation intervention. Aside from introducing our work to a broader audience, our goal is to encourage peers to investigate ideas that reach across disciplines-to both risk and reap the benefits of combining technologies, theories, and methods stemming from multiple disciplines.

  1. Changing the game: exploring infants' participation in early play routines

    PubMed Central

    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

  2. Feasibility of modified remotely monitored in-home gaming technology for improving hand function in adolescents with cerebral palsy.

    PubMed

    Huber, Meghan; Rabin, Bryan; Docan, Ciprian; Burdea, Grigore C; AbdelBaky, Moustafa; Golomb, Meredith R

    2010-03-01

    The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a fifths dimension technologies ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants' limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self- and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.

  3. An Educational Technology Curriculum for Converging Technologies.

    ERIC Educational Resources Information Center

    Allen, Brockenbrough S.; And Others

    1989-01-01

    Outlines curriculum reforms being made in the master's level educational technology program at San Diego State University. Topics discussed include technological changes and the roles of educational product designers; human information processing; knowledge base design; student design of educational adventure games; interactive video design; and…

  4. Changes in the Game Characteristics of a Badminton Match: A Longitudinal Study through the Olympic Game Finals Analysis in Men's Singles.

    PubMed

    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.

  5. 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…

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

    PubMed

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

    2016-11-01

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

  7. Using virtual reality technology and hand tracking technology to create software for training surgical skills in 3D game

    NASA Astrophysics Data System (ADS)

    Zakirova, A. A.; Ganiev, B. A.; Mullin, R. I.

    2015-11-01

    The lack of visible and approachable ways of training surgical skills is one of the main problems in medical education. Existing simulation training devices are not designed to teach students, and are not available due to the high cost of the equipment. Using modern technologies such as virtual reality and hands movements fixation technology we want to create innovative method of learning the technics of conducting operations in 3D game format, which can make education process interesting and effective. Creating of 3D format virtual simulator will allow to solve several conceptual problems at once: opportunity of practical skills improvement unlimited by the time without the risk for patient, high realism of environment in operational and anatomic body structures, using of game mechanics for information perception relief and memorization of methods acceleration, accessibility of this program.

  8. NASA Composite Cryotank Technology Project Game Changing Program

    NASA Technical Reports Server (NTRS)

    Fikes, John

    2015-01-01

    The fundamental goal of this project was to provide new and innovative cryotank technologies that enable human space exploration to destinations beyond low earth orbit such as the moon, near-earth asteroids, and Mars. The goal ... to mature technologies in preparation for potential system level flight demonstrations through significant ground-based testing and/or laboratory experimentation

  9. Induced attitude change on online gaming among adolescents: an application of the less-leads-to-more effect.

    PubMed

    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.

  10. Technology and Curriculum Standards: How Well Do Internet-Based Learning Games Support Common Core Standards for Mathematics?

    ERIC Educational Resources Information Center

    Bingham, Teri; Ray, Jan

    2013-01-01

    In an effort to keep up with the new generation of digital learners, educators are integrating multiple forms of technology into their teaching, including online learning game applications. The purpose of this study was to determine the degree to which internet-based learning game applications selected by preservice teachers were aligned with the…

  11. 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

  12. Biosimilars and the long game.

    PubMed

    Huzair, Farah; Kale, Dinar

    2015-05-01

    Despite greater certainty for biosimilar markets and regulation, the change that was seen in the small-molecule pharmaceuticals market with the rapid entrance of emerging-country generics suppliers will not be replicated exactly. The long game has yet to be played out, and recent changes in regulation, science, and production technology are likely to impact on future patterns of partnership and production. Copyright © 2015 Elsevier Ltd. All rights reserved.

  13. Serious Games for Health: Features, Challenges, Next Steps.

    PubMed

    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.

  14. Space Technology: Game Changing Development Deep Space Engine (DSE) 100 lbf and 5 lbf Thruster Development and Qualification

    NASA Technical Reports Server (NTRS)

    Barnett, Gregory

    2017-01-01

    Science mission studies require spacecraft propulsion systems that are high-performance, lightweight, and compact. Highly matured technology and low-cost, short development time of the propulsion system are also very desirable. The Deep Space Engine (DSE) 100-lbf thruster is being developed to meet these needs. The overall goal of this game changing technology project is to qualify the DSE thrusters along with 5-lbf attitude control thrusters for space flight and for inclusion in science and exploration missions. The aim is to perform qualification tests representative of mission duty cycles. Most exploration missions are constrained by mass, power and cost. As major propulsion components, thrusters are identified as high-risk, long-lead development items. NASA spacecraft primarily rely on 1960s' heritage in-space thruster designs and opportunities exist for reducing size, weight, power, and cost through the utilization of modern materials and advanced manufacturing techniques. Advancements in MON-25/MMH hypergolic bipropellant thrusters represent a promising avenue for addressing these deficiencies with tremendous mission enhancing benefits. DSE is much lighter and costs less than currently available thrusters in comparable thrust classes. Because MON-25 propellants operate at lower temperatures, less power is needed for propellant conditioning for in-space propulsion applications, especially long duration and/or deep-space missions. Reduced power results in reduced mass for batteries and solar panels. DSE is capable of operating at a wide propellant temperature range (between -22 F and 122 F) while a similar existing thruster operates between 45 F and 70 F. Such a capability offers robust propulsion operation as well as flexibility in design. NASA's Marshall Space Flight Center evaluated available operational Missile Defense Agency heritage thrusters suitable for the science and lunar lander propulsion systems.

  15. Video Game Programmers Learn to "Pitch"

    ERIC Educational Resources Information Center

    Nikirk, Martin

    2007-01-01

    New video and computer game ideas reach the stage of production by a company when they are "pitched" by game developers to game publishers. Learning how to "pitch" technology products has great educational value for technology education students. In this article, the author shares his experience with helping his students master…

  16. Gaming Preferences of Aging Generations.

    PubMed

    Blocker, Kenneth A; Wright, Timothy J; Boot, Walter R

    2014-01-01

    Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics.

  17. Active Gaming: The Future of Play?

    ERIC Educational Resources Information Center

    Witherspoon, Lisa; Manning, John P.

    2012-01-01

    The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…

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

    PubMed

    Lee, Deokjong; Hong, Sung Jun; Jung, Young-Chul; Park, Jinsick; Kim, In Young; Namkoong, Kee

    2018-04-01

    Internet gaming disorder (IGD) is characterized by addiction to online gaming and reduced executive control, particularly when individuals are exposed to gaming-related cues. Executive control can be measured as vagally mediated heart rate variability (HRV), which corresponds to variability in the time interval between heart beats. In this study, we investigated whether individuals with IGD have altered HRV while playing online games. We hypothesized that while gaming, individuals with IGD would exhibit phasic suppression of vagally mediated HRV, which would reflect executive control dysfunction during game play. To test this, we measured the changes of HRV when young males with IGD were engaged in real-time online gaming. The changes of HRV were associated with the severity of IGD assessed by self-reports and prefrontal gray matter volume (GMV) calculated by voxel-based morphometry. We included 23 IGD subjects and 18 controls in our analyses. Changes in HRV were not statistically different between IGD subjects and controls. Within the IGD group, however, subjects showed significant decreases in high-frequency (HF) HRV during gaming. Furthermore, the degree of decrease correlated with IGD severity and prefrontal GMV. Importantly, this phasic suppression of HF-HRV in response to gaming did not occur in control subjects. In conclusion, young males with IGD showed an altered HRV response while playing an online game, reflecting their difficulties in executive control over gaming. The dynamics between executive control and reward seeking may be out of balance during game play in IGD.

  19. 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…

  20. 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…

  1. IT as a Game Changer

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2012-01-01

    Information technology can be a game changer in higher education, as it has been in other sectors. Information technology has brought about much of the economic growth of the past century, accelerating globalization and fostering democracy. This chapter explores many ways that information technology can be a game changer. Some are as simple as…

  2. 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...

  3. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  4. The use of gaming technology for rehabilitation in people with multiple sclerosis.

    PubMed

    Taylor, M J D; Griffin, M

    2015-04-01

    Gaming technology - exergaming - is a novel tool to facilitate exercise, improve balance, and encourage rehabilitation training. This review will describe some of the key exergame research to promote physical activity and its use in rehabilitation in other diseases or clinical populations. We will then describe the current state of research in exergaming in people with multiple sclerosis and describe the theories for the mechanism behind some of the improvements in outcomes seen after using exergaming. Lastly, we will identify gaps in the literature and provide directions for future work in this growing area. The current work is contradictory and there is no consensus with regards to training duration/intensity and the outcomes used to assess the clinical effectiveness. This in part is due to the off-the-shelf nature of the games used. A more satisfactory approach would be the development of bespoke games which match a clinical need. Exergames are seen as enjoyable and could be effective in enhancing adherence to rehabilitation. However, the definitive RCT has yet to be carried out comparing exergaming to traditional exercise. © The Author(s), 2014.

  5. 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.

  6. Changes in the Game Characteristics of a Badminton Match: A Longitudinal Study through the Olympic Game Finals Analysis in Men’s Singles

    PubMed Central

    Laffaye, Guillaume; Phomsoupha, Michael; Dor, Frédéric

    2015-01-01

    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 < η2 < 0.16). Moreover, the shot frequency shows a 34.0% increase (p<0.000001; η2 = 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 points Badminton 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 PMID:26335338

  7. Gaming Preferences of Aging Generations

    PubMed Central

    Blocker, Kenneth A.; Wright, Timothy J.; Boot, Walter R.

    2017-01-01

    Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics. PMID:29033699

  8. RTS and RPGs: New Literacies and Multiplayer Computer Games.

    ERIC Educational Resources Information Center

    Beavis, Catherine

    The new social studies of childhood point to the need for studies which explore young people's uses of technology. Multiplayer computer games provide an important site for exploring the role of new technologies in young people's lives, in particular in relation to issues of representation, identity, and community, and to the changing nature of…

  9. 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

  10. Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game.

    PubMed

    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.

  11. 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.

  12. Virtual presence for mission visualization: computer game technology provides a new approach

    NASA Astrophysics Data System (ADS)

    Hussey, K.

    2007-08-01

    The concept of virtual presence for mission and planetary science visualization is to allow the public to "see" in space as if they were either riding aboard or standing next to an ESA/NASA spacecraft. Our approach to accomplishing this goal is to utilize and extend the same technology used by the computer gaming industry.With this technology, people would be able to immediately "look" in any direction from their virtual location and "zoom-in" at will. Whenever real data for their "view" exists it would be incorporated into the scene. Where data is missing, a high-fidelity simulation of the view would be generated to fill in the chosen field of view. The observer could also change the time of observation into the past or future. The potential for the application of this technology for the development of educational curricula is huge. On the engineering side, all allowable spacecraft and environmental parameters that are being measured and sent to Earth would be immediately viewable as if looking at the dashboard of a car or an instrument panel of an aircraft. Historical information could also be displayed upon request. This can revolutionize the way the general public and planetary scientific community views ESA/NASA missions and provides an educational context that is attractive to the younger generation. While conceptually using this technology is quite simple, the cross-discipline technical challenges are very demanding. This technology is currently under development and application at JPL to assist current missions in viewing their data, communicating with the public and visualizing future mission plans. Real-time demonstrations of the technology described will be shown.

  13. 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

  14. The 'Risk' of Implementing New Regulations on Game-Changing Technology: Sequestering CO2 in the Built Environment.

    NASA Astrophysics Data System (ADS)

    Constantz, B.

    2009-05-01

    Calera's Carbon Capture and Conversion (CCC) technology with beneficial reuse has been called, "game- changing" by Carl Pope, Director of the Sierra Club. Calera offers a solution to the scale of the carbon problem. By capturing carbon into the built environment, Calera provides a sound and cost-effective alternative to Geologic Sequestration and Terrestrial Sequestration. By chemically bonding carbon dioxide into carbonate minerals, this CCC technology permanently converts CO2 into a mineral form which can be stored above- ground, on the floor of the ocean, or used as a building material. The process produces a suite of carbonate containing minerals of various polymorphic forms and crystallographic characteristics, which can be substituted into blends with portland cements to produce concretes with reduced carbon, carbon neutral, and negative carbon footprints. For each ton of product produced, approximately half a ton of carbon dioxide is sequestered using the Calera process. A number of different technologies have been proposed for trapping CO2 into a permanent mineral form. One such process utilizes flue gas from power plants, cement plants, foundries, etc. as a feedstock for production of carbonate mineral forms which can be used as cements and aggregates for making concrete. The carbonate materials produced are essentially forms of limestone, which have morphologies which allow them to glue themselves together when mixed with water, just as conventional portland cement does. The result is a cemented limestone product, which has the permanent structure and stability of the limestone, which forms 10% of the earth's crust. A significant advantage of this process is that it does not require the separation of CO2 from the flue gas, a highly cost and energy intensive step. By producing a usable product, CCC also provides an economical solution to global warming. While the cost of this process may, in some cases, exceed the selling price of the resultant materials

  15. Effectiveness of Virtual Reality Using Wii Gaming Technology in Children with Down Syndrome

    ERIC Educational Resources Information Center

    Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung

    2011-01-01

    This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…

  16. The Future of Work: Technology Beckons

    ERIC Educational Resources Information Center

    Donlevy, Jim

    2005-01-01

    In the schools, each day, teachers see cell phones, laptops, iPods, personal digital assistants, computer games and more. They are struggling to cope with this technological profusion as new devices seem to appear almost daily. With the pace of technological change, the emergence of new technologies, demographic changes and trends towards…

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

    PubMed

    Weinstein, Aviv Malkiel

    2010-09-01

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

  18. Simple Games . . . or Are They?

    ERIC Educational Resources Information Center

    Arn, Susan Kyle

    2006-01-01

    Students today begin using computers and playing video games as early as two years old. The technology behind these games is more complicated than most people can imagine. In this article, the author presents some simple number games which seem easy at the beginning, but as the games are repeated, mathematical content becomes more of the focus…

  19. [Game addiction].

    PubMed

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

    2015-09-01

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

  20. Sexually selected sex differences in competitiveness explain sex differences in changes in drinking game participation.

    PubMed

    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.

  1. Integrating Traditional Learning and Games on Large Displays: An Experimental Study

    ERIC Educational Resources Information Center

    Ardito, Carmelo; Lanzilotti, Rosa; Costabile, Maria F.; Desolda, Giuseppe

    2013-01-01

    Current information and communication technology (ICT) has the potential to bring further changes to education. New learning techniques must be identified to take advantage of recent technological tools, such as smartphones, multimodal interfaces, multi-touch displays, etc. Game-based techniques that capitalize on ICT have proven to be very…

  2. Using Games-Based eLearning Technologies in Overcoming Difficulties in Teaching Information Systems

    ERIC Educational Resources Information Center

    Connolly, Thomas; Stanfield, Mark

    2006-01-01

    The contributions of this research center on two major areas: delineation of a new model of distance education in which the authors identify three generations of eLearning; and examination of how eLearning and games-based eLearning technologies can be used to enrich the Information Systems (IS) learning experiences of students with different…

  3. Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE).

    PubMed

    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.

  4. Changing Technologies, Changing Literacy Communities?

    ERIC Educational Resources Information Center

    Murray, Denise E.

    2000-01-01

    Technological revolutions entail rapid and far-reaching social change that is the result of the introduction of a major new technology. Changes in the technologies of literacy affect literacy practices and communities. Scholars suggest computers will result in a different social consciousness of what literacy is and how it functions in individuals…

  5. Winning or Losing the Production Game.

    ERIC Educational Resources Information Center

    Smith, Roger A.

    1995-01-01

    With the use of "The Production Game," technology teachers can introduce concepts associated with manufacturing and marketing. The game directs students in the discovery of ideas associated with material resources, technology, and laborers, the leading components of industrial manufacturing. (Author/JOW)

  6. 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

  7. Publicly Open Virtualized Gaming Environment For Simulation of All Aspects Related to '100 Year Starship Study'

    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.

  8. Design of Video Games for Children's Diet and Physical Activity Behavior Change.

    PubMed

    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.

  9. 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…

  10. A survey on adaptive engine technology for serious games

    NASA Astrophysics Data System (ADS)

    Rasim, Langi, Armein Z. R.; Munir, Rosmansyah, Yusep

    2016-02-01

    Serious Games has become a priceless tool in learning because it can simulate abstract concept to appear more realistic. The problem faced is that the players have different ability in playing the games. This causes the players to become frustrated if the game is too difficult or to get bored if it is too easy. Serious games have non-player character (NPC) in it. The NPC should be able to adapt to the players in such a way so that the players can feel comfortable in playing the games. Because of that, serious games development must involve an adaptive engine, which is by applying a learning machine that can adapt to different players. The development of adaptive engine can be viewed in terms of the frameworks and the algorithms. Frameworks include rules based, plan based, organization description based, proficiency of player based, and learning style and cognitive state based. Algorithms include agents based and non-agent based

  11. Dynamic Gaming Platform (DGP)

    DTIC Science & Technology

    2009-04-01

    GAMING PLATFORM (DGP) Lockheed Martin Corporation...YYYY) APR 09 2. REPORT TYPE Final 3. DATES COVERED (From - To) Jul 07 – Mar 09 4. TITLE AND SUBTITLE DYNAMIC GAMING PLATFORM (DGP) 5a...CMU Carnegie Mellon University DGP Dynamic Gaming Platform GA Genetic Algorithm IARPA Intelligence Advanced Research Projects Activity LM ATL Lockheed Martin Advanced Technology Laboratories PAINT ProActive INTelligence

  12. The Effects of Fifa 2015 Computer Games on Changes in Cognitive, Hormonal and Brain Waves Functions of Young Men Volunteers

    PubMed Central

    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

  13. The Effects of Fifa 2015 Computer Games on Changes in Cognitive, Hormonal and Brain Waves Functions of Young Men Volunteers.

    PubMed

    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

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

    PubMed

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

    2012-07-01

    Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.

  15. Teaching with Technology

    ERIC Educational Resources Information Center

    Martineau, Pamela

    2009-01-01

    In an era when technology seems to be changing almost daily, school boards, administrators, and teachers need to revisit their technology policies almost as rapidly, education experts advise. Internet chat rooms, online video games, and other electronic features that once seemed inappropriate for the classroom are proving useful for meeting many…

  16. Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming

    ERIC Educational Resources Information Center

    Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2009-01-01

    Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…

  17. Applying Game Thinking to Slips, Trips and Falls Prevention.

    PubMed

    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.

  18. Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology.

    PubMed

    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

  19. Serious games for elderly continuous monitoring.

    PubMed

    Lemus-Zúñiga, Lenin-G; Navarro-Pardo, Esperanza; Moret-Tatay, Carmen; Pocinho, Ricardo

    2015-01-01

    Information technology (IT) and serious games allow older population to remain independent for longer. Hence, when designing technology for this population, developmental changes, such as attention and/or perception, should be considered. For instance, a crucial developmental change has been related to cognitive speed in terms of reaction time (RT). However, this variable presents a skewed distribution that difficult data analysis. An alternative strategy is to characterize the data to an ex-Gaussian function. Furthermore, this procedure provides different parameters that have been related to underlying cognitive processes in the literature. Another issue to be considered is the optimal data recording, storing and processing. For that purpose mobile devices (smart phones and tablets) are a good option for targeting serious games where valuable information can be stored (time spent in the application, reaction time, frequency of use, and a long etcetera). The data stored inside the smartphones and tablets can be sent to a central computer (cloud storage) in order to store the data collected to not only fill the distribution of reaction times to mathematical functions, but also to estimate parameters which may reflect cognitive processes underlying language, aging, and decisional process.

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

    PubMed

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

    2017-07-01

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

  1. Video game play, child diet, and physical activity behavior change a randomized clinical trial.

    PubMed

    Baranowski, Tom; Baranowski, Janice; Thompson, Debbe; Buday, Richard; Jago, Russ; Griffith, Melissa Juliano; Islam, Noemi; Nguyen, Nga; Watson, Kathleen B

    2011-01-01

    Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. Evaluate outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, and adiposity. Two-group RCT; assessments occurred at baseline, immediately after Diab, immediately after Nano, and 2 months later. Data were collected in 2008-2009, and analyses were conducted in 2009-2010. 133 children aged 10-12 years, initially between 50th percentile and 95th percentile BMI. Treatment group played Diab and Nano in sequence. Control Group played diet and physical activity knowledge-based games on popular websites. Servings of fruit, vegetable, and water; minutes of moderate to vigorous physical activity. At each point of assessment: 3 nonconsecutive days of 24-hour dietary recalls; 5 consecutive days of physical activity using accelerometers; and assessment of height, weight, waist circumference, and triceps skinfold. A repeated measures ANCOVA was conducted (analyzed in 2009-2010). Children playing these video games increased fruit and vegetable consumption by about 0.67 servings per day (p<0.018) but not water and moderate-to-vigorous physical activity, or body composition. Playing Diab and Nano resulted in an increase in fruit and vegetable intake. Research is needed on the optimal design of video game components to maximize change. Copyright © 2011 American Journal of Preventive Medicine. All rights reserved.

  2. Video Games, Gender, Diversity, and Learning as Cultural Practice: Implications for Equitable Learning and Computing Participation through Games

    ERIC Educational Resources Information Center

    Richard, Gabriela T.

    2017-01-01

    Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…

  3. Investigating Elementary School Students' Technology Acceptance by Applying Digital Game-Based Learning to Environmental Education

    ERIC Educational Resources Information Center

    Cheng, Yuh-Ming; Lou, Shi-Jer; Kuo, Sheng-Huang; Shih, Ru-Chu

    2013-01-01

    In order to improve and promote students' environmental knowledge, attitudes, and behaviour, integrating environmental education into the primary education curriculum has become a key issue for environmental education. For this reason, this study aimed to investigate elementary school students' acceptance of technology applying digital game-based…

  4. Increasing Student Motivation to Learn by Making Computer Game Technology More Engaging: Measurable Outcomes That Determine Success

    ERIC Educational Resources Information Center

    Mann, Mark D.

    2017-01-01

    In the 21st Century, Educators are called to thinking in broader terms about the purpose of technology in engaging learners to work on tasks that are meaningful to them. Through technology, as described in this paper, the researcher has attempted to broaden student engagement level by developing a more engaging online game framework. The research…

  5. 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.

  6. University Prosperity Game. Final report

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

    Boyack, K.W.; Berman, M.

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

  7. Computer Game

    NASA Technical Reports Server (NTRS)

    1992-01-01

    Using NASA studies of advanced lunar exploration and colonization, KDT Industries, Inc. and Wesson International have developed MOONBASE, a computer game. The player, or team commander, must build and operate a lunar base using NASA technology. He has 10 years to explore the surface, select a site and assemble structures brought from Earth into an efficient base. The game was introduced in 1991 by Texas Space Grant Consortium.

  8. Changing the game; some thoughts on future healthcare demands, technology, nursing and interprofessional education.

    PubMed

    Garrett, Bernard M

    2012-07-01

    This editorial discusses the conclusions of a number of high-profile reports on the future of healthcare provision, and healthcare professional education. The need for the realignment of service provision, regulation, interdisciplinary healthcare and supporting education is discussed in the context of rapid technological and social change. Copyright © 2012 Elsevier Ltd. All rights reserved.

  9. A Gaming Frame of Mind: Digital Contexts and Academic Implications

    ERIC Educational Resources Information Center

    Abrams, Sandra S.

    2009-01-01

    When considering the interdisciplinary nature of education, researchers need to acknowledge students' traditional and multimodal literacies and learning environments. Technological changes have brought about new learning spaces and what students learn through their video gaming experiences seems to have important academic implications and…

  10. Pre-Service Teachers' Practices towards Digital Game Design for Technology Integration into Science Classrooms

    ERIC Educational Resources Information Center

    Uluay, Gulsah; Dogan, Alev

    2016-01-01

    The main purpose of the study is to introduce Kodu Game Lab that is created by Microsoft as an example for technology integration into learning process to pre-service science teachers with MAGDAIRE framework. The participants were in a special teaching methods course at a university in Turkey during the fall 2015 semester. Mix method research…

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

    NASA Astrophysics Data System (ADS)

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

    2008-10-01

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

  12. Repeated high-speed activities during youth soccer games in relation to changes in maximal sprinting and aerobic speeds.

    PubMed

    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.

  13. Design of Video Games for Children’s Diet and Physical Activity Behavior Change

    PubMed Central

    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

  14. The Way Ahead in Game-Based Learning

    DTIC Science & Technology

    2009-08-01

    Mostly Hype…NOT science  Lack of guidelines Opportunity to exploit technology is tremendous! World of Warcraft Blizzard Games Civilization 4 2K Games...Second Life Linden Labs SimCity 4 EA Maxis 5 Background  Definitions: Game Serious game  Simulation vs Virtual World vs Game The Binary Game Cisco...learn in context by interacting with objects in a complex world .  Consistent with anchored, experiential learning, learners can make connections

  15. Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology

    PubMed Central

    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

  16. Games for Health 2005

    DTIC Science & Technology

    2005-10-01

    to be exposed to in terms of validation and research.� This is important because the game development community is used to only market validation...dev, aggressively pursuing new frontiers.� We are working on ways within our greater project and future events to explain more about game development production...technology providers that permeate the game development space. By bringing over these key leaders we can further grow the overall community of

  17. Social Interactions and Games

    ERIC Educational Resources Information Center

    Uz, Cigdem; Cagiltay, Kursat

    2015-01-01

    Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…

  18. Serious Game Leverages Productive Negativity to Facilitate Conceptual Change in Undergraduate Molecular Biology: A Mixed-Methods Randomized Controlled Trial

    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…

  19. Integrating an Educational Game in Moodle LMS

    ERIC Educational Resources Information Center

    Minovic, Miroslav; Milovanovic, Milos; Minovic, Jelena; Starcevic, Dusan

    2012-01-01

    The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called "Edutainment." The game is realized as a strategic game (similar to Risk[TM]), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course…

  20. Effect of Game Design, Goal Type, and Player Numbers on the Physiological and Physical Demands of Hurling-Specific Small-Sided Games.

    PubMed

    Malone, Shane; Collins, Kieran D

    2017-06-01

    The current study examined the effect that game design modification, goal type, and player numbers on the running performance and physiological demands of small-sided hurling games (SSG). Forty-eight hurling players (age, 25.5 ± 3.2 years; height, 178.9 ± 3.2 cm; body mass, 78.5 ± 4.5 kg) performed 4 types of SSG (possession [P], normal play [NP], regular goals [RG] and small goals [SG]) in 4-a-side, 5-a-side, and 6-a-side formats. Heart rate (Polar Electro Oy) and global positioning system technology (VX Sport, 4-Hz, Lower Hutt) were used to analyze the physical and physiological differences between SSG. Total distance (m), high-speed running distance (m) (≥17 km·h), very-high speed running distance (≥22 km·h) (m), peak and mean velocity (km·h) were analyzed as an indicator of the physical demands of play. The 4-a-side SSG independent of game design and goal type resulted in a significantly higher relative exercise intensity compared with 5-a-side (mean change: 6 ± 2%; p = 0.001; d = 1.9 ± 0.2; large) and 6-a-side SSG independent of game design or goal type (mean change: 12 ± 2%; p = 0.001; d = 2.9 ± 0.8; very large). The 4-a-side SG (619 ± 106-m [419-735-m]) resulted in the highest distance when compared with all PP (mean change: 141 ± 9 m; p = 0.05; d = 1.9 ± 0.3; moderate) and RG (mean change: 119 ± 39 m; p = 0.004; d = 2.1 ± 0.8; large). Similar trends were observed for 5-a-side and 6-a-side games with SG resulting in increased total running performance. In conclusion, the current observations reveal that 4-a-side NP, SG, and RG have the highest physiological demands with 4-a-side SG having increased running performance in contrast to other game design and goal-type games. Furthermore, independent of game design and goal type, 4-a-side SSG show increased relative intensity compared with 5-a-side and 6-a-side SSG.

  1. Results of a Dietitian Survey About Nutrition Games.

    PubMed

    Frederico, Catherine

    2012-02-01

    Registered dietitians are the nutrition experts in America. As such, their opinions about using technology-based nutrition games as teaching tools are important. The purpose of this study was to query registered dietitians about their experience and recommendations for topics, age, and platforms for future nutrition game development. The author gave a 1-hour talk to two state dietetic conference groups about nutrition games and their efficacy, concerns, and hopes and opportunities for their future as viable nutrition teaching tools. After the talks attendees completed a five-question survey about nutrition games, including if they played nutrition games, if they thought games could possibly help in their work, and preferences for topics, ages, and platforms for which they wanted to see priority development. Although only 4% of respondents played nutrition games, 79% thought they could be of benefit, and 21% felt that "maybe" they could be beneficial educational tools. Games on all nutrition topics were welcome, with preference for computers and smartphone apps. After a lengthy presentation on the new genre of technology-based nutrition games, registered dietitians reported that they are open to using technology-based nutrition education apps and feel they could have some benefit in educating the public about nutrition, even though dietitians presently have little experience with them. The talk was successful in informing dietitians about this new game genre, and their suggestions for topics, target ages, and tech platforms will be helpful to nutrition game developers and designers.

  2. The games psychologists play (and the data they provide).

    PubMed

    Washburn, David A

    2003-05-01

    Computer games and the technologies marketed to support them provide unique resources for psychological research. In contrast to the sterility, simplicity, and artificiality that characterizes many cognitive tests, game-like tasks can be complex, ecologically valid, and even fun. In the present paper,the history of psychological research with video games is reviewed, and several thematic benefits of this paradigm are identified. These benefits, as well as the possible pitfalls of research with computer game technology and game-like tasks, are illustrated with data from comparative and cognitive investigations.

  3. Game Changing Development Program - Next Generation Life Support Project: Oxygen Recovery From Carbon Dioxide Using Ion Exchange Membrane Electrolysis Technology

    NASA Technical Reports Server (NTRS)

    Burke, Kenneth A.; Jiao, Feng

    2016-01-01

    This report summarizes the Phase I research and development work performed during the March 13, 2015 to July 13, 2016 period. The proposal for this work was submitted in response to NASA Research Announcement NNH14ZOA001N, "Space Technology Research, Development, Demonstration, and Infusion 2014 (SpaceTech-REDDI-2014)," Appendix 14GCD-C2 "Game Changing Development Program, Advanced Oxygen Recovery for Spacecraft Life Support Systems Appendix" The Task Agreement for this Phase I work is Document Control Number: GCDP-02-TA-15015. The objective of the Phase I project was to demonstrate in laboratories two Engineering Development Units (EDU) that perform critical functions of the low temperature carbon dioxide electrolysis and the catalytic conversion of carbon monoxide into carbon and carbon dioxide. The low temperature carbon dioxide electrolysis EDU was built by the University of Delaware with Dr. Feng Jiao as the principal investigator in charge of this EDU development (under NASA Contract NNC15CA04C). The carbon monoxide catalytic conversion EDU was built by the NASA Glenn Research Center with Kenneth Burke as the principal investigator and overall project leader for the development of both EDUs. Both EDUs were successfully developed and demonstrated the critical functions for each process. The carbon dioxide electrolysis EDU was delivered to the NASA Johnson Space Center and the carbon monoxide catalytic conversion EDU was delivered to the NASA Marshall Spaceflight Center.

  4. Conformal Ablative Thermal Protection System for Planetary and Human Exploration Missions: Overview of the Technology Maturation Efforts Funded by NASA's Game Changing Development Program

    NASA Technical Reports Server (NTRS)

    Beck, Robin A.; Arnold, James O.; Gasch, Matthew J.; Stackpoole, Margaret M.; Fan, Wendy; Szalai, Christine E.; Wercinski, Paul F.; Venkatapathy, Ethiraj

    2012-01-01

    The Office of Chief Technologist (OCT), NASA has identified the need for research and technology development in part from NASA's Strategic Goal 3.3 of the NASA Strategic Plan to develop and demonstrate the critical technologies that will make NASA's exploration, science, and discovery missions more affordable and more capable. Furthermore, the Game Changing Development Program (GCDP) is a primary avenue to achieve the Agency's 2011 strategic goal to "Create the innovative new space technologies for our exploration, science, and economic future." In addition, recently released "NASA space Technology Roadmaps and Priorities," by the National Research Council (NRC) of the National Academy of Sciences stresses the need for NASA to invest in the very near term in specific EDL technologies. The report points out the following challenges (Page 2-38 of the pre-publication copy released on February 1, 2012): Mass to Surface: Develop the ability to deliver more payload to the destination. NASA's future missions will require ever-greater mass delivery capability in order to place scientifically significant instrument packages on distant bodies of interest, to facilitate sample returns from bodies of interest, and to enable human exploration of planets such as Mars. As the maximum mass that can be delivered to an entry interface is fixed for a given launch system and trajectory design, the mass delivered to the surface will require reduction in spacecraft structural mass; more efficient, lighter thermal protection systems; more efficient lighter propulsion systems; and lighter, more efficient deceleration systems. Surface Access: Increase the ability to land at a variety of planetary locales and at a variety of times. Access to specific sites can be achieved via landing at a specific location (s) or transit from a single designated landing location, but it is currently infeasible to transit long distances and through extremely rugged terrain, requiring landing close to the

  5. 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.

  6. Prosperity Games prototyping with the board of governors of the Electronic Industries Association, January 20--21, 1994

    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

  7. Streamlining Simulation Development using a Commercial Game Engine

    DTIC Science & Technology

    2009-10-01

    few years. The realism is stunning and the Commercial Game Industry fuels the fire of cutting edge advances in hardware and immersive experiences...Technology applies to Military training in more than just the obvious upgrades in game engines and hardware. The increased visual realism and performance...elaborate storytelling and cinematic effects provide a more immersive and compelling experience to the player. The underlying game engine technology

  8. 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.

  9. Games People Play

    ERIC Educational Resources Information Center

    VerBruggen, Robert

    2012-01-01

    Today's video games aren't even a little bit like the ones that came out a few decades ago. Not only has the underlying technology dramatically improved, but the medium has matured remarkably in the years since "Pong" and "Space Invaders." ruled the arcades. The artistic promise of video games has yet to be fulfilled. The current state of the…

  10. Changes in brain activity in response to problem solving during the abstinence from online game play.

    PubMed

    Kim, Sun Mi; Han, Doug Hyun; Lee, Young Sik; Kim, Jieun E; Renshaw, Perry F

    2012-06-01

    Several studies have suggested that addictive disorders including substance abuse and pathologic gambling might be associated with dysfunction on working memory and prefrontal activity. We hypothesized that excessive online game playing is associated with deficits in prefrontal cortex function and that recovery from excessive online game playing might improve prefrontal cortical activation in response to working memory stimulation. Thirteen adolescents with excessive online game playing (AEOP) and ten healthy adolescents (HC) agreed to participate in this study. The severity of online game play and playing time were evaluated for a baseline measurement and again following four weeks of treatment. Brain activation in response to working memory tasks (simple and complex calculations) at baseline and subsequent measurements was assessed using BOLD functional magnetic resonance imaging (fMRI). Compared to the HC subjects, the AEOP participants exhibited significantly greater activity in the right middle occipital gyrus, left cerebellum posterior lobe, left premotor cortex and left middle temporal gyrus in response to working memory tasks during baseline measurements. After four weeks of treatment, the AEOP subjects showed increased activity within the right dorsolateral prefrontal cortex and left occipital fusiform gyrus. After four weeks of treatment, changes in the severity of online game playing were negatively correlated with changes in the mean β value of the right dorsolateral prefrontal cortex in response to complex stimulation. We suggest that the effects of online game addiction on working memory may be similar to those observed in patients with substance dependence.

  11. Gaming across different consoles: exploring the influence of control scheme on game-player enjoyment.

    PubMed

    Limperos, Anthony M; Schmierbach, Michael G; Kegerise, Andrew D; Dardis, Frank E

    2011-06-01

    Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console played (Nintendo Wii, Playstation 2) and feelings of flow and enjoyment during the game-play experience. Results indicated that participants reported greater feelings of control and enjoyment with a traditional control scheme (Playstation 2) than with the more technologically advanced control scheme (Nintendo Wii). Further mediation analysis showed that enjoyment was driven by the sense of control that participants experienced and not simply by whether they won the game. Theoretical and practical implications are discussed.

  12. Non-Serious Serious Games

    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…

  13. 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.

  14. The educational game design on relation and functionmaterials

    NASA Astrophysics Data System (ADS)

    Pramuditya, S. A.; Noto, M. S.; Syaefullah, D.

    2018-05-01

    Information technology development is certainly very helpful and important for life, especially for education. Media is always associated with technology. Media is considered important because as a tool in the learning process both inside and outside the classroom and can also be used in the framework of communication and interaction with teachers and students in the learning process. Smartphone technology is currently growing very rapidly, especially for Android platform. Game is one of the entertainment media that becomes an option to eliminate boring or just to spend a time. Educational games specifically designed to teach users a particular learning, developing concepts and understanding and guiding them in training their abilities and motivating them to play it. Game of mathematics education is a game inserted by mathematics learning content. This article discusses development research of designing educational game. The purpose of this research was to produce educational games on relation and function, which should be valid and practical. This research adapts the development model of ADDIE, restricted by analysis, design, and development. Data were collected from validation and practical sheets then were analysed descriptively. Based on the results of data analysis, our educational game was valid and practical.

  15. Gender and Cultural Differences in Game-Based Learning Experiences

    ERIC Educational Resources Information Center

    Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander

    2017-01-01

    Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…

  16. Strategic Planning for Technological Change

    ERIC Educational Resources Information Center

    Strong, Bart

    2007-01-01

    Strategic planning can become downright treacherous if one's institution depends heavily on technology, because technology changes course frequently. Technological change is somewhat predictable, and doing nothing is not an option. A number of complex factors hasten technological change. Limits on performance, breakthrough technology, market…

  17. The Girl Game Company: Engaging Latina Girls in Information Technology

    ERIC Educational Resources Information Center

    Denner, Jill; Bean, Steve; Martinez, Jacob

    2009-01-01

    This article describes the Girl Game Company's involvement in teaching Latina girls to design and program computer games while building a network of support to help them pursue IT courses and careers. Afterschool programs like the Girl Game Company can fill an important gap by providing opportunities for underserved youth to build IT fluency. A…

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

    PubMed Central

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858

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

    PubMed

    Starks, Katryna

    2014-01-01

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

  20. 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…

  1. 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.

  2. Games and Diabetes

    PubMed Central

    Lazem, Shaimaa; Webster, Mary; Holmes, Wayne; Wolf, Motje

    2015-01-01

    Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords “children,” “computer games,” “diabetes,” “games,” “type 1,” and “type 2” in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. PMID:26337753

  3. 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

  4. Augmenting your own reality: student authoring of science-based augmented reality games.

    PubMed

    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.

  5. More than Just a Game? Combat-Themed Gaming Among Recent Veterans with Posttraumatic Stress Disorder.

    PubMed

    Elliott, Luther; Golub, Andrew; Price, Matthew; Bennett, Alexander

    2015-08-01

    This article examines recent combat veterans' experiences of "first-person shooter" (FPS) gaming and its relationship to posttraumatic stress disorder (PTSD). Current PTSD treatment approaches increasingly use virtual reality (VR) technologies, which have many similarities with FPS games. To explore these similarities, this article presents six case studies from recently separated veterans in New York City who reported both current PTSD symptoms and regular use of combat-themed FPS games. In open-ended interviews, participants discussed a range of benefits as well as the importance of regulating use and avoiding particular contextual dimensions of gaming to maintain healthy gaming habits. Findings demonstrate the need for more comprehensive study and dissemination of best-practices information about FPS gaming in the context of combat-related PTSD symptomatology.

  6. Studying the Elusive Experience in Pervasive Games

    ERIC Educational Resources Information Center

    Stenros, Jaakko; Waern, Annika; Montola, Markus

    2012-01-01

    Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in…

  7. The promise and challenge of virtual gaming technologies for chronic pain: the case of graded exposure for low back pain.

    PubMed

    Trost, Zina; Zielke, Marjorie; Guck, Adam; Nowlin, Liza; Zakhidov, Djanhangir; France, Christopher R; Keefe, Francis

    2015-01-01

    Virtual reality (VR) technologies have been successfully applied to acute pain interventions and recent reviews have suggested their potential utility in chronic pain. The current review highlights the specific relevance of VR interactive gaming technologies for pain-specific intervention, including their current use across a variety of physical conditions. Using the example of graded-exposure treatment for pain-related fear and disability in chronic low back pain, we discuss ways that VR gaming can be harnessed to optimize existing chronic pain therapies and examine the potential limitations of traditional VR interfaces in the context of chronic pain. We conclude by discussing directions for future research on VR-mediated applications in chronic pain.

  8. Pilot trial of spirometer games for airway clearance practice in cystic fibrosis.

    PubMed

    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.

  9. Helping Video Games Rewire "Our Minds"

    NASA Technical Reports Server (NTRS)

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

    Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.

  10. A systematic review of serious games in asthma education.

    PubMed

    Drummond, David; Monnier, Delphine; Tesnière, Antoine; Hadchouel, Alice

    2017-05-01

    Serious games may be useful tools for asthma education. The objectives of this systematic review were to identify the available articles on serious games designed to educate patients and the general public about asthma and to assess their impact on patient's knowledge, behavior, and clinical outcomes related to asthma. PubMed, EMBASE, Cochrane Library, PsychInfo, and Web of Science were systematically searched from January 1980 to December 2015 for studies investigating serious games in asthma education. Two investigators independently assessed studies against inclusion criteria and rated those included on indicators of quality. Investigators extracted data on serious games' content and learning objectives, and on outcomes following Kirkpatrick classification. A total of 12 articles were found to be relevant, describing a total of 10 serious games. All serious games were directed toward children, with eight games for children with asthma and two for school-based intervention. The average Medical Education Research Study Quality Instrument score was 13.9 of 18, which is high. Most of the serious games were associated with high rates of satisfaction and improvement in children's knowledge. Seven studies evaluated the impact of serious games on clinical outcomes and found no significant difference relative to control groups. Although serious games designed for asthma education have evolved with advances in technology, results of their evaluation remained similar across studies, with clear improvements in knowledge but little or no change in behaviors and clinical outcomes. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  11. Spatial correlated games

    PubMed Central

    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

  12. Computer games to teach hygiene: an evaluation of the e-Bug junior game.

    PubMed

    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.

  13. Attitudes and Preferences on the Use of Mobile Health Technology and Health Games for Self-Management: Interviews With Older Adults on Anticoagulation Therapy

    PubMed Central

    Nguyen, Annie Lu; Berg, Jill; Amin, Alpesh; Bachman, Mark; Guo, Yuqing; Evangelista, Lorraine

    2014-01-01

    Background Older adults are at substantial risk for cardiovascular disorders that may require anticoagulation therapy. Those on warfarin therapy report dissatisfaction and reduced quality of life (QOL) resulting from the treatment. Advances in the area of mobile health (mHealth) technology have resulted in the design and development of new patient-centric models for the provision of personalized health care services to improve care delivery. However, there is a paucity of research examining the effectiveness of mHealth tools on knowledge, attitudes, and patient satisfaction with treatment, as well as self-management, adherence to therapy, and QOL in older adults with chronic illness conditions requiring long-term warfarin therapy. Objective The objective of the study was to explore the attitudes and preferences of older adults on warfarin therapy regarding the use of mHealth technology and health games to gain skills for self-management. Methods We conducted group and individual interviews with patients (60 years or older) on warfarin therapy at two anticoagulation clinics affiliated with an academic medical center. We held 4 group and 2 individual interviews, resulting in 11 patient participants and 2 family caregiver participants. We used structured questions on three topic areas including medication self-management strategies, mHealth technology use, and health games for exercise. We demonstrated some commercial health apps related to medication management, vitamin K content of food, and a videogame for balance exercise. Discussions were audiotaped and transcribed verbatim. Common themes were drawn using content analysis. Results The participants reported awareness of the importance of staying on schedule with warfarin therapy. They also acknowledged that negative experiences of friends or family members who were taking warfarin influenced their desire to keep on schedule with warfarin therapy. In addition, the participants expressed that the use of m

  14. Technology and Global Change

    NASA Astrophysics Data System (ADS)

    Grübler, Arnulf

    2003-10-01

    Technology and Global Change describes how technology has shaped society and the environment over the last 200 years. Technology has led us from the farm to the factory to the internet, and its impacts are now global. Technology has eliminated many problems, but has added many others (ranging from urban smog to the ozone hole to global warming). This book is the first to give a comprehensive description of the causes and impacts of technological change and how they relate to global environmental change. Written for specialists and nonspecialists alike, it will be useful for researchers and professors, as a textbook for graduate students, for people engaged in long-term policy planning in industry (strategic planning departments) and government (R & D and technology ministries, environment ministries), for environmental activists (NGOs), and for the wider public interested in history, technology, or environmental issues.

  15. Enhanced change detection performance reveals improved strategy use in avid action video game players.

    PubMed

    Clark, Kait; Fleck, Mathias S; Mitroff, Stephen R

    2011-01-01

    Recent research has shown that avid action video game players (VGPs) outperform non-video game players (NVGPs) on a variety of attentional and perceptual tasks. However, it remains unknown exactly why and how such differences arise; while some prior research has demonstrated that VGPs' improvements stem from enhanced basic perceptual processes, other work indicates that they can stem from enhanced attentional control. The current experiment used a change-detection task to explore whether top-down strategies can contribute to VGPs' improved abilities. Participants viewed alternating presentations of an image and a modified version of the image and were tasked with detecting and localizing the changed element. Consistent with prior claims of enhanced perceptual abilities, VGPs were able to detect the changes while requiring less exposure to the change than NVGPs. Further analyses revealed this improved change detection performance may result from altered strategy use; VGPs employed broader search patterns when scanning scenes for potential changes. These results complement prior demonstrations of VGPs' enhanced bottom-up perceptual benefits by providing new evidence of VGPs' potentially enhanced top-down strategic benefits. Copyright © 2010 Elsevier B.V. All rights reserved.

  16. More than Just a Game? Combat-Themed Gaming Among Recent Veterans with Posttraumatic Stress Disorder

    PubMed Central

    Golub, Andrew; Price, Matthew; Bennett, Alexander

    2015-01-01

    Abstract This article examines recent combat veterans' experiences of “first-person shooter” (FPS) gaming and its relationship to posttraumatic stress disorder (PTSD). Current PTSD treatment approaches increasingly use virtual reality (VR) technologies, which have many similarities with FPS games. To explore these similarities, this article presents six case studies from recently separated veterans in New York City who reported both current PTSD symptoms and regular use of combat-themed FPS games. In open-ended interviews, participants discussed a range of benefits as well as the importance of regulating use and avoiding particular contextual dimensions of gaming to maintain healthy gaming habits. Findings demonstrate the need for more comprehensive study and dissemination of best-practices information about FPS gaming in the context of combat-related PTSD symptomatology. PMID:26182214

  17. In pursuit of change: youth response to intensive goal setting embedded in a serious video game.

    PubMed

    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.

  18. The Ultimate Flag Games.

    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…

  19. Behavioral science in video games for children's diet and physical activity change: Key research needs

    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...

  20. Self-enforcing strategies to deter free-riding in the climate change mitigation game and other repeated public good games

    PubMed Central

    Heitzig, Jobst; Lessmann, Kai; Zou, Yong

    2011-01-01

    As the Copenhagen Accord indicates, most of the international community agrees that global mean temperature should not be allowed to rise more than two degrees Celsius above preindustrial levels to avoid unacceptable damages from climate change. The scientific evidence distilled in the Fourth Assessment Report of the Intergovernmental Panel on Climate Change and recent reports by the US National Academies shows that this can only be achieved by vast reductions of greenhouse gas emissions. Still, international cooperation on greenhouse gas emissions reductions suffers from incentives to free-ride and to renegotiate agreements in case of noncompliance, and the same is true for other so-called “public good games.” Using game theory, we show how one might overcome these problems with a simple dynamic strategy of linear compensation when the parameters of the problem fulfill some general conditions and players can be considered to be sufficiently rational. The proposed strategy redistributes liabilities according to past compliance levels in a proportionate and timely way. It can be used to implement any given allocation of target contributions, and we prove that it has several strong stability properties. PMID:21903930

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

    PubMed

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

    2015-08-01

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

  2. Simulation Games and Attitude Change: Attitudes Toward the Poor (Questionnaire Study 1).

    ERIC Educational Resources Information Center

    Livingston, Samuel A.

    This investigation attempted to evaluate the effectiveness of the simulation game, Ghetto, in changing attitudes, and to determine whether effectiveness is associated with the personal characteristics of the players. There are two purposes: to teach factual information about the conditions faced by the urban poor in the inner city and to produce a…

  3. 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

  4. AFSPC Innovation and Science and Technology Outreach to Industry and Academia

    NASA Technical Reports Server (NTRS)

    Sanchez, Merri J.; Dills, Anthony N.; Chandler, Faith

    2016-01-01

    The U.S. Air Force is taking a strategic approach to ensuring that we are at the cutting edge of science and technology. This includes fostering game-changing approaches and technologies that are balanced with operational needs. The security of the Nation requires a constant pursuit of science, technical agility, and a rapid adoption of innovation. This includes pursuits of game-changing technologies and domains that perhaps we cannot even imagine today. This paper highlights the Air Force Space Command (AFSPC) collaboration and outreach to other government agencies, military and national laboratories, industry, and academia on long term science and technology challenges. In particular we discuss the development of the AFSPC Long Term Science and Technology Challenges that include both space and cyberspace operations within a multi-domain environment and the subsequent Innovation Summits.

  5. Using Computer Games to Train Information Warfare Teams

    DTIC Science & Technology

    2004-01-01

    Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2004 2004 Paper No 1729 Page 1 of 10 Using Computer Games to...responses they will experience on real missions is crucial. 3D computer games have proved themselves to be highly effective in engaging players...motivationally and emotionally. This effort, therefore, uses gaming technology to provide realistic simulations. These games are augmented with

  6. Prevalence of video game use, cigarette smoking, and acceptability of a video game-based smoking cessation intervention among online adults.

    PubMed

    Raiff, Bethany R; Jarvis, Brantley P; Rapoza, Darion

    2012-12-01

    Video games may serve as an ideal platform for developing and implementing technology-based contingency management (CM) interventions for smoking cessation as they can be used to address a number of barriers to the utilization of CM (e.g., replacing monetary rewards with virtual game-based rewards). However, little is known about the relationship between video game playing and cigarette smoking. The current study determined the prevalence of video game use, video game practices, and the acceptability of a video game-based CM intervention for smoking cessation among adult smokers and nonsmokers, including health care professionals. In an online survey, participants (N = 499) answered questions regarding their cigarette smoking and video game playing practices. Participants also reported if they believed a video game-based CM intervention could motivate smokers to quit and if they would recommend such an intervention. Nearly half of the participants surveyed reported smoking cigarettes, and among smokers, 74.5% reported playing video games. Video game playing was more prevalent in smokers than nonsmokers, and smokers reported playing more recently, for longer durations each week, and were more likely to play social games than nonsmokers. Most participants (63.7%), including those who worked as health care professionals, believed that a video game-based CM intervention would motivate smokers to quit and would recommend such an intervention to someone trying to quit (67.9%). Our findings suggest that delivering technology-based smoking cessation interventions via video games has the potential to reach substantial numbers of smokers and that most smokers, nonsmokers, and health care professionals endorsed this approach.

  7. Quantum game theory and open access publishing

    NASA Astrophysics Data System (ADS)

    Hanauske, Matthias; Bernius, Steffen; Dugall, Berndt

    2007-08-01

    The digital revolution of the information age and in particular the sweeping changes of scientific communication brought about by computing and novel communication technology, potentiate global, high grade scientific information for free. The arXiv, for example, is the leading scientific communication platform, mainly for mathematics and physics, where everyone in the world has free access on. While in some scientific disciplines the open access way is successfully realized, other disciplines (e.g. humanities and social sciences) dwell on the traditional path, even though many scientists belonging to these communities approve the open access principle. In this paper we try to explain these different publication patterns by using a game theoretical approach. Based on the assumption, that the main goal of scientists is the maximization of their reputation, we model different possible game settings, namely a zero sum game, the prisoners’ dilemma case and a version of the stag hunt game, that show the dilemma of scientists belonging to “non-open access communities”. From an individual perspective, they have no incentive to deviate from the Nash equilibrium of traditional publishing. By extending the model using the quantum game theory approach it can be shown, that if the strength of entanglement exceeds a certain value, the scientists will overcome the dilemma and terminate to publish only traditionally in all three settings.

  8. Pokémon-Go: Why Augmented Reality Games Offer Insights for Enhancing Public Health Interventions on Obesity-Related Diseases.

    PubMed

    Wong, Ming Chao; Turner, Paul; MacIntyre, Kate; Yee, Kwang Chien

    2017-01-01

    Stimulating widespread interests of the population to participate in behavioural changes through information and technology has been an aim of much health informatics research. The recent widespread participation of the augmented reality game Pokémon Go which encourages exercises, provides significant insights into the potential of information technology to improve healthcare intervention on obesity-related disease. Does Pokémon Go point to another way of achieving health benefits using mobile devices? This paper analyses the features of Pokémon Go in relation to potential health benefits. This paper suggests from the perspective of a user on changes to the game that potentially could help with obesity, mental health cardiovascular health and vitamin D deficiencies. While the impact of augmented reality games on improving exercises might be substantial, the question of sustainability and likely long-term health outcomes remain debatable. The rapid uptake of Pokémon Go by the population around the world, however, should serve as a useful lesson for information and technological design to improve outcomes obesity-related diseases in the future.

  9. Using game technologies to improve the safety of construction plant operations.

    PubMed

    Guo, Hongling; Li, Heng; Chan, Greg; Skitmore, Martin

    2012-09-01

    Many accidents occur world-wide in the use of construction plant and equipment, and safety training is considered by many to be one of the best approaches to their prevention. However, current safety training methods/tools are unable to provide trainees with the hands-on practice needed. Game technology-based safety training platforms have the potential to overcome this problem in a virtual environment. One such platform is described in this paper - its characteristics are analysed and its possible contribution to safety training identified. This is developed and tested by means of a case study involving three major pieces of construction plant, which successfully demonstrates that the platform can improve the process and performance of the safety training involved in their operation. This research not only presents a new and useful solution to the safety training of construction operations, but illustrates the potential use of advanced technologies in solving construction industry problems in general. Copyright © 2011 Elsevier Ltd. All rights reserved.

  10. Serious games for upper limb rehabilitation: a systematic review.

    PubMed

    Proença, João Pedro; Quaresma, Cláudia; Vieira, Pedro

    2018-01-01

    The aim of this research is to carry out a systematic review of the use of technological gaming platforms with serious games in the upper limb rehabilitation of patients with neuromotor disorders. Through a systematic review, the first two authors defined the inclusion criteria and extracted the data, resulting in 38 studies collected from B-On, PubMed and Medline. Ninety-two per cent of the selected articles were published since 2010. This review documents 35 different gaming platforms types. Twenty-one of the 38 articles included in this review conducted a clinical trial and of those only eight report improvements in the target population following the use of the games and platforms. This review concludes that a new paradigm is emerging in the rehabilitation field, characterized by the systematic use of technological gaming platforms with serious games in/for rehabilitation. The use of this approach seems to be beneficial. However, to facilitate the full integration of these platforms, it is necessary to conduct more research in this area, explore new approaches and carry out in-depth clinical studies into the benefits of these platforms. Implications for rehabilitation This review states that the use serious games and gaming platforms for upper limb rehabilitation are starting a new paradigm in the rehabilitation. For a full integration of this technologies in the rehabilitation field more studies are needed.

  11. Agriscience Teachers' Implementation of Digital Game-based Learning in an Introductory Animal Science Course

    NASA Astrophysics Data System (ADS)

    Webb, Angela W.; Bunch, J. C.; Wallace, Maria F. G.

    2015-12-01

    In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based learning in an introductory animal science course. From interviews with agriscience teachers on their experiences with the game, three themes emerged: (1) the constraints of inadequate and inappropriate technologies, and time to game implementation; (2) the shift in teacher and student roles necessitated by implementing the game; and (3) the inherent competitive nature of learning through the game. Based on these findings, we recommend that pre-service and in-service professional development opportunities be developed for teachers to learn how to implement digital game-based learning effectively. Additionally, with the potential for simulations that address cross-cutting concepts in the next generation science standards, digital game-based learning should be explored in various science teaching and learning contexts.

  12. Psychiatrists' Perceptions of Role-Playing Games.

    PubMed

    Lis, Eric; Chiniara, Carl; Biskin, Robert; Montoro, Richard

    2015-09-01

    The literature has seen a surge in research on the mental health impacts of technologies such as Facebook, video games, and massively-multiplayer online role-playing games such as World of Warcraft, but little is known regarding the mental health impact of non-video role-playing games, such as Dungeons & Dragons. The present study examines how psychiatrists' perceive role-playing games and whether they play them. Psychiatrists at a tertiary care centre in Canada completed a questionnaire assessing history of playing role-playing games and whether they associate them with psychopathology. Forty-eight psychiatrists responded. Twenty-three percent have played a role-playing game over their lifetimes. Twenty-two percent believed there was an association between psychopathology and role-playing games. A majority of psychiatrists who responded do not associate role-playing games with psychopathology. Implications for clinical practice and future research are discussed.

  13. 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…

  14. How does the presence of a conspecific individual change the behavioral game that a predator plays with its prey?

    PubMed

    Vardi, Reut; Abramsky, Zvika; Kotler, Burt P; Altstein, Ofir; Rosenzweig, Michael L

    2017-07-01

    Behavioral games predators play among themselves may have profound effects on behavioral games predators play with their prey. We studied the behavioral game between predators and prey within the framework of social foraging among predators. We tested how conspecific interactions among predators (little egret) change the predator-prey behavioral game and foraging success. To do so, we examined foraging behavior of egrets alone and in pairs (male and female) in a specially designed aviary consisting of three equally spaced pools with identical initial prey (comet goldfish) densities. Each pool was comprised of a risky microhabitat, rich with food, and a safe microhabitat with no food, forcing the fish to trade off food and safety. When faced with two versus one egret, we found that fish significantly reduced activity in the risky habitat. Egrets in pairs suffered reduced foraging success (negative intraspecific density dependence) and responded to fish behavior and to their conspecific by changing their visiting regime at the different pools-having shorter, more frequent visits. The time egret spent on each visit allowed them to match their long-term capture success rate across the environment to their capture success rate in the pool, which satisfies one aspect of optimality. Overall, egrets in pairs allocated more time for foraging and changed their foraging tactics to focus more on fish under cover and fish 'peeping' out from their shelter. These results suggest that both prey and predator show behavioral flexibility and can adjust to changing conditions as needed in this foraging game.

  15. An Interactive, Physics-Based Unmanned Ground Vehicle Simulator Leveraging Open Source Gaming Technology: Progress in the Development and Application of the Virtual Autonomous Navigation Environment (VANE) Desktop

    DTIC Science & Technology

    2009-01-01

    interface, mechatronics, video games 1. INTRODUCTION Engineering methods have substantially and continuously evolved over the past 40 years. In the past...1970s, video games have pioneered interactive simulation and laid the groundwork for inexpensive computing that individuals, corporations, and...purposes. This has not gone unnoticed, and software technology and techniques evolved for video games are beginning to have extraordinary impact in

  16. In Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video Game

    PubMed Central

    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

  17. Illusory control, gambling, and video gaming: an investigation of regular gamblers and video game players.

    PubMed

    King, Daniel L; Ejova, Anastasia; Delfabbro, Paul H

    2012-09-01

    There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.

  18. Perspectives in Energy Research: How Can We Change the Game? (2011 Summit)

    ScienceCinema

    Isaacs, Eric

    2018-02-12

    Eric Issacs, Director of DOE's Argonne National Laboratory, discussed the role of the EFRC Program and National Laboratories in developing game-changing energy technologies in the EFRC Summit session titled "Leading Perspectives in Energy Research." The 2011 EFRC Summit and Forum brought together the EFRC community and science and policy leaders from universities, national laboratories, industry and government to discuss "Science for our Nation's Energy Future." In August 2009, the Office of Science established 46 Energy Frontier Research Centers. The EFRCs are collaborative research efforts intended to accelerate high-risk, high-reward fundamental research, the scientific basis for transformative energy technologies of the future. These Centers involve universities, national laboratories, nonprofit organizations, and for-profit firms, singly or in partnerships, selected by scientific peer review. They are funded at $2 to $5 million per year for a total planned DOE commitment of $777 million over the initial five-year award period, pending Congressional appropriations. These integrated, multi-investigator Centers are conducting fundamental research focusing on one or more of several “grand challenges” and use-inspired “basic research needs” recently identified in major strategic planning efforts by the scientific community. The purpose of the EFRCs is to integrate the talents and expertise of leading scientists in a setting designed to accelerate research that transforms the future of energy and the environment.

  19. Changes in a Starting Pitcher's Performance Characteristics Across the Duration of a Major League Baseball Game.

    PubMed

    Whiteside, David; Martini, Douglas N; Zernicke, Ronald F; Goulet, Grant C

    2016-03-01

    With a view to informing in-game decision making as it relates to strategy and pitcher health, this study examined changes in pitching-performance characteristics across 9 innings of Major League Baseball (MLB) games. 129 starting MLB pitchers met the inclusion criteria for this study. Pitch type, speed, ball movement, release location, and strike-zone data-collected using the MLB's ball-tracking system, PITCHf/x-were obtained for 1,514,304 pitches thrown from 2008 to 2014. Compared with the 1st inning, the proportion of hard pitches thrown decreased significantly until the 7th inning, while the proportions of breaking and off-speed pitches increased. Significant decreases in pitch speed, increases in vertical movement, and decreases in release height emerged no later than the 5th inning, and the largest differences in all variables were generally recorded between the 1st inning and the late innings (7-9). Pitchers were most effective during the 2nd inning and significantly worse in innings 4 and 6. These data revealed that several aspects of a starting pitcher's pitching characteristics exhibited changes from baseline as early as the 2nd or 3rd inning of an MLB game, but this pattern did not reflect the changes in his effectiveness. Therefore, these alterations do not appear to provide reasonable justification for relieving a starting pitcher, although future work must address their relevance to injury. From an offensive standpoint, batters in the MLB should anticipate significantly more hard pitches during the early innings but more breaking and off-speed pitches, with decreasing speed, as the game progresses.

  20. Designing Philadelphia Land Science as a Game to Promote Identity Exploration

    ERIC Educational Resources Information Center

    Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis

    2017-01-01

    Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…

  1. 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…

  2. Extrapolating Weak Selection in Evolutionary Games

    PubMed Central

    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

  3. Simulation and Gaming: Directions, Issues, Ponderables.

    ERIC Educational Resources Information Center

    Uretsky, Michael

    1995-01-01

    Discusses the current use of simulation and gaming in a variety of settings. Describes advances in technology that facilitate the use of simulation and gaming, including computer power, computer networks, software, object-oriented programming, video, multimedia, virtual reality, and artificial intelligence. Considers the future use of simulation…

  4. Changing Technology and Work: Northern Telecom. CAW Technology Project.

    ERIC Educational Resources Information Center

    Robertson, David; Wareham, Jeff

    A project to examine the implications of technological change at Northern Telecom consisted of two major components: a technological survey and case study research. A questionnaire that contained more than 90 questions on technological change was distributed through local union technology committee meetings in Brampton, London, Belleville, and…

  5. The Effects of Video Games on Cognition and Brain Structure: Potential Implications for Neuropsychiatric Disorders.

    PubMed

    Shams, Tahireh A; Foussias, George; Zawadzki, John A; Marshe, Victoria S; Siddiqui, Ishraq; Müller, Daniel J; Wong, Albert H C

    2015-09-01

    Video games are now a ubiquitous form of entertainment that has occasionally attracted negative attention. Video games have also been used to test cognitive function, as therapeutic interventions for neuropsychiatric disorders, and to explore mechanisms of experience-dependent structural brain changes. Here, we review current research on video games published from January 2011 to April 2014 with a focus on studies relating to mental health, cognition, and brain imaging. Overall, there is evidence that specific types of video games can alter brain structure or improve certain aspects of cognitive functioning. Video games can also be useful as neuropsychological assessment tools. While research in this area is still at a very early stage, there are interesting results that encourage further work in this field, and hold promise for utilizing this technology as a powerful therapeutic and experimental tool.

  6. Traffic Games: Modeling Freeway Traffic with Game Theory

    PubMed Central

    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

  7. Traffic Games: Modeling Freeway Traffic with Game Theory.

    PubMed

    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.

  8. An Examination of Pre-Service Mathematics Teachers' Integration of Technology into Instructional Activities Using a Cognitive Demand Perspective and Levels of Technology Implementation

    ERIC Educational Resources Information Center

    Akcay, Ahmet Oguz

    2016-01-01

    Technology has changed every aspect of our lives such as communication, shopping, games, business, and education. Technology has been used for decades in the teaching and learning environment in K-12 education and higher education, especially in mathematics education where the use of instructional technology has great potential. Today's students…

  9. Technology for Educational Change

    ERIC Educational Resources Information Center

    Mitchell, P. David

    1973-01-01

    Five fundamental manifestations of technology for educational change are examined with particular reference to Canadian activities. These foci are: psychotechnology, information and communications technology, organizational technology, cybernetic systems technology and educational planning. Each is vitally concerned with the optimal organization…

  10. The Acquisition of Skill and Expertise in Massively Multiplayer Online Games

    ERIC Educational Resources Information Center

    Schrader, P. G.; McCreery, Michael

    2008-01-01

    Educational learning environments have changed dramatically in the last 20 years. Advances in technology have enabled the World Wide Web and a sundry of other tools. In response, many researchers have argued that one way to understand learning in a complex world is to examine user interactions within Massively Multiplayer Online Games (MMOGs) [Gee…

  11. Video Games and the First Amendment: "Brown v. Entertainment Merchants Association"

    ERIC Educational Resources Information Center

    Schwinn, Steven D.

    2011-01-01

    Video games today give players an unprecedented opportunity to become part of the game. They literally put players in the game. And with rapid technological improvements and endless creativity, games are only becoming more realistic. They are also becoming more violent. Today's games allow players to kill, maim, dismember, and torture victims by…

  12. 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.

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

    PubMed

    Sera, Leah; Wheeler, Erin

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

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

    PubMed Central

    Kahol, Kanav

    2011-01-01

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

  15. Digital Games: Changing Education, One Raid at a Time

    ERIC Educational Resources Information Center

    Pivec, Paul; Pivec, Maja

    2011-01-01

    Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on…

  16. Serious Simulation Role-Playing Games for Transformative Climate Change Education: "World Climate" and "Future Climate"

    NASA Astrophysics Data System (ADS)

    Rooney-Varga, J. N.; Sterman, J.; Sawin, E.; Jones, A.; Merhi, H.; Hunt, C.

    2012-12-01

    Climate change, its mitigation, and adaption to its impacts are among the greatest challenges of our times. Despite the importance of societal decisions in determining climate change outcomes, flawed mental models about climate change remain widespread, are often deeply entrenched, and present significant barriers to understanding and decision-making around climate change. Here, we describe two simulation role-playing games that combine active, affective, and analytical learning to enable shifts of deeply held conceptions about climate change. The games, World Climate and Future Climate, use a state-of-the-art decision support simulation, C-ROADS (Climate Rapid Overview and Decision Support) to provide users with immediate feedback on the outcomes of their mitigation strategies at the national level, including global greenhouse gas (GHG) emissions and concentrations, mean temperature changes, sea level rise, and ocean acidification. C-ROADS outcomes are consistent with the atmosphere-ocean general circulation models (AOGCMS), such as those used by the IPCC, but runs in less than one second on ordinary laptops, providing immediate feedback to participants on the consequences of their proposed policies. Both World Climate and Future Climate role-playing games provide immersive, situated learning experiences that motivate active engagement with climate science and policy. In World Climate, participants play the role of United Nations climate treaty negotiators. Participant emissions reductions proposals are continually assessed through interactive exploration of the best available science through C-ROADS. Future Climate focuses on time delays in the climate and energy systems. Participants play the roles of three generations: today's policymakers, today's youth, and 'just born.' The game unfolds in three rounds 25 simulated years apart. In the first round, only today's policymakers make decisions; In the next round, the young become the policymakers and inherit the

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

    NASA Astrophysics Data System (ADS)

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

    2015-08-01

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

  18. Kinect Technology Game Play to Mimic Quake Catcher Network (QCN) Sensor Deployment During a Rapid Aftershock Mobilization Program (RAMP)

    NASA Astrophysics Data System (ADS)

    Kilb, D. L.; Yang, A.; Rohrlick, D.; Cochran, E. S.; Lawrence, J.; Chung, A. I.; Neighbors, C.; Choo, Y.

    2011-12-01

    The Kinect technology allows for hands-free game play, greatly increasing the accessibility of gaming for those uncomfortable using controllers. How it works is the Kinect camera transmits invisible near-infrared light and measures its "time of flight" to reflect off an object, allowing it to distinguish objects within 1 centimeter in depth and 3 mm in height and width. The middleware can also respond to body gestures and voice commands. Here, we use the Kinect Windows SDK software to create a game that mimics how scientists deploy seismic instruments following a large earthquake. The educational goal of the game is to allow the players to explore 3D space as they learn about the Quake Catcher Network's (QCN) Rapid Aftershock Mobilization Program (RAMP). Many of the scenarios within the game are taken from factual RAMP experiences. To date, only the PC platform (or a Mac running PC emulator software) is available for use, but we hope to move to other platforms (e.g., Xbox 360, iPad, iPhone) as they become available. The game is written in programming language C# using Microsoft XNA and Visual Studio 2010, graphic shading is added using High Level Shader Language (HLSL), and rendering is produced using XNA's graphics libraries. Key elements of the game include selecting sensor locations, adequately installing the sensor, and monitoring the incoming data. During game play aftershocks can occur unexpectedly, as can other problems that require attention (e.g., power outages, equipment failure, and theft). The player accrues points for quickly deploying the first sensor (recording as many initial aftershocks as possible), correctly installing the sensors (orientation with respect to north, properly securing, and testing), distributing the sensors adequately in the region, and troubleshooting problems. One can also net points for efficient use of game play time. Setting up for game play in your local environment requires: (1) the Kinect hardware ( $145); (2) a computer

  19. 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.

  20. 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…

  1. Capability and Interface Assessment of Gaming Technologies for Future Multi-Unmanned Air Vehicle Systems

    DTIC Science & Technology

    2011-08-01

    resource management games (e.g., Sim City 2000), board game simulations (e.g., VASSAL), and abstract games (e.g., Tetris). The second purpose of the...which occur simultaneously o E.g., Starcraft  Board game o A computer game that emulates a board game o E.g., Archon  2D Side View o A game...a mouse  Joypad o E.g., A playstation/X-box controller  Accelerometer o E.g., A Wii Controller  Touch 22 Distribution A: Approved for

  2. Challenges of Health Games in the Social Network Environment.

    PubMed

    Paredes, Hugo; Pinho, Anabela; Zagalo, Nelson

    2012-04-01

    Virtual communities and their benefits have been widely exploited to support patients, caregivers, families, and healthcare providers. The complexity of the social organization evolved the concept of virtual community to social networks, exploring the establishment of ties and relations between people. These technological platforms provide a way to keep up with one's connections network, through a set of communication and interaction tools. Games, as social interactive technologies, have great potential, ensuring a supportive community and thereby reducing social isolation. Serious social health games bring forward several research challenges. This article examines the potential benefits of the triad "health-serious games-social networks" and discusses some research challenges and opportunities of the liaison of serious health games and social networks.

  3. Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime.

    PubMed

    Colder Carras, Michelle; Van Rooij, Antonius J; Spruijt-Metz, Donna; Kvedar, Joseph; Griffiths, Mark D; Carabas, Yorghos; Labrique, Alain

    2017-01-01

    Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery.

  4. Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime

    PubMed Central

    Colder Carras, Michelle; Van Rooij, Antonius J.; Spruijt-Metz, Donna; Kvedar, Joseph; Griffiths, Mark D.; Carabas, Yorghos; Labrique, Alain

    2018-01-01

    Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery. PMID:29403398

  5. Space Technology Mission Directorate Game Changing Development Program FY2015 Annual Program Review: Advanced Manufacturing Technology

    NASA Technical Reports Server (NTRS)

    Vickers, John; Fikes, John

    2015-01-01

    The Advance Manufacturing Technology (AMT) Project supports multiple activities within the Administration's National Manufacturing Initiative. A key component of the Initiative is the Advanced Manufacturing National Program Office (AMNPO), which includes participation from all federal agencies involved in U.S. manufacturing. In support of the AMNPO the AMT Project supports building and Growing the National Network for Manufacturing Innovation through a public-private partnership designed to help the industrial community accelerate manufacturing innovation. Integration with other projects/programs and partnerships: STMD (Space Technology Mission Directorate), HEOMD, other Centers; Industry, Academia; OGA's (e.g., DOD, DOE, DOC, USDA, NASA, NSF); Office of Science and Technology Policy, NIST Advanced Manufacturing Program Office; Generate insight within NASA and cross-agency for technology development priorities and investments. Technology Infusion Plan: PC; Potential customer infusion (TDM, HEOMD, SMD, OGA, Industry); Leverage; Collaborate with other Agencies, Industry and Academia; NASA roadmap. Initiatives include: Advanced Near Net Shape Technology Integrally Stiffened Cylinder Process Development (launch vehicles, sounding rockets); Materials Genome; Low Cost Upper Stage-Class Propulsion; Additive Construction with Mobile Emplacement (ACME); National Center for Advanced Manufacturing.

  6. Changing the Way We Build Games: A Design-Based Research Study Examining the Implementation of Homemade PowerPoint Games in the Classroom

    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…

  7. Serious Games: Incorporating Video Games in the Classroom

    ERIC Educational Resources Information Center

    Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C.

    2006-01-01

    Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…

  8. The Guppy Game

    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…

  9. The influence of action video game playing on eye movement behaviour during visual search in abstract, in-game and natural scenes.

    PubMed

    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.

  10. A Survey of Exemplar Teachers' Perceptions, Use, and Access of Computer-Based Games and Technology for Classroom Instruction

    ERIC Educational Resources Information Center

    Proctor, Michael D.; Marks, Yaela

    2013-01-01

    This research reports and analyzes for archival purposes surveyed perceptions, use, and access by 259 United States based exemplar Primary and Secondary educators of computer-based games and technology for classroom instruction. Participating respondents were considered exemplary as they each won the Milken Educator Award during the 1996-2009…

  11. Teaching Social Studies with Video Games

    ERIC Educational Resources Information Center

    Maguth, Brad M.; List, Jonathan S.; Wunderle, Matthew

    2015-01-01

    Today's youth have grown up immersed in technology and are increasingly relying on video games to solve problems, engage socially, and find entertainment. Yet research and vignettes of teachers actually using video games to advance student learning in social studies is scarce (Hutchinson 2007). This article showcases how social studies…

  12. Multiplayer Kinect Serious Games: A Review

    ERIC Educational Resources Information Center

    Alshammari, Ali; Whittinghill, David

    2015-01-01

    Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide…

  13. First Steps and beyond: Serious Games as Preparation for Future Learning

    ERIC Educational Resources Information Center

    Reese, Debbie Denise

    2007-01-01

    Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…

  14. Nonlinear Markov Control Processes and Games

    DTIC Science & Technology

    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

  15. An Approach to Scoring Collaboration in Online Game Environments

    ERIC Educational Resources Information Center

    Scoular, Claire; Care, Esther; Awwal, Nafisa

    2017-01-01

    With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…

  16. The racing-game effect: why do video racing games increase risk-taking inclinations?

    PubMed

    Fischer, Peter; Greitemeyer, Tobias; Morton, Thomas; Kastenmüller, Andreas; Postmes, Tom; Frey, Dieter; Kubitzki, Jörg; Odenwälder, Jörg

    2009-10-01

    The present studies investigated why video racing games increase players' risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure, sensation seeking, and attitudes toward reckless driving. Study 1 ruled out the role of experimental demand in creating such effects. Studies 2 and 3 showed that the effect of playing video racing games on risk taking was partially mediated by changes in self-perceptions as a reckless driver. These effects were evident only when the individual played racing games that reward traffic violations rather than racing games that do not reward traffic violations (Study 3) and when the individual was an active player of such games rather than a passive observer (Study 4). In sum, the results underline the potential negative impact of racing games on traffic safety.

  17. Assessing the Validity of Using Serious Game Technology to Analyze Physician Decision Making

    PubMed Central

    Mohan, Deepika; Angus, Derek C.; Ricketts, Daniel; Farris, Coreen; Fischhoff, Baruch; Rosengart, Matthew R.; Yealy, Donald M.; Barnato, Amber E.

    2014-01-01

    Background Physician non-compliance with clinical practice guidelines remains a critical barrier to high quality care. Serious games (using gaming technology for serious purposes) have emerged as a method of studying physician decision making. However, little is known about their validity. Methods We created a serious game and evaluated its construct validity. We used the decision context of trauma triage in the Emergency Department of non-trauma centers, given widely accepted guidelines that recommend the transfer of severely injured patients to trauma centers. We designed cases with the premise that the representativeness heuristic influences triage (i.e. physicians make transfer decisions based on archetypes of severely injured patients rather than guidelines). We randomized a convenience sample of emergency medicine physicians to a control or cognitive load arm, and compared performance (disposition decisions, number of orders entered, time spent per case). We hypothesized that cognitive load would increase the use of heuristics, increasing the transfer of representative cases and decreasing the transfer of non-representative cases. Findings We recruited 209 physicians, of whom 168 (79%) began and 142 (68%) completed the task. Physicians transferred 31% of severely injured patients during the game, consistent with rates of transfer for severely injured patients in practice. They entered the same average number of orders in both arms (control (C): 10.9 [SD 4.8] vs. cognitive load (CL):10.7 [SD 5.6], p = 0.74), despite spending less time per case in the control arm (C: 9.7 [SD 7.1] vs. CL: 11.7 [SD 6.7] minutes, p<0.01). Physicians were equally likely to transfer representative cases in the two arms (C: 45% vs. CL: 34%, p = 0.20), but were more likely to transfer non-representative cases in the control arm (C: 38% vs. CL: 26%, p = 0.03). Conclusions We found that physicians made decisions consistent with actual practice, that we could manipulate

  18. Assessing the validity of using serious game technology to analyze physician decision making.

    PubMed

    Mohan, Deepika; Angus, Derek C; Ricketts, Daniel; Farris, Coreen; Fischhoff, Baruch; Rosengart, Matthew R; Yealy, Donald M; Barnato, Amber E

    2014-01-01

    Physician non-compliance with clinical practice guidelines remains a critical barrier to high quality care. Serious games (using gaming technology for serious purposes) have emerged as a method of studying physician decision making. However, little is known about their validity. We created a serious game and evaluated its construct validity. We used the decision context of trauma triage in the Emergency Department of non-trauma centers, given widely accepted guidelines that recommend the transfer of severely injured patients to trauma centers. We designed cases with the premise that the representativeness heuristic influences triage (i.e. physicians make transfer decisions based on archetypes of severely injured patients rather than guidelines). We randomized a convenience sample of emergency medicine physicians to a control or cognitive load arm, and compared performance (disposition decisions, number of orders entered, time spent per case). We hypothesized that cognitive load would increase the use of heuristics, increasing the transfer of representative cases and decreasing the transfer of non-representative cases. We recruited 209 physicians, of whom 168 (79%) began and 142 (68%) completed the task. Physicians transferred 31% of severely injured patients during the game, consistent with rates of transfer for severely injured patients in practice. They entered the same average number of orders in both arms (control (C): 10.9 [SD 4.8] vs. cognitive load (CL):10.7 [SD 5.6], p = 0.74), despite spending less time per case in the control arm (C: 9.7 [SD 7.1] vs. CL: 11.7 [SD 6.7] minutes, p<0.01). Physicians were equally likely to transfer representative cases in the two arms (C: 45% vs. CL: 34%, p = 0.20), but were more likely to transfer non-representative cases in the control arm (C: 38% vs. CL: 26%, p = 0.03). We found that physicians made decisions consistent with actual practice, that we could manipulate cognitive load, and that load increased the

  19. "Grand Theft South Africa": Games, Literacy and Inequality in Consumer Childhoods

    ERIC Educational Resources Information Center

    Walton, Marion; Pallitt, Nicola

    2012-01-01

    Discussions of "game literacy" focus on the informal learning and literacies associated with games but seldom address the diversity in young people's gaming practices, and the highly differentiated technologies of digital gaming in use. We use available survey data to show how, in South Africa, income inequalities influence consumption…

  20. Game and Information Theory Analysis of Electronic Counter Measures in Pursuit-Evasion Games

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

    Griffin, Christopher H

    Two-player Pursuit-Evasion games in the literature typically either assume both players have perfect knowledge of the opponent s positions or use primitive sensing models. This unrealistically skews the problem in favor of the pursuer who need only maintain a faster velocity at all turning radii. In real life, an evader usually escapes when the pursuer no longer knows the evader s position. In our previous work, we modeled pursuit-evasion without perfect information as a two-player bi-matrix game by using a realistic sensor model and information theory to compute game theoretic payoff matrices. That game has a saddle point when themore » evader uses strategies that exploit sensor limitations, while the pursuer relies on strategies that ignore the sensing limitations. In this paper, we consider for the first time the effect of many types of electronic counter measures (ECM) on pursuit evasion games. The evader s decision to initiate its ECM is modeled as a function of the distance between the players. Simulations show how to find optimal strategies for ECM use when initial conditions are known. We also discuss the effectiveness of different ECM technologies in pursuit-evasion games.« less

  1. Grand Canyon as a universally accessible virtual field trip for intro Geoscience classes using geo-referenced mobile game technology

    NASA Astrophysics Data System (ADS)

    Bursztyn, N.; Pederson, J. L.; Shelton, B.

    2012-12-01

    There is a well-documented and nationally reported trend of declining interest, poor preparedness, and lack of diversity within U.S. students pursuing geoscience and other STEM disciplines. We suggest that a primary contributing factor to this problem is that introductory geoscience courses simply fail to inspire (i.e. they are boring). Our experience leads us to believe that the hands-on, contextualized learning of field excursions are often the most impactful component of lower division geoscience classes. However, field trips are becoming increasingly more difficult to run due to logistics and liability, high-enrollments, decreasing financial and administrative support, and exclusivity of the physically disabled. Recent research suggests that virtual field trips can be used to simulate this contextualized physical learning through the use of mobile devices - technology that exists in most students' hands already. Our overarching goal is to enhance interest in introductory geoscience courses by providing the kinetic and physical learning experience of field trips through geo-referenced educational mobile games and test the hypothesis that these experiences can be effectively simulated through virtual field trips. We are doing this by developing "serious" games for mobile devices that deliver introductory geology material in a fun and interactive manner. Our new teaching strategy will enhance undergraduate student learning in the geosciences, be accessible to students of diverse backgrounds and physical abilities, and be easily incorporated into higher education programs and curricula at institutions globally. Our prototype involves students virtually navigating downstream along a scaled down Colorado River through Grand Canyon - physically moving around their campus quad, football field or other real location, using their smart phone or a tablet. As students reach the next designated location, a photo or video in Grand Canyon appears along with a geological

  2. 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

  3. The Potential of Incorporating Computer Games in Foreign Language Curricula

    ERIC Educational Resources Information Center

    Mukundan, Jayakaran; Kalajahi, Seyed Ali Rezvani; Naghdipour, Bakhtiar

    2014-01-01

    There is ample evidence that technology-enhanced instruction could result in students' learning. With the advancement and ever-increasing growth of technology, the use of educational electronic games or computer games in education has appealed to both educators and students. Because of their potential to enhance students' interest, motivation and…

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  5. Videogame Mechanics in Games for Health.

    PubMed

    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.

  6. Application of artificial neural networks to gaming

    NASA Astrophysics Data System (ADS)

    Baba, Norio; Kita, Tomio; Oda, Kazuhiro

    1995-04-01

    Recently, neural network technology has been applied to various actual problems. It has succeeded in producing a large number of intelligent systems. In this article, we suggest that it could be applied to the field of gaming. In particular, we suggest that the neural network model could be used to mimic players' characters. Several computer simulation results using a computer gaming system which is a modified version of the COMMONS GAME confirm our idea.

  7. Preparing Instructional Designers for Game-Based Learning: Part 1

    ERIC Educational Resources Information Center

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  8. Augmented Learning: Research and Design of Mobile Educational Games

    ERIC Educational Resources Information Center

    Klopfer, Eric

    2008-01-01

    New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In "Augmented Learning", Eric Klopfer describes the largely untapped potential of mobile learning games--games played on such handheld devices as cell phones, Game…

  9. Motivational Effect of Web-Based Simulation Game in Teaching Operations Management

    ERIC Educational Resources Information Center

    Nguyen, Tung Nhu

    2015-01-01

    Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…

  10. Simulation/Gaming as a New Teaching Technology

    ERIC Educational Resources Information Center

    Sims, Henry P., Jr.; Hand, Herbert H.

    1973-01-01

    This article describes an approach developed at the Indiana University School of Business which utilizes simulation gaming to make the students aware of the difficulties of both problem solving and problem solution implementation, a task at which universities have been remiss. (JA)

  11. Violent Video Games Recruit American Youth

    ERIC Educational Resources Information Center

    Lugo, William

    2006-01-01

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

  12. [Serious video games in pediatrics].

    PubMed

    Drummond, D; Tesnière, A; Hadchouel, A

    2018-01-01

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

  13. Monitoring Technological Change.

    ERIC Educational Resources Information Center

    Brinkworth, B. J.; Eckersall, K. E.

    A project was conducted to design and pilot a scheme for monitoring trade/industry/commerce technological changes and reporting them to Technical and Further Education (TAFE) teachers and authorities. A matrix of information categories was used to facilitate the collection and storage of information relative to technological advancements in the…

  14. 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.

  15. 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.

  16. Designing Hypercontextualized Games: A Case Study with LieksaMyst

    ERIC Educational Resources Information Center

    Sedano, Carolina Islas; Sutinen, Erkki; Vinni, Mikko; Laine, Teemu H.

    2012-01-01

    Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process,…

  17. 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.

  18. Towards an AI Behavior Toolkit for Games

    DTIC Science & Technology

    2000-01-01

    Introduction To date there exists a disparity between AI research and game development technologies (Laird and van Lent 2000). We are currently...art AI re- sults. Such a kit has obvious benefits for both communities. On the game development side, the kit will provide a straight- forward method

  19. Sustaining Motivation for Japanese "Kanji" Learning: Can Digital Games Help?

    ERIC Educational Resources Information Center

    Nesbitt, Dallas; Müller, Amanda

    2016-01-01

    Educational digital games are often presented at Technology in Language Education conferences. The games are entertaining and are backed by research detailing how games can improve the learning experience through active critical learning, learner interaction, competition, challenge, and high learner motivation. The authors, inspired by such…

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

    PubMed

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

    2018-04-01

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

  1. 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…

  2. Workshop for Exploiting Commercial Games and Technology for Military Use (7th)

    DTIC Science & Technology

    2009-06-01

    Norway’s progress since the last meeting. Norway’s use of, and study of, “Serious Games” spans much of the available market (VBS2, Steel Beasts and OLIVE...simulation it is the small companies, such as BIStudio (VBS2) that can react to changing market conditions, whereas the big companies, such as...want dull parts of dusty Kenya. If the Military want something that is not appealing to the Game Industry’s Core Market (which is where they make

  3. Games and childhood obesity

    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...

  4. New directions in virtual environments and gaming to address obesity and diabetes: industry perspective.

    PubMed

    Ruppert, Barb

    2011-03-01

    Virtual reality is increasingly used for education and treatment in the fields of health and medicine. What is the health potential of virtual reality technology from the software development industry perspective? This article presents interviews with Ben Sawyer of Games for Health, Dr. Walter Greenleaf of InWorld Solutions, and Dr. Ernie Medina of MedPlay Technologies. Games for Health brings together researchers, medical professionals, and game developers to share information on the impact that game technologies can have on health, health care, and policy. InWorld is an Internet-based virtual environment designed specifically for behavioral health care. MedPlay Technologies develops wellness training programs that include exergaming technology. The interviewees share their views on software development and other issues that must be addressed to advance the field of virtual reality for health applications. © 2011 Diabetes Technology Society.

  5. Pleasure, Learning, Video Games, and Life: The Projective Stance

    ERIC Educational Resources Information Center

    Gee, James Paul

    2005-01-01

    This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound…

  6. 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.

  7. A scoping review of video gaming in rehabilitation.

    PubMed

    Ravenek, Kelly E; Wolfe, Dalton L; Hitzig, Sander L

    2016-08-01

    To examine the scope of the peer-reviewed literature on the use of commercially available video gaming in rehabilitation. Five databases (SCOPUS, Cochrane, PsycINFO, PubMed and CINAHL) were searched for articles published between January 1990 and January 2014. The reference lists of selected articles were also reviewed to identify other relevant studies. Thirty articles met the inclusion criteria. Commercially available video gaming in rehabilitation was most commonly recommended by physiotherapists (50% or 15/30 studies) for populations at risk for falls or with decreased balance (67% or 19/30 studies). The most commonly used target outcomes were those assessing balance and/or fall prevention, with the Berg Balance Scale being the most frequently used (53% or 16/30 studies) outcome measure. The Nintendo Wii was the most prevalent gaming system (90% or 27/30 studies) used in the identified studies. Video gaming in rehabilitation is widely used by clinicians. Preliminary findings show that video gaming technology can be applied across a wide variety of rehabilitation populations, with some evidence showing clinical gains in physical functioning (e.g. gait and balance). There is a need for more robust clinical trials evaluating the efficacy of using video game systems as an adjunct to conventional rehabilitation. Implications for Rehabilitation Video gaming is a readily available technology that has been suggested as an enjoyable and motivating activity that engages patients in rehabilitation programming. Video gaming is becoming an increasingly popular adjunct to traditional therapy. Video gaming is most commonly used by physical therapists in a hospital setting for those with balance impairments. Video gaming has been shown to improve functional outcomes.

  8. Gaming, texting, learning? Teaching engineering ethics through students' lived experiences with technology.

    PubMed

    Voss, Georgina

    2013-09-01

    This paper examines how young peoples' lived experiences with personal technologies can be used to teach engineering ethics in a way which facilitates greater engagement with the subject. Engineering ethics can be challenging to teach: as a form of practical ethics, it is framed around future workplace experience in a professional setting which students are assumed to have no prior experience of. Yet the current generations of engineering students, who have been described as 'digital natives', do however have immersive personal experience with digital technologies; and experiential learning theory describes how students learn ethics more successfully when they can draw on personal experience which give context and meaning to abstract theories. This paper reviews current teaching practices in engineering ethics; and examines young people's engagement with technologies including cell phones, social networking sites, digital music and computer games to identify social and ethical elements of these practices which have relevance for the engineering ethics curricula. From this analysis three case studies are developed to illustrate how facets of the use of these technologies can be drawn on to teach topics including group work and communication; risk and safety; and engineering as social experimentation. Means for bridging personal experience and professional ethics when teaching these cases are discussed. The paper contributes to research and curriculum development in engineering ethics education, and to wider education research about methods of teaching 'the net generation'.

  9. Yokoi's Theory of Lateral Innovation: Applications for Learning Game Design

    ERIC Educational Resources Information Center

    Warren, Scott J.; Jones, Greg

    2008-01-01

    There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer…

  10. Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study.

    PubMed

    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.

  11. Using Robotics and Game Design to Enhance Children's Self-Efficacy, STEM Attitudes, and Computational Thinking Skills

    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.

  12. Projecting technological change

    Treesearch

    Kenneth E. Skog

    2007-01-01

    Improving efficiency in the use of both wood and nonwood inputs has characterized the US forest sector over the last 50 years. This chapter explores methods used to reflect this pattern of technological change and others in the Timber Assessment Projection System models. The development and use of three types of technology projection methods are explained: (1)...

  13. Game-XP: Action Games as Experimental Paradigms for Cognitive Science.

    PubMed

    Gray, Wayne D

    2017-04-01

    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to "accept a single complex task and do all of it." More specifically, he told us that rather than taking an "experimental psychology as usual approach," we should "focus on a series of experimental and theoretical studies around a single complex task" so as to demonstrate that our theories of human cognition were powerful enough to explain "a genuine slab of human behavior" with the studies fitting into a detailed theoretical picture. Action games represent the type of experimental paradigm that Newell was advocating and the current state of programming expertise and laboratory equipment, along with the emergence of Big Data and naturally occurring datasets, provide the technologies and data needed to realize his vision. Action games enable us to escape from our field's regrettable focus on novice performance to develop theories that account for the full range of expertise through a twin focus on expertise sampling (across individuals) and longitudinal studies (within individuals) of simple and complex tasks. Copyright © 2017 Cognitive Science Society, Inc.

  14. Video game training and the reward system.

    PubMed

    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.

  15. Gamification: The Intersection between Behavior Analysis and Game Design Technologies.

    PubMed

    Morford, Zachary H; Witts, Benjamin N; Killingsworth, Kenneth J; Alavosius, Mark P

    2014-05-01

    Deterding et al. (Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, USA 15: 9-15, 2011) report a recent rise in popularity of video game inspired software designed to address issues in a variety of areas, including health, energy conservation, education, and business. These applications have been based on the concept of gamification, which involves a process by which nongame activities are designed to be more like a game. We provide examples of how gamification has been used to increase health-related behavior, energy consumption, academic performance, and other socially-significant behavior. We argue that behavior analytic research and practice stands to benefit from incorporating successful elements of game design. Lastly, we provide suggestions for behavior analysts regarding applied and basic research related to gamification.

  16. Serious games in the classroom: gauging student perceptions.

    PubMed

    Kapralos, Bill; Cristancho, Sayra; Porte, Mark; Backstein, David; Monclou, Alex; Dubrowski, Adam

    2011-01-01

    Serious games, or video game-based technology applied to training, learning applications, provide a high fidelity simulation of particular environments and situations that focus on high level skills that are required in the field. Given the popularity of video games, particularly with today's generation of learners, and the growing trend of restricted resident work hours and diminished operating room exposure due to limited budgets increased case complexity and medicolegal concerns, serious games provide a cost-effective viable training option. To develop effective serious games, the views and perceptions of both the end users (learners) and educators regarding their use "in the classroom" must be assessed and accounted for. Here we present the results of a survey that was designed to assess students' perceptions of serious games.

  17. Naval Science & Technology: Enabling the Future Force

    DTIC Science & Technology

    2013-04-01

    corn for disruptive technologies Laser Cooling Spintronics Bz 1st U.S. Intel satellite GRAB Semiconductors GaAs, GaN, SiC GPS...Payoff • Innovative and game-changing • Approved by Corporate Board • Delivers prototype Innovative Naval Prototypes (5-10 Year) Disruptive ... Technologies Free Electron Laser Integrated Topside EM Railgun Sea Base Enablers Tactical Satellite Large Displacement UUV AACUS Directed

  18. Unfavorable Individuals in Social Gaming Networks.

    PubMed

    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.

  19. 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.

  20. Heat Shield for Extreme Entry Environment Technology (HEEET)

    NASA Technical Reports Server (NTRS)

    Venkatapathy, Ethiraj

    2017-01-01

    The Heat Shield for Extreme Entry Environment Technology (HEEET) project seeks to mature a game changing Woven Thermal Protection System (TPS) technology to enable in situ robotic science missions recommended by the NASA Research Council Planetary Science Decadal Survey committee. Recommended science missions include Venus probes and landers; Saturn and Uranus probes; and high-speed sample return missions.

  1. Conducting Scientific Research on Learning and Health Behavior Change with Computer-Based Health Games

    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…

  2. The Long History of Gaming in Military Training

    DTIC Science & Technology

    2010-02-01

    control number. 1. REPORT DATE 2010 2. REPORT TYPE 3. DATES COVERED 00-00-2010 to 00-00-2010 4 . TITLE AND SUBTITLE The long history of gaming...Issue 4 games for military training was exposed to the general public in the “funny papers” (Caniff, 1992). Figure 2. Steve Canyon...online Playstation titles. At the same time, entertainment games and the technologies that are behind them, seeped into the military domain. Epic’s

  3. Violence-related content in video game may lead to functional connectivity changes in brain networks as revealed by fMRI-ICA in young men.

    PubMed

    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.

  4. Keeping up with video game technology: objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation.

    PubMed

    Parry, Ingrid; Carbullido, Clarissa; Kawada, Jason; Bagley, Anita; Sen, Soman; Greenhalgh, David; Palmieri, Tina

    2014-08-01

    Commercially available interactive video games are commonly used in rehabilitation to aide in physical recovery from a variety of conditions and injuries, including burns. Most video games were not originally designed for rehabilitation purposes and although some games have shown therapeutic potential in burn rehabilitation, the physical demands of more recently released video games, such as Microsoft Xbox Kinect™ (Kinect) and Sony PlayStation 3 Move™ (PS Move), have not been objectively evaluated. Video game technology is constantly evolving and demonstrating different immersive qualities and interactive demands that may or may not have therapeutic potential for patients recovering from burns. This study analyzed the upper extremity motion demands of Kinect and PS Move using three-dimensional motion analysis to determine their applicability in burn rehabilitation. Thirty normal children played each video game while real-time movement of their upper extremities was measured to determine maximal excursion and amount of elevation time. Maximal shoulder flexion, shoulder abduction and elbow flexion range of motion were significantly greater while playing Kinect than the PS Move (p≤0.01). Elevation time of the arms above 120° was also significantly longer with Kinect (p<0.05). The physical demands for shoulder and elbow range of motion while playing the Kinect, and to a lesser extent PS Move, are comparable to functional motion needed for daily tasks such as eating with a utensil and hair combing. Therefore, these more recently released commercially available video games show therapeutic potential in burn rehabilitation. Objectively quantifying the physical demands of video games commonly used in rehabilitation aides clinicians in the integration of them into practice and lays the framework for further research on their efficacy. Copyright © 2013 Elsevier Ltd and ISBI. All rights reserved.

  5. Potential Science and Technology Game Changers for the Ground Warfare of 2050: Selected Projections Made in 2017

    DTIC Science & Technology

    2018-02-01

    ARL-TR-8283 ● FEB 2018 US Army Research Laboratory Potential Science and Technology Game Changers for the Ground Warfare of 2050...report when it is no longer needed. Do not return it to the originator. ARL-TR-8283 ● FEB 2018 US Army Research Laboratory Potential...ARL Kwong Choi and Joseph Mait Sensors and Electron Devices Directorate, ARL Brad Forch and Shashi Karna Weapons and Materials Research

  6. Educational Games and Virtual Reality as Disruptive Technologies

    ERIC Educational Resources Information Center

    Psotka, Joseph

    2013-01-01

    New technologies often have the potential for disrupting existing established practices, but nowhere is this so pertinent as in education and training today. And yet, education has been glacially slow to adopt these changes in a large scale way, and innovations seem to be imposed mainly by students' and their changing social lifestyles than…

  7. Using Gaming to Motivate Today's Technology-Dependent Students

    ERIC Educational Resources Information Center

    Petkov, Marin; Rogers, George E.

    2011-01-01

    In the past several decades, technology has become a big part of American society. It has changed the way people interact with one another as well as how they proceed with everyday life. However, K-12 educational systems have been resistive to change, with most American schools still using traditional instruction in the classroom, consisting…

  8. TENI: A comprehensive battery for cognitive assessment based on games and technology.

    PubMed

    Delgado, Marcela Tenorio; Uribe, Paulina Arango; Alonso, Andrés Aparicio; Díaz, Ricardo Rosas

    2016-01-01

    TENI (Test de Evaluación Neuropsicológica Infantil) is an instrument developed to assess cognitive abilities in children between 3 and 9 years of age. It is based on a model that incorporates games and technology as tools to improve the assessment of children's capacities. The test was standardized with two Chilean samples of 524 and 82 children living in urban zones. Evidence of reliability and validity based on current standards is presented. Data show good levels of reliability for all subtests. Some evidence of validity in terms of content, test structure, and association with other variables is presented. This instrument represents a novel approach and a new frontier in cognitive assessment. Further studies with clinical, rural, and cross-cultural populations are required.

  9. Changing ecosystem service values following technological change.

    PubMed

    Honey-Rosés, Jordi; Schneider, Daniel W; Brozović, Nicholas

    2014-06-01

    Research on ecosystem services has focused mostly on natural areas or remote places, with less attention given to urban ecosystem services and their relationship with technological change. However, recent work by urban ecologists and urban designers has more closely examined and appreciated the opportunities associated with integrating natural and built infrastructures. Nevertheless, a perception remains in the literature on ecosystem services that technology may easily and irreversibly substitute for services previously obtained from ecosystems, especially when the superiority of the engineered system motivated replacement in the first place. We emphasize that the expected tradeoff between natural and manufactured capital is false. Rather, as argued in other contexts, the adoption of new technologies is complementary to ecosystem management. The complementarity of ecosystem services and technology is illustrated with a case study in Barcelona, Spain where the installation of sophisticated water treatment technology increased the value of the ecosystem services found there. Interestingly, the complementarity between natural and built infrastructures may remain even for the very ecosystems that are affected by the technological change. This finding suggests that we can expect the value of ecosystem services to co-evolve with new technologies. Technological innovation can generate new opportunities to harness value from ecosystems, and the engineered structures found in cities may generate more reliance on ecosystem processes, not less.

  10. Video game training and the reward system

    PubMed Central

    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

  11. Learning when Serious: Psychophysiological Evaluation of a Technology-Enhanced Learning Game

    ERIC Educational Resources Information Center

    Cowley, Ben; Fantato, Martino; Jennett, Charlene; Ruskov, Martin; Ravaja, Niklas

    2014-01-01

    We report an evaluation study for a novel learning platform, motivated by the growing need for methods to do assessment of serious game efficacy. The study was a laboratory experiment combining evaluation methods from the fields of learning assessment and psychophysiology. 15 participants used the TARGET game platform for 25 minutes, while the…

  12. Heterogeneous resource allocation can change social hierarchy in public goods games.

    PubMed

    Meloni, Sandro; Xia, Cheng-Yi; Moreno, Yamir

    2017-03-01

    Public goods games (PGGs) represent one of the most useful tools to study group interactions. However, even if they could provide an explanation for the emergence and stability of cooperation in modern societies, they are not able to reproduce some key features observed in social and economical interactions. The typical shape of wealth distribution-known as Pareto Law-and the microscopic organization of wealth production are two of them. Here, we introduce a modification to the classical formulation of PGGs that allows for the emergence of both of these features from first principles. Unlike traditional PGGs, where players contribute equally to all the games in which they participate, we allow individuals to redistribute their contribution according to what they earned in previous rounds. Results from numerical simulations show that not only a Pareto distribution for the pay-offs naturally emerges but also that if players do not invest enough in one round they can act as defectors even if they are formally cooperators. Our results not only give an explanation for wealth heterogeneity observed in real data but also point to a conceptual change on cooperation in collective dilemmas.

  13. Heterogeneous resource allocation can change social hierarchy in public goods games

    NASA Astrophysics Data System (ADS)

    Meloni, Sandro; Xia, Cheng-Yi; Moreno, Yamir

    2017-03-01

    Public goods games (PGGs) represent one of the most useful tools to study group interactions. However, even if they could provide an explanation for the emergence and stability of cooperation in modern societies, they are not able to reproduce some key features observed in social and economical interactions. The typical shape of wealth distribution-known as Pareto Law-and the microscopic organization of wealth production are two of them. Here, we introduce a modification to the classical formulation of PGGs that allows for the emergence of both of these features from first principles. Unlike traditional PGGs, where players contribute equally to all the games in which they participate, we allow individuals to redistribute their contribution according to what they earned in previous rounds. Results from numerical simulations show that not only a Pareto distribution for the pay-offs naturally emerges but also that if players do not invest enough in one round they can act as defectors even if they are formally cooperators. Our results not only give an explanation for wealth heterogeneity observed in real data but also point to a conceptual change on cooperation in collective dilemmas.

  14. Systematic Review on the Effects of Serious Games and Wearable Technology Used in Rehabilitation of Patients With Traumatic Bone and Soft Tissue Injuries.

    PubMed

    Meijer, Henriëtte A; Graafland, Maurits; Goslings, J Carel; Schijven, Marlies P

    2017-11-11

    To assess the effects on functional outcomes and treatment adherence of wearable technology and serious games (ie, interactive computer applications with specific purposes useful in the "real world") currently used in physical rehabilitation of patients after traumatic bone and soft tissue injuries. PubMed, EMBASE, Cochrane Library, and Current Index to Nursing and Allied Health Literature were searched without publication date restrictions for the terms wearable, serious game, videogame or mobile application, and rehabilitation, exercise therapy, and physiotherapy. The search yielded 2704 eligible articles, which were screened by 2 independent reviewers. Studies comparing serious games to standard therapy were included. Methodology and results of the studies were critically appraised in conformity with Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. Twelve articles were included, all of which tested "off-the-shelf" games. No studies on "wearable-controlled" games or games specifically developed for rehabilitation could be included. Medical conditions included postoperative rehabilitation and acute traumatic injuries. All studies were of low to moderate quality. Only 2 studies found beneficial effects of serious games compared to conventional therapy. One of 3 studies reporting pain scores found beneficial effects of serious games compared to physiotherapy. One of 5 trials reporting treatment adherence found a statistically significant advantage in the game group compared to conventional physiotherapy. Because of heterogeneity in study design and outcome measures, pooling of data was not possible. Serious games seem a safe alternative or addition to conventional physiotherapy after traumatic bone and soft tissue injuries. Future research should determine their validity and effectiveness in rehabilitation therapy, next to their cost-effectiveness and effect on treatment adherence. Copyright © 2017 American Congress of Rehabilitation

  15. Fun and Games: using Games and Immersive Exploration to Teach Earth and Space Science

    NASA Astrophysics Data System (ADS)

    Reiff, P. H.; Sumners, C.

    2011-12-01

    We have been using games to teach Earth and Space Science for over 15 years. Our software "TicTacToe" has been used continuously at the Houston Museum of Natural Science since 2002. It is the single piece of educational software in the "Earth Forum" suite that holds the attention of visitors the longest - averaging over 10 minutes compared to 1-2 minutes for the other software kiosks. We now have question sets covering solar system, space weather, and Earth science. In 2010 we introduced a new game technology - that of immersive interactive explorations. In our "Tikal Explorer", visitors use a game pad to navigate a three-dimensional environment of the Classic Maya city of Tikal. Teams of students climb pyramids, look for artifacts, identify plants and animals, and site astronomical alignments that predict the annual return of the rains. We also have a new 3D exploration of the International Space Station, where students can fly around and inside the ISS. These interactive explorations are very natural to the video-game generation, and promise to bring educational objectives to experiences that had previously been used strictly for gaming. If space permits, we will set up our portable Discovery Dome in the poster session for a full immersive demonstration of these game environments.

  16. The Role of Game Based Learning in the Health Literacy of African American Adolescent Males

    NASA Technical Reports Server (NTRS)

    Connell, Judith; Knight, Margaret

    2012-01-01

    Twenty-first century literacy is more than being able to encode for spelling ability, decode for reading comprehension, and calculate for numeric reasoning. It demands the skills to negotiate the world of technology. Health literacy is lower than general literacy, and general literacy is lower among African American males than the overall population. The authors discuss the prospects of incorporating Game Based Learning approaches into strategies for teaching health literacy. Results of a survey administered to youth to determine their level of involvement in video game playing indicate that key elements must be in place to ensure that a game will be played. These include action, strategy, and entertainment. Future investigation will examine the knowledge level of African American adolescent males of the nexus of certain concepts of climate change and health literacy. Climate change has significant implications for human health. This understanding will produce a scientifically based foundation for curricular and instructional decisions that include GBL. Results of this study will be used to design a video game concept and will contribute to the body of knowledge concerning environmental justice and empower individuals to make informed decisions about their own health and those they influence.

  17. 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.

  18. The use of digital games and simulators in veterinary education: an overview with examples.

    PubMed

    de Bie, M H; Lipman, L J A

    2012-01-01

    In view of current technological possibilities and the popularity of games, the interest in games for educational purposes is remarkably on the rise. This article outlines the (future) use of (digital) games and simulators in several disciplines, especially in the veterinary curriculum. The different types of game-based learning (GBL)-varying from simple interactive computer board games to more complex virtual simulation strategies-will be discussed as well as the benefits, possibilities, and limitations of the educational use of games. The real breakthrough seems to be a few years away. Technological developments in the future might diminish the limitations and stumbling blocks that currently exist. Consequently, educational games will play a new and increasingly important role in the future veterinary curriculum, providing an attractive and useful way of learning.

  19. Prevalence of behavior changing strategies in fitness video games: theory-based content analysis.

    PubMed

    Lyons, Elizabeth Jane; Hatkevich, Claire

    2013-05-07

    Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a greater number of strategies than those

  20. Recall and recognition of in-game advertising: the role of game control.

    PubMed

    Herrewijn, Laura; Poels, Karolien

    2013-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person's sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players' perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts.

  1. Recall and recognition of in-game advertising: the role of game control

    PubMed Central

    Herrewijn, Laura; Poels, Karolien

    2014-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person’s sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players’ perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts. PMID:24478736

  2. Active Gaming: Is "Virtual" Reality Right for Your Physical Education Program?

    ERIC Educational Resources Information Center

    Hansen, Lisa; Sanders, Stephen W.

    2012-01-01

    Active gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other…

  3. Agriscience Teachers' Implementation of Digital Game-Based Learning in an Introductory Animal Science Course

    ERIC Educational Resources Information Center

    Webb, Angela W.; Bunch, J. C.; Wallace, Maria F.

    2015-01-01

    In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based…

  4. The kids got game: Computer/video games, gender and learning outcomes in science classrooms

    NASA Astrophysics Data System (ADS)

    Anderson, Janice Lyn

    In recent years educators have begun to explore how to purposively design computer/video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and interest in technology, and engage students in learning through the use of a familiar medium (Squire, 2005; Shaffer, 2006; Gee, 2005). The purpose of this dissertation research is to specifically address the issue of student learning through the use of educational computer/video games. Using the Quest Atlantis computer game, this study involved a mixed model research strategy that allowed for both broad understandings of classroom practices and specific analysis of outcomes through the themes that emerged from the case studies of the gendered groups using the game. Specifically, this study examined how fifth-grade students learning about science concepts, such as water quality and ecosystems, unfolds over time as they participate in the Quest Atlantis computer game. Data sources included classroom observations and video, pre- and post-written assessments, pre- and post- student content interviews, student field notebooks, field reports and the field notes of the researcher. To make sense of how students learning unfolded, video was analyzed using a framework of interaction analysis and small group interactions (Jordan & Henderson, 1995; Webb, 1995). These coded units were then examined with respect to student artifacts and assessments and patterns of learning trajectories analyzed. The analysis revealed that overall, student learning outcomes improved from pre- to post-assessments for all students. While there were no observable gendered differences with respect to the test scores and content interviews, there were gendered differences with respect to game play. Implications for game design, use of external scaffolds, games as tools for learning and gendered findings are discussed.

  5. Tactile Radar: experimenting a computer game with visually disabled.

    PubMed

    Kastrup, Virgínia; Cassinelli, Alvaro; Quérette, Paulo; Bergstrom, Niklas; Sampaio, Eliana

    2017-09-18

    Visually disabled people increasingly use computers in everyday life, thanks to novel assistive technologies better tailored to their cognitive functioning. Like sighted people, many are interested in computer games - videogames and audio-games. Tactile-games are beginning to emerge. The Tactile Radar is a device through which a visually disabled person is able to detect distal obstacles. In this study, it is connected to a computer running a tactile-game. The game consists in finding and collecting randomly arranged coins in a virtual room. The study was conducted with nine congenital blind people including both sexes, aged 20-64 years old. Complementary methods of first and third person were used: the debriefing interview and the quasi-experimental design. The results indicate that the Tactile Radar is suitable for the creation of computer games specifically tailored for visually disabled people. Furthermore, the device seems capable of eliciting a powerful immersive experience. Methodologically speaking, this research contributes to the consolidation and development of first and third person complementary methods, particularly useful in disabled people research field, including the evaluation by users of the Tactile Radar effectiveness in a virtual reality context. Implications for rehabilitation Despite the growing interest in virtual games for visually disabled people, they still find barriers to access such games. Through the development of assistive technologies such as the Tactile Radar, applied in virtual games, we can create new opportunities for leisure, socialization and education for visually disabled people. The results of our study indicate that the Tactile Radar is adapted to the creation of video games for visually disabled people, providing a playful interaction with the players.

  6. 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

  7. 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

  8. Digital Games in eLearning Environments: Current Uses and Emerging Trends

    ERIC Educational Resources Information Center

    Moreno-Ger, Pablo; Burgos, Daniel; Torrente, Javier

    2009-01-01

    The notion of using games in education is as old as games themselves. In addition, the massive market opened by the digital games industry has caused great interest regarding their specific potential in education. However, this interest is sometimes thwarted by the resistance of traditional educational settings toward technology-enhanced learning…

  9. Leveraging Mobile Games for Place-Based Language Learning

    ERIC Educational Resources Information Center

    Holden, Christopher L.; Sykes, Julie M.

    2011-01-01

    This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. Mentira is the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in the Southwestern…

  10. Interactive Music Video Games and Children's Musical Development

    ERIC Educational Resources Information Center

    Gower, Lily; McDowall, Janet

    2012-01-01

    Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…

  11. Serious electronic games as behavioural change interventions in healthcare-associated infections and infection prevention and control: a scoping review of the literature and future directions.

    PubMed

    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.

  12. 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)

  13. Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

    PubMed Central

    Hatkevich, Claire

    2013-01-01

    Background Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. Objective The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Methods Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. Results The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a

  14. 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.

  15. The Influence of an Educational Computer Game on Children's Cultural Identities

    ERIC Educational Resources Information Center

    Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling

    2010-01-01

    This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…

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

    ERIC Educational Resources Information Center

    Shubik, Martin

    2002-01-01

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

  17. Technology Education and Societal Change.

    ERIC Educational Resources Information Center

    Gilberti, Anthony F.

    1994-01-01

    Citizens in a democracy should understand the relationship of technological development to societal change. The rationale for universal technological education stems from the ideals of cultural education, the responsibilities of democratic life, and the need for economic security. Technology education furthers understanding of our technological…

  18. Technological Change and HRD. Symposium.

    ERIC Educational Resources Information Center

    2002

    This document contains three papers from a symposium on technological change and human resource development. "New Technologies, Cognitive Demands, and the Implications for Learning Theory" (Richard J. Torraco) identifies four specific characteristics of the tasks involved in using new technologies (contingent versus deterministic tasks,…

  19. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    NASA Astrophysics Data System (ADS)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  20. HapHop-Physio: a computer game to support cognitive therapies in children.

    PubMed

    Rico-Olarte, Carolina; López, Diego M; Narváez, Santiago; Farinango, Charic D; Pharow, Peter S

    2017-01-01

    Care and support of children with physical or mental disabilities are accompanied with serious concerns for parents, families, healthcare institutions, schools, and their communities. Recent studies and technological innovations have demonstrated the feasibility of providing therapy and rehabilitation services to children supported by computer games. The aim of this paper is to present HapHop-Physio, an innovative computer game that combines exercise with fun and learning, developed to support cognitive therapies in children. Conventional software engineering methods such as the Scrum methodology, a functionality test and a related usability test, were part of the comprehensive methodology adapted to develop HapHop-Physio. The game supports visual and auditory attention therapies, as well as visual and auditory memory activities. The game was developed by a multidisciplinary team, which was based on the Hopscotch ® platform provided by Fraunhofer Institute for Digital Media Technology IDMT Institute in Germany, and designed in collaboration with a rehabilitation clinic in Colombia. HapHop-Physio was tested and evaluated to probe its functionality and user satisfaction. The results show the development of an easy-to-use and funny game by a multidisciplinary team using state-of-the-art videogame technologies and software methodologies. Children testing the game concluded that they would like to play again while undergoing rehabilitation therapies.

  1. Adaptable, Deployable Entry and Placement Technology (ADEPT) for Future Mars Missions

    NASA Technical Reports Server (NTRS)

    Wercinski, P.; Venkatapathy, E.; Gage, P.; Prabhu, D.; Smith, B.; Cassell, A.; Yount, B.; Allen, G.

    2013-01-01

    The concept of a mechanically deploy- able hypersonic decelerator, developed initially for high mass (40 MT) human Mars missions, is currently funded by OCT for technology maturation. The ADEPT (Adaptive, Deployable Entry and Placement Technology) project has broad, game-changing applicability to in situ science missions to Venus, Mars, and the Outer Planets.

  2. Autogenerator-based modelling framework for development of strategic games simulations: rational pigs game extended.

    PubMed

    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.

  3. Autogenerator-Based Modelling Framework for Development of Strategic Games Simulations: Rational Pigs Game Extended

    PubMed Central

    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

  4. Arm Chair Activism: Serious Games Usage by INGOs for Educational Change

    ERIC Educational Resources Information Center

    Arora, Payal; Itu, Sorina

    2012-01-01

    The battle between educators and entertainers continues when it comes to gaming. While this is so, the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs). These actors employ digital games with the aim to educate and activate towards specific social…

  5. Introduction to Special Issue on Games + Learning + Society

    ERIC Educational Resources Information Center

    Squire, Kurt; Gaydos, Matthew; DeVane, Ben

    2016-01-01

    Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better understand what games are good for, what they are not, and in what kinds of situations they can be…

  6. Top 10 Research Questions Related to Teaching Games for Understanding

    PubMed Central

    Memmert, Daniel; Almond, Len; Bunker, David; Butler, Joy; Fasold, Frowin; Griffin, Linda; Hillmann, Wolfgang; Hüttermann, Stefanie; Klein-Soetebier, Timo; König, Stefan; Nopp, Stephan; Rathschlag, Marco; Schul, Karsten; Schwab, Sebastian; Thorpe, Rod; Furley, Philip

    2015-01-01

    In this article, we elaborate on 10 current research questions related to the “teaching games for understanding” (TGfU) approach with the objective of both developing the model itself and fostering game understanding, tactical decision making, and game-playing ability in invasion and net/wall games: (1) How can existing scientific approaches from different disciplines be used to enhance game play for beginners and proficient players? (2) How can state-of-the-art technology be integrated to game-play evaluations of beginners and proficient players by employing corresponding assessments? (4) How can complexity thinking be utilized to shape day-to-day physical education (PE) and coaching practices? (5) How can game making/designing be helpfully utilized for emergent learning? (6) How could purposeful game design create constraints that enable tactical understanding and skill development through adaptive learning and distributed cognition? (7) How can teacher/coach development programs benefit from game-centered approaches? (8) How can TGfU-related approaches be implemented in teacher or coach education with the goal of facilitating preservice and in-service teachers/coaches’ learning to teach and thereby foster their professional development from novices to experienced practitioners? (9) Can the TGfU approach be considered a helpful model across different cultures? (10) Can physical/psychomotor, cognitive, affective/social, and cultural development be fostered via TGfU approaches? The answers to these questions are critical not only for the advancement of teaching and coaching in PE and sport-based clubs, but also for an in-depth discussion on new scientific avenues and technological tools. PMID:26452580

  7. Top 10 Research Questions Related to Teaching Games for Understanding.

    PubMed

    Memmert, Daniel; Almond, Len; Bunker, David; Butler, Joy; Fasold, Frowin; Griffin, Linda; Hillmann, Wolfgang; Hüttermann, Stefanie; Klein-Soetebier, Timo; König, Stefan; Nopp, Stephan; Rathschlag, Marco; Schul, Karsten; Schwab, Sebastian; Thorpe, Rod; Furley, Philip

    2015-01-01

    In this article, we elaborate on 10 current research questions related to the "teaching games for understanding" (TGfU) approach with the objective of both developing the model itself and fostering game understanding, tactical decision making, and game-playing ability in invasion and net/wall games: (1) How can existing scientific approaches from different disciplines be used to enhance game play for beginners and proficient players? (2) How can state-of-the-art technology be integrated to game-play evaluations of beginners and proficient players by employing corresponding assessments? (4) How can complexity thinking be utilized to shape day-to-day physical education (PE) and coaching practices? (5) How can game making/designing be helpfully utilized for emergent learning? (6) How could purposeful game design create constraints that enable tactical understanding and skill development through adaptive learning and distributed cognition? (7) How can teacher/coach development programs benefit from game-centered approaches? (8) How can TGfU-related approaches be implemented in teacher or coach education with the goal of facilitating preservice and in-service teachers/coaches' learning to teach and thereby foster their professional development from novices to experienced practitioners? (9) Can the TGfU approach be considered a helpful model across different cultures? (10) Can physical/psychomotor, cognitive, affective/social, and cultural development be fostered via TGfU approaches? The answers to these questions are critical not only for the advancement of teaching and coaching in PE and sport-based clubs, but also for an in-depth discussion on new scientific avenues and technological tools.

  8. 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…

  9. Interactive Block Games for Assessing Children's Cognitive Skills: Design and Preliminary Evaluation.

    PubMed

    Lee, Kiju; Jeong, Donghwa; Schindler, Rachael C; Hlavaty, Laura E; Gross, Susan I; Short, Elizabeth J

    2018-01-01

    Background: This paper presents design and results from preliminary evaluation of Tangible Geometric Games (TAG-Games) for cognitive assessment in young children. The TAG-Games technology employs a set of sensor-integrated cube blocks, called SIG-Blocks, and graphical user interfaces for test administration and real-time performance monitoring. TAG-Games were administered to children from 4 to 8 years of age for evaluating preliminary efficacy of this new technology-based approach. Methods: Five different sets of SIG-Blocks comprised of geometric shapes, segmented human faces, segmented animal faces, emoticons, and colors, were used for three types of TAG-Games, including Assembly, Shape Matching, and Sequence Memory. Computational task difficulty measures were defined for each game and used to generate items with varying difficulty. For preliminary evaluation, TAG-Games were tested on 40 children. To explore the clinical utility of the information assessed by TAG-Games, three subtests of the age-appropriate Wechsler tests (i.e., Block Design, Matrix Reasoning, and Picture Concept) were also administered. Results: Internal consistency of TAG-Games was evaluated by the split-half reliability test. Weak to moderate correlations between Assembly and Block Design, Shape Matching and Matrix Reasoning, and Sequence Memory and Picture Concept were found. The computational measure of task complexity for each TAG-Game showed a significant correlation with participants' performance. In addition, age-correlations on TAG-Game scores were found, implying its potential use for assessing children's cognitive skills autonomously.

  10. Interactive Block Games for Assessing Children's Cognitive Skills: Design and Preliminary Evaluation

    PubMed Central

    Lee, Kiju; Jeong, Donghwa; Schindler, Rachael C.; Hlavaty, Laura E.; Gross, Susan I.; Short, Elizabeth J.

    2018-01-01

    Background: This paper presents design and results from preliminary evaluation of Tangible Geometric Games (TAG-Games) for cognitive assessment in young children. The TAG-Games technology employs a set of sensor-integrated cube blocks, called SIG-Blocks, and graphical user interfaces for test administration and real-time performance monitoring. TAG-Games were administered to children from 4 to 8 years of age for evaluating preliminary efficacy of this new technology-based approach. Methods: Five different sets of SIG-Blocks comprised of geometric shapes, segmented human faces, segmented animal faces, emoticons, and colors, were used for three types of TAG-Games, including Assembly, Shape Matching, and Sequence Memory. Computational task difficulty measures were defined for each game and used to generate items with varying difficulty. For preliminary evaluation, TAG-Games were tested on 40 children. To explore the clinical utility of the information assessed by TAG-Games, three subtests of the age-appropriate Wechsler tests (i.e., Block Design, Matrix Reasoning, and Picture Concept) were also administered. Results: Internal consistency of TAG-Games was evaluated by the split-half reliability test. Weak to moderate correlations between Assembly and Block Design, Shape Matching and Matrix Reasoning, and Sequence Memory and Picture Concept were found. The computational measure of task complexity for each TAG-Game showed a significant correlation with participants' performance. In addition, age-correlations on TAG-Game scores were found, implying its potential use for assessing children's cognitive skills autonomously. PMID:29868520

  11. Impact of changes in transportation and commuting behaviors during the 1996 Summer Olympic Games in Atlanta on air quality and childhood asthma.

    PubMed

    Friedman, M S; Powell, K E; Hutwagner, L; Graham, L M; Teague, W G

    2001-02-21

    Vehicle exhaust is a major source of ozone and other air pollutants. Although high ground-level ozone pollution is associated with transient increases in asthma morbidity, the impact of citywide transportation changes on air quality and childhood asthma has not been studied. The alternative transportation strategy implemented during the 1996 Summer Olympic Games in Atlanta, Ga, provided such an opportunity. To describe traffic changes in Atlanta, Ga, during the 1996 Summer Olympic Games and concomitant changes in air quality and childhood asthma events. Ecological study comparing the 17 days of the Olympic Games (July 19-August 4, 1996) to a baseline period consisting of the 4 weeks before and 4 weeks after the Olympic Games. Children aged 1 to 16 years who resided in the 5 central counties of metropolitan Atlanta and whose data were captured in 1 of 4 databases. Citywide acute care visits and hospitalizations for asthma (asthma events) and nonasthma events, concentrations of major air pollutants, meteorological variables, and traffic counts. During the Olympic Games, the number of asthma acute care events decreased 41.6% (4.23 vs 2.47 daily events) in the Georgia Medicaid claims file, 44.1% (1.36 vs 0.76 daily events) in a health maintenance organization database, 11.1% (4.77 vs 4.24 daily events) in 2 pediatric emergency departments, and 19.1% (2.04 vs 1.65 daily hospitalizations) in the Georgia Hospital Discharge Database. The number of nonasthma acute care events in the 4 databases changed -3.1%, +1.3%, -2.1%, and +1.0%, respectively. In multivariate regression analysis, only the reduction in asthma events recorded in the Medicaid database was significant (relative risk, 0.48; 95% confidence interval, 0.44-0.86). Peak daily ozone concentrations decreased 27.9%, from 81.3 ppb during the baseline period to 58.6 ppb during the Olympic Games (P<.001). Peak weekday morning traffic counts dropped 22.5% (P<.001). Traffic counts were significantly correlated with that

  12. Bringing Evolution to a Technological Generation: A Case Study with the Video Game SPORE

    ERIC Educational Resources Information Center

    Poli, DorothyBelle; Berenotto, Christopher; Blankenship, Sara; Piatkowski, Bryan; Bader, Geoffrey A.; Poore, Mark

    2012-01-01

    The video game SPORE was found to hold characteristics that stimulate higher-order thinking even though it rated poorly for accurate science. Interested in evaluating whether a scientifically inaccurate video game could be used effectively, we exposed students to SPORE during an evolution course. Students that played the game reported that they…

  13. Games That Teach Concepts Around the Nexus of Energy, Water, and Climate

    NASA Astrophysics Data System (ADS)

    Mayhew, M. A.; Hall, M.; Balaban, S.

    2013-12-01

    Three manifestations of the extreme amplification of the human population--exploding worldwide demand for energy, increasing exploitation of and competition for water resources, and alteration of the planet's climate--are tightly intertwined. All processes for generating energy require consumption of water, for some processes enormous quantities. It takes water to get energy. The inverse is also true: it takes energy to get water. It takes energy to move water from where it is stored to where it is needed. Burning fossil fuels for energy has increased greenhouse gasses in the atmosphere, resulting in increases in the average temperature of the Earth. But the response of the climate system is exceedingly complex. Changes in atmospheric circulation due to global warming are altering weather patterns and changing the distribution of water on the planet. Climate-related weather events alter availability of water and impact energy supply and demand. This is the nexus of energy, water, and climate. We have created two lively card games that convey the nexus concepts. They have been extensively play-tested with groups from middle school to adult; they have been found to be both educational and fun. A distinguished advisory committee, including representatives of the national labs, has insured the scientific accuracy of the games. In the first game, Thirst For Power, each player is the governor of a region; a GOAL card specifies the amount of General and Transportation energy needed for the region, achieved via ENERGY SOURCE cards. WATER cards are used as currency for obtaining energy sources. Each energy source has an associated 'environmental impact' penalty, meaning greenhouse gas emissions, but also other things like water and air pollution. ACTION cards (TECHNOLOGY, POLICY, AND CLIMATE) act much like 'Chance' cards in Monopoly to change the course of the game. The first player to achieve energy goals without exceeding an environmental impact limit for the region wins

  14. Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders.

    PubMed

    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

  15. Connecting the Links: Narratives, Simulations and Serious Games in Prehospital Training.

    PubMed

    Heldal, Ilona; Backlund, Per; Johannesson, Mikael; Lebram, Mikael; Lundberg, Lars

    2017-01-01

    Due to rapid and substantial changes in the health sector, collaboration and supporting technologies get more into focus. Changes in education and training are also required. Simulations and serious games (SSG) are often advocated as promising technologies supporting training of many and in the same manner, or increasing the skills necessary to deal with new, dangerous, complex or unexpected situations. The aim of this paper is to illustrate and discuss resources needed for planning and performing collaborative contextual training scenarios. Based on a practical study involving prehospital nurses and different simulator technologies the often-recurring activity chains in prehospital training were trained. This paper exemplifies the benefit of using narratives and SSGs for contextual training contributing to higher user experiences. The benefits of using simulation technologies aligned by processes can be easier defined by narratives from practitioners. While processes help to define more efficient and effective training, narratives and SSGs are beneficial to design scenarios with clues for higher user experiences. By discussing illustrative examples, the paper contributes to better understanding of how to plan simulation-technology rich training scenarios.

  16. Inclusive Competitive Game Play Through Balanced Sensory Feedback.

    PubMed

    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.

  17. Feasibility of a Low-Cost, Interactive Gaming System to Assess Balance in Older Women.

    PubMed

    Hall, Courtney D; Clevenger, Carolyn K; Wolf, Rachel A; Lin, James S; Johnson, Theodore M; Wolf, Steven L

    2016-01-01

    The use of low-cost interactive game technology for balance rehabilitation has become more popular recently, with generally good outcomes. Very little research has been undertaken to determine whether this technology is appropriate for balance assessment. The Wii balance board has good reliability and is comparable to a research-grade force plate; however, recent studies examining the relationship between Wii Fit games and measures of balance and mobility demonstrate conflicting findings. This study found that the Wii Fit was feasible for community-dwelling older women to safely use the balance board and quickly learn the Wii Fit games. The Ski Slalom game scores were strongly correlated with several balance and mobility measures, whereas Table Tilt game scores were not. Based on these findings, the Ski Slalom game may have utility in the evaluation of balance problems in community-dwelling older adults.

  18. Serious Games and Gamification for Mental Health: Current Status and Promising Directions.

    PubMed

    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.

  19. The Video Game Debate--Bad for Behaviour, Good for Learning? Lessons in Learning

    ERIC Educational Resources Information Center

    Canadian Council on Learning, 2009

    2009-01-01

    In 2001, the Canadian Education Association concluded that "technology has become an accepted fact of life and education." Nearly a decade later, digital technologies continue to evolve rapidly and video games are no exception. While the popularity of video games among children is undeniable, the debate about the risks and benefits of…

  20. Wireless Adaptive Therapeutic TeleGaming in a Pervasive Computing Environment

    NASA Astrophysics Data System (ADS)

    Peters, James F.; Szturm, Tony; Borkowski, Maciej; Lockery, Dan; Ramanna, Sheela; Shay, Barbara

    This chapter introduces a wireless, pervasive computing approach to adaptive therapeutic telegaming considered in the context of near set theory. Near set theory provides a formal basis for observation, comparison and classification of perceptual granules. A perceptual granule is defined by a collection of objects that are graspable by the senses or by the mind. In the proposed pervasive computing approach to telegaming, a handicapped person (e.g., stroke patient with limited hand, finger, arm function) plays a video game by interacting with familiar instrumented objects such as cups, cutlery, soccer balls, nozzles, screw top-lids, spoons, so that the technology that makes therapeutic exercise game-playing possible is largely invisible (Archives of Physical Medicine and Rehabilitation 89:2213-2217, 2008). The basic approach to adaptive learning (AL) in the proposed telegaming environment is ethology-inspired and is quite different from the traditional approach to reinforcement learning. In biologically-inspired learning, organisms learn to achieve some goal by durable modification of behaviours in response to signals from the environment resulting from specific experiences (Animal Behavior, 1995). The term adaptive is used here in an ethological sense, where learning by an organism results from modifying behaviour in response to perceived changes in the environment. To instill adaptivity in a video game, it is assumed that learning by a video game is episodic. During an episode, the behaviour of a player is measured indirectly by tracking the occurrence of gaming events such as a hit or a miss of a target (e.g., hitting a moving ball with a game paddle). An ethogram provides a record of behaviour feature values that provide a basis a functional registry for handicapped players for gaming adaptivity. An important practical application of adaptive gaming is therapeutic rehabilitation exercise carried out in parallel with playing action video games. Enjoyable and

  1. Exergaming for health: a community-based pediatric weight management program using active video gaming.

    PubMed

    Christison, Amy; Khan, Huma Ali

    2012-04-01

    To evaluate the efficacy and feasibility of a multifaceted, community-based weight intervention program for children using exergaming technology (activity-promoting video gaming). This is a prospective observational pilot study. Forty-eight children, between the ages of 8 and 16 years, who are overweight or obese, enrolled in Exergaming for Health, a multidisciplinary weight management program, which used active video gaming. Primary outcome measures were change in body mass index (BMI) z scores. Most children (n = 40, 83%) completed the program and participated in outcome evaluations. The average BMI change was -0.48 kg/m(2) (SD = 0.93), P < .002 (BMI z-score change was -0.072, SD = 0.14, P < .0001). The average Global Self-Worth score improved, screen time and soda intake reduced, and exercise hours per week increased. The Exergaming for Health program may be an effective weight management intervention that is feasible with high participation rates. A larger randomized controlled trial is needed to confirm these results.

  2. The effect of online violent video games on levels of aggression.

    PubMed

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

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

    PubMed

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

    2011-01-01

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

  4. Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders

    PubMed Central

    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

  5. Metrics for Learning from Simulations (and Perhaps Games)

    ERIC Educational Resources Information Center

    Rushby, Nick

    2016-01-01

    One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…

  6. Serious Games and Gamification for Mental Health: Current Status and Promising Directions

    PubMed Central

    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

  7. Pattern of money allocation in experimental games supports the stress hypothesis of gender differences in Toxoplasma gondii-induced behavioural changes.

    PubMed

    Lindová, Jitka; Kubena, Ales A; Sturcová, Hana; Krivohlavá, Romana; Novotná, Martina; Rubesová, Anna; Havlícek, Jan; Kodym, Petr; Flegr, Jaroslav

    2010-06-01

    Latent toxoplasmosis has been previously found to cause behavioural and personality changes in humans, which are specific for each gender. Here we tested the stress hypothesis of these gender differences based on the assumption that latent toxoplasmosis causes long-term subliminal stress. In line with this hypothesis, the gender difference will appear specifically in situations with interpersonal context because in contrast to the typical individualistic coping style of men, women have a tendency to express elevated prosocial behaviour under stress. Altogether 295 biology students (29/191 females and 27/104 males infected by T. gondii) played a modified version of the Dictator Game and the Trust Game. As predicted, a gender difference in the effect of latent toxoplasmosis was found for the measure of reciprocal altruism in the Trust Game (p = 0.016), but both genders appeared less generous when infected in the Dictator Game modified to minimize social connotation (p = 0.048).

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

    PubMed

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

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

  9. Space Technology Game Changing Development- Next Generation Life Support: Spacecraft Oxygen Recovery (SCOR)

    NASA Technical Reports Server (NTRS)

    Abney, Morgan; Barta, Daniel

    2015-01-01

    The Next Generation Life Support Spacecraft Oxygen Recovery (SCOR) project element is dedicated to developing technology that enables oxygen recovery from metabolically produced carbon dioxide in space habitats. The state-of-the-art system on the International Space Station uses Sabatier technology to recover (is) approximately 50% oxygen from carbon dioxide. The remaining oxygen required for crew respiration is supplied from Earth. For long duration manned missions beyond low-Earth orbit, resupply of oxygen becomes economically and logistically prohibitive. To mitigate these challenges, the SCOR project element is targeting development of technology to increase the recovery of oxygen to 75% or more, thereby reducing the total oxygen resupply required for future missions.

  10. A serious game for improving the decision making skills and knowledge levels of Turkish football referees according to the laws of the game.

    PubMed

    Gulec, Ulas; Yilmaz, Murat

    2016-01-01

    Digital game-based learning environments provide emerging opportunities to overcome learning barriers by combining newly developed technologies and traditional game design. This study proposes a quantitative research approach supported by expert validation interviews to designing a game-based learning framework. The goal is to improve the learning experience and decision-making skills of soccer referees in Turkey. A serious game was developed and tested on a group of referees (N = 54). The assessment results of these referees were compared with two sample t-test and the Wilcoxon signed-ranked test for both the experimental group and the control group. The findings of the current study confirmed that a game-based learning environment has greater merit over the paper-based alternatives.

  11. HapHop-Physio: a computer game to support cognitive therapies in children

    PubMed Central

    Rico-Olarte, Carolina; López, Diego M; Narváez, Santiago; Farinango, Charic D; Pharow, Peter S

    2017-01-01

    Background Care and support of children with physical or mental disabilities are accompanied with serious concerns for parents, families, healthcare institutions, schools, and their communities. Recent studies and technological innovations have demonstrated the feasibility of providing therapy and rehabilitation services to children supported by computer games. Objective The aim of this paper is to present HapHop-Physio, an innovative computer game that combines exercise with fun and learning, developed to support cognitive therapies in children. Methods Conventional software engineering methods such as the Scrum methodology, a functionality test and a related usability test, were part of the comprehensive methodology adapted to develop HapHop-Physio. Results The game supports visual and auditory attention therapies, as well as visual and auditory memory activities. The game was developed by a multidisciplinary team, which was based on the Hopscotch® platform provided by Fraunhofer Institute for Digital Media Technology IDMT Institute in Germany, and designed in collaboration with a rehabilitation clinic in Colombia. HapHop-Physio was tested and evaluated to probe its functionality and user satisfaction. Conclusion The results show the development of an easy-to-use and funny game by a multidisciplinary team using state-of-the-art videogame technologies and software methodologies. Children testing the game concluded that they would like to play again while undergoing rehabilitation therapies. PMID:28740440

  12. The Use of Massive Multiplayer Online Games to Evaluate C4I Systems

    DTIC Science & Technology

    2004-03-01

    popularity in the gaming industry , the public and the Department of Defense. Improvements to computer technology and the increased data transfer rate...Multiplayer Online Games (MMOG) have gained in popularity in the gaming industry , the public and the Department of Defense. Improvements to...have gained in popularity in the gaming industry , the public and the Department of Defense. These networked virtual environments are “a software

  13. Online citizen science games: Opportunities for the biological sciences.

    PubMed

    Curtis, Vickie

    2014-12-01

    Recent developments in digital technologies and the rise of the Internet have created new opportunities for citizen science. One of these has been the development of online citizen science games where complex research problems have been re-imagined as online multiplayer computer games. Some of the most successful examples of these can be found within the biological sciences, for example, Foldit, Phylo and EteRNA. These games offer scientists the opportunity to crowdsource research problems, and to engage with those outside the research community. Games also enable those without a background in science to make a valid contribution to research, and may also offer opportunities for informal science learning.

  14. Games as Artistic Medium: Interfacing Complexity Theory in Game-Based Art Pedagogy

    ERIC Educational Resources Information Center

    Patton, Ryan Matthew

    2011-01-01

    Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…

  15. Using Game Elements to Increase Student Engagement in Course Assignments

    ERIC Educational Resources Information Center

    Armier, David Des, Jr.; Shepherd, Craig E.; Skrabut, Stan

    2016-01-01

    Gamification incorporates game-elements in non-gaming situations to enhance student engagement and desired behavior. This study examined participant's willingness to take part in gamified activities where reward systems were not directly tied to course grades. Participants enrolled in a technology integration course for preservice teachers, were…

  16. Neural Basis of Video Gaming: A Systematic Review

    PubMed Central

    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

  17. Neural Basis of Video Gaming: A Systematic Review.

    PubMed

    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.

  18. The Effect of Playing a Logic Game on Student Learning in Physics.

    ERIC Educational Resources Information Center

    Parsons, Ralph

    The effect of playing a logic game, Master Mind, on student learning in physics was examined in this study. An experimental group of 16 Electronics Engineering Technology students played the game during class one hour per week for seven weeks. A control group of nineteen students took the course without playing the logic game. Results showed that…

  19. An Analytic Creativity Assessment Scale for Digital Game Story Design: Construct Validity, Internal Consistency and Interrater Reliability

    ERIC Educational Resources Information Center

    Chuang, Tsung-Yen; Huang, Yun-Hsuan

    2015-01-01

    Mobile technology has rapidly made digital games a popular entertainment to this digital generation, and thus digital game design received considerable attention in both the game industry and design education. Digital game design involves diverse dimensions in which digital game story design (DGSD) particularly attracts our interest, as the…

  20. The Importance of Mixing Virtual and Real Information in Games

    NASA Astrophysics Data System (ADS)

    Gaonach, H.

    2014-12-01

    Educational technology is rapidly evolving, today's classrooms are replete with ipads, iphones, interactive white boards, and other Internet tools and gadgets. However we mustn't be diverted by the technology and lose the basic focus on the communication of scientific ideas to the students. What do we want to teach them? I will present new educational kits including games about active volcanoes as well as climates and climate change. These tools have been created for 8-12 year olds who play on teams. The teams use question-cards and basic geographic knowledge to move on a regular play board by answering scientific questions. In addition to learning the science, through interpreting latitudes and longitudes, children will better understand the link between Google map and the world map after such exercises! With their teacher, they will be able to play with traditional pieces but also use tablets or computers to listen to videos as well as obtain additional subject related questions and activities. In this way, the Web is an infinite extension of the regular game played on a table with physical pieces. Let's see how it works!

  1. Diabetes City: How Urban Game Design Strategies Can Help Diabetics

    NASA Astrophysics Data System (ADS)

    Knöll, Martin

    Computer Games are about to leave their “electronic shells” and enter the city. So-called Serious Pervasive Games (SPGs) [1] allow for hybrid - simultaneously physical and virtual - experiences, applying technologies of ubiquitous computing, communication and “intelligent” interfaces. They begin to focus on non-entertaining purposes. The following article a) presents game design strategies as a missing link between pervasive computing, Ambient Intelligence and user’s everyday life. Therefore it spurs a discussion how Pervasive Healthcare focusing on the therapy and prevention of chronic diseases can benefit from urban game design strategies. b) Moreover the article presents the development and work in progress of “DiabetesCity“ - an educational game prototype for young diabetics.

  2. Online video game therapy for mental health concerns: a review.

    PubMed

    Wilkinson, Nathan; Ang, Rebecca P; Goh, Dion H

    2008-07-01

    There has been research on the use of offline video games for therapeutic purposes but online video game therapy is still fairly under-researched. Online therapeutic interventions have only recently included a gaming component. Hence, this review represents a timely first step toward taking advantage of these recent technological and cultural innovations, particularly for the treatment of special-needs groups such as the young, the elderly and people with various conditions such as ADHD, anxiety and autism spectrum disorders. A review integrating research findings on two technological advances was conducted: the home computer boom of the 1980s, which triggered a flood of research on therapeutic video games for the treatment of various mental health conditions; and the rise of the internet in the 1990s, which caused computers to be seen as conduits for therapeutic interaction rather than replacements for the therapist. We discuss how video games and the internet can now be combined in therapeutic interventions, as attested by a consideration of pioneering studies. Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.

  3. Serious games for Geophysics

    NASA Astrophysics Data System (ADS)

    Lombardo, Valerio; Rubbia, Giuliana

    2015-04-01

    Childhood stage is indispensable in the education of human beings and especially critical to arise scientific interest in children. We discuss the participatory design of a didactic videogame, i.e. a "serious" game to teach geophysics and Earth sciences to high and low-school students. Geophysics is the application of the laws and techniques of physics to uncover knowledge about the earth's dynamic processes and subsurface structure. It explores phenomena such as earthquakes, volcanoes, tsunamis to improve our understanding of the earth's physical processes and our ability to predict reoccurrences. Effective mitigation of risks from catastrophic geologic hazards requires knowledge and understanding of local geology and geologic processes. Scientific outreach can be defined as discourse activity, whose main objective is to communicate some knowledge previously produced in scientific contexts to a non-expert massive audience. One of the difficulties science educators need to overcome is to explain specific concepts from a given discipline in a language simple and understandable for their audience. Digital games today play a large role in young people's lives. Games are directly connected to the life of today's adolescents. Therefore, digital games should be included and broached as a subject in the classroom. The ardor and enthusiasm that digital games evoke in teenagers has indeed brought many researchers, school leaders and teachers to the question "how video games" can be used to engage young people and support their learning inside the classroom. Additionally, studies have shown that digital games can enhance various skills such as the ability to concentrate, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Thus, videogames become an effective didactic mechanism and should have a place in the classroom. The project aims to explore the potentials of entertainment technologies in educational processes

  4. Business game using information technologies for the students of final courses to direction of telecommunication

    NASA Astrophysics Data System (ADS)

    Khmelevskaya, A. V.; Klyuchnikova, O. E.; Golovin, P. V.; Yakushev, A. S.

    2017-01-01

    This article discusses the use of business games in the field of Infocommunications and information security. The authors consider the developed business game "Interview - rules of successful employment," "The tender to design Local Area Network," "Emergency situation in telecommunications company." This business games allows students to develop many skills and abilities. This games gives students the opportunity to take advantage of their theoretical knowledge and already in student years to begin them practically to realize and apply, producing own preparation the same for a further successful professional growth. The games is recommended for use as a new integrated form of organization-semester independent students work with a public defense of result and demonstration all professional competencies.

  5. Longitudinal relations of television, electronic games, and digital versatile discs with changes in diet in adolescents.

    PubMed

    Falbe, Jennifer; Willett, Walter C; Rosner, Bernard; Gortmaker, Steve L; Sonneville, Kendrin R; Field, Alison E

    2014-10-01

    Youth spend more time with screens than any activity except sleeping. Screen time is a risk factor for obesity, possibly because of the influence of food and beverage advertising on diet. We sought to assess longitudinal relations of screen time [ie, television, electronic games, digital versatile discs (DVDs)/videos, and total screen time] with the 2-y changes in consumption of foods of low nutritional quality (FLNQ) that are commonly advertised on screens [ie, sugar-sweetened beverages, fast food, sweets, salty snacks, and the sum of these foods (total FLNQ)] and fruit and vegetables. With the use of 2004, 2006, and 2008 waves of the Growing Up Today Study II, which consisted of a cohort of 6002 female and 4917 male adolescents aged 9-16 y in 2004, we assessed screen time (change and baseline) in relation to the 2-y dietary changes. Regression models included 4604 girls and 3668 boys with complete screen time and diet data on ≥2 consecutive questionnaires. Each hour-per-day increase in television, electronic games, and DVDs/videos was associated with increased intake of total FLNQ (range: 0.10-0.28 servings/d; P < 0.05). Each hour-per-day increase in total screen time predicted increased intakes of sugar-sweetened beverages, fast food, sweets, and salty snacks (range: 0.02-0.06 servings/d; P < 0.001) and decreased intakes of fruit and vegetables (range: -0.05 to -0.02 servings/d; P < 0.05). Greater screen time at baseline (except electronic games in boys) was associated with subsequent increased intake of total FLNQ, and greater screen time at baseline (except DVDs/videos) was associated with decreased intake of fruit and vegetables (P < 0.05). Across sex and food groups and in sensitivity analyses, television was most consistently associated with dietary changes. Increases in screen time were associated with increased consumption of foods and beverages of low nutritional quality and decreased consumption of fruit and vegetables. Our results caution against

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

    PubMed

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

    2017-12-05

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

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

    PubMed Central

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

    2017-01-01

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

  8. The future of digital games for HIV prevention and care.

    PubMed

    Hightow-Weidman, Lisa B; Muessig, Kathryn E; Bauermeister, José A; LeGrand, Sara; Fiellin, Lynn E

    2017-09-01

    Although there has been a significant increase in mHealth interventions addressing the HIV prevention and care continuum, interventions using game mechanics have been less explored. Digital games are rapidly becoming an important tool for improving health behaviors and supporting the delivery of care and education. The purpose of this review is to provide a historical context for the use of gamification and videogames (including those using virtual reality) used in technology-based HIV interventions and to review new research in the field. A review of recently published (1 January 2016-31 March 2017) or presented abstracts (2016) identified a paucity of technology-based interventions that included gamification elements or any terms associated with videogames or gameplay. A larger portfolio of digital gaming interventions is in the pipeline. Use of digital games that include elements of gamification or consist of standalone videogames or virtual-reality-based games, represent a promising intervention strategy to address the HIV prevention and care continuum, especially among youth. Our review demonstrates that there is significant room for growth in this area in designing, developing, testing and most importantly, implementation and dissemination these novel interventions.

  9. STAPOL: A Simulation of the Impact of Policy, Values, and Technological and Societal Developments upon the Quality of Life.

    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…

  10. Spatial evolutionary games with weak selection.

    PubMed

    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.

  11. Spatial evolutionary games with weak selection

    PubMed Central

    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

  12. Gaming the system. Dodging the rules, ruling the dodgers.

    PubMed

    Morreim, E H

    1991-03-01

    Although traditional obligations of fidelity require physicians to deliver quality care to their patients, including to utilize costly technologies, physicians are steadily losing their accustomed control over the necessary resources. The "economic agents" who own the medical and monetary resources of care now impose a wide array of rules and restrictions in order to contain their costs of operation. However, physicians can still control resources indirectly through "gaming the system," employing tactics such as "fudging" that exploit resource rules' ambiguity and flexibility to bypass the rules while ostensibly honoring them. Physicians may be especially inclined to game the system where resource rules seriously underserve patients' needs, where economic agents seem to be "gaming the patient," with needless obstacles to care, or where others, such as hospitals or even physicians themselves, may be denied needed reimbursements. Though tempting, gaming is morally and medically hazardous. It can harm patients and society, offend honesty, and violate basic principles of contractual and distributive justice. It is also, in fact, usually unnecessary in securing needed resources for patients. More fundamentally, we must reconsider what physicians owe their patients. They owe what is theirs to give: their competence, care and loyalty. In light of medicine's changing economics, two new duties emerge: economic advising, whereby physicians explicitly discuss the economic as well as medical aspects of each treatment option; and economic advocacy, whereby physicians intercede actively on their patients' behalf with the economic agents who control the resources.

  13. Technology and Online Education: Models for Change

    ERIC Educational Resources Information Center

    Cook, Catherine W.; Sonnenberg, Christian

    2014-01-01

    This paper contends that technology changes advance online education. A number of mobile computing and transformative technologies will be examined and incorporated into a descriptive study. The object of the study will be to design innovative mobile awareness models seeking to understand technology changes for mobile devices and how they can be…

  14. Video gaming in school children: How much is enough?

    PubMed

    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.

  15. Understanding access and use of technology among youth with first-episode psychosis to inform the development of technology-enabled therapeutic interventions.

    PubMed

    Abdel-Baki, Amal; Lal, Shalini; D-Charron, Olivier; Stip, Emmanuel; Kara, Nadjia

    2017-02-01

    Computers, video games and technological devices are part of young people's everyday lives. However, their use in first-episode psychosis (FEP) treatment is rare. The purpose of this study was to better understand the access and use of technology among individuals with FEP, including gaming activities, to inform future development of technology-enabled therapeutic applications. Self-administered survey on use of technological tools in 71 FEP individuals. PCs/laptops were used by all participants; cellphones/smartphones by 92%, consoles by 83% (mainly male and younger participants). Women texted and used social networks more frequently; men played games (mainly action) more often. The younger individuals reported playing games frequently (32% daily) with less use of the Web and social networks (favourite: Facebook). These data will be useful for developing Web-based psychoeducation tools and cognitive remediation video games for youth with FEP. © 2015 Wiley Publishing Asia Pty Ltd.

  16. A Study on Exploiting Commercial Digital Games into School Context

    ERIC Educational Resources Information Center

    Panoutsopoulos, Hercules; Sampson, Demetrios G.

    2012-01-01

    Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this…

  17. Learning Physics with Digital Game Simulations in Middle School Science

    ERIC Educational Resources Information Center

    Anderson, Janice L.; Barnett, Mike

    2013-01-01

    The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called "Supercharged!" on middle school students' understanding of electromagnetic concepts compared to students…

  18. Analysis of Biosignals During Immersion in Computer Games.

    PubMed

    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.

  19. Healthy Gaming – Video Game Design to promote Health

    PubMed Central

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

    2011-01-01

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

  20. GOLIAH: A Gaming Platform for Home-Based Intervention in Autism - Principles and Design.

    PubMed

    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

  1. Are Serious Games a Good Strategy for Pharmacy Education?

    PubMed

    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.

  2. Are Serious Games a Good Strategy for Pharmacy Education?

    PubMed Central

    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

  3. Serious Games: Video Games for Good?

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  4. Adaptive thinking & leadership simulation game training for special forces officers.

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

    Raybourn, Elaine Marie; Mendini, Kip; Heneghan, Jerry

    Complex problem solving approaches and novel strategies employed by the military at the squad, team, and commander level are often best learned experimentally. Since live action exercises can be costly, advances in simulation game training technology offer exciting ways to enhance current training. Computer games provide an environment for active, critical learning. Games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the dynamics of the game, the organic process generated by the game, and through the risks, benefits, costs, outcomes, and rewards of alternative strategies that result from decision making. Inmore » the present paper we discuss a multiplayer computer game simulation created for the Adaptive Thinking & Leadership (ATL) Program to train Special Forces Team Leaders. The ATL training simulation consists of a scripted single-player and an immersive multiplayer environment for classroom use which leverages immersive computer game technology. We define adaptive thinking as consisting of competencies such as negotiation and consensus building skills, the ability to communicate effectively, analyze ambiguous situations, be self-aware, think innovatively, and critically use effective problem solving skills. Each of these competencies is an essential element of leader development training for the U.S. Army Special Forces. The ATL simulation is used to augment experiential learning in the curriculum for the U.S. Army JFK Special Warfare Center & School (SWCS) course in Adaptive Thinking & Leadership. The school is incorporating the ATL simulation game into two additional training pipelines (PSYOPS and Civil Affairs Qualification Courses) that are also concerned with developing cultural awareness, interpersonal communication adaptability, and rapport-building skills. In the present paper, we discuss the design, development, and deployment of the training simulation, and emphasize how

  5. Adjustment to Technological Change: Summary and Policy Implications.

    ERIC Educational Resources Information Center

    Mangum, Garth L.

    A supplement to the report on adjustment to technological change, the document reviews policies of recent years related to adjustment to technological change and the added implications of the Blair and Fechter studies ("Mechanisms for Aiding Worker Adjustment to Technological Change" by Larry M. Blair and "Forecasting the Impact of Technological…

  6. Game-Based Learning Aids in Second Life

    ERIC Educational Resources Information Center

    Young, William, II; Franklin, Teresa; Cooper, Tessa; Carroll, Stephen; Liu, Chang

    2012-01-01

    In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known as STEAM, (Science and Technology Enrichment for Appalachian Middle Schoolers), has examined Second Life as a curriculum aid through the design,…

  7. 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…

  8. Games that Enlist Collective Intelligence to Solve Complex Scientific Problems.

    PubMed

    Burnett, Stephen; Furlong, Michelle; Melvin, Paul Guy; Singiser, Richard

    2016-03-01

    There is great value in employing the collective problem-solving power of large groups of people. Technological advances have allowed computer games to be utilized by a diverse population to solve problems. Science games are becoming more popular and cover various areas such as sequence alignments, DNA base-pairing, and protein and RNA folding. While these tools have been developed for the general population, they can also be used effectively in the classroom to teach students about various topics. Many games also employ a social component that entices students to continue playing and thereby to continue learning. The basic functions of game play and the potential of game play as a tool in the classroom are discussed in this article.

  9. Games that Enlist Collective Intelligence to Solve Complex Scientific Problems

    PubMed Central

    Burnett, Stephen; Furlong, Michelle; Melvin, Paul Guy; Singiser, Richard

    2016-01-01

    There is great value in employing the collective problem-solving power of large groups of people. Technological advances have allowed computer games to be utilized by a diverse population to solve problems. Science games are becoming more popular and cover various areas such as sequence alignments, DNA base-pairing, and protein and RNA folding. While these tools have been developed for the general population, they can also be used effectively in the classroom to teach students about various topics. Many games also employ a social component that entices students to continue playing and thereby to continue learning. The basic functions of game play and the potential of game play as a tool in the classroom are discussed in this article. PMID:27047610

  10. eBug--teaching children hygiene principles using educational games.

    PubMed

    Kostkova, Patty; Farrell, David; de Quincey, Ed; Weinberg, Julius; Lecky, Donna; McNulty, Cliodna

    2010-01-01

    Technology enhanced education has been recently established as a new approach for all stages of education. However, among these new IT media it is computer games playing the central role in delivering education in particular to children and teenagers, however, real world sound evaluation is often given little attention. The EU funded e-Bug project developed web games aimed at children to teach basic principles of prudent antibiotics use, hand and respiratory hygiene and aims to reinforces an awareness of microbes, hand and respiratory hygiene among junior and senior school children in 10 countries in Europe. An educational pack implemented in schools across Europe is complemented by Internet web games for two age groups teaching a set of learning objectives (LOs) using a fast and interactive platform game design for junior children and investigate detective games based on PBL principles for senior children. In this paper, we present the design of e-Bug junior and senior games and evaluation results.

  11. Time for a Change: College Students' Preference for Technology-Mediated Versus Face-to-Face Help for Emotional Distress.

    PubMed

    Lungu, Anita; Sun, Michael

    2016-12-01

    Even with recent advances in psychological treatments and mobile technology, online computerized therapy is not yet popular. College students, with ubiquitous access to technology, experiencing high distress, and often nontreatment seekers, could be an important area for online treatment dissemination. Finding ways to reach out to college students by offering psychological interventions through technology, devices, and applications they often use, might increase their engagement in treatment. This study evaluates college students' reported willingness to seek help for emotional distress through novel delivery mediums, to play computer games for learning emotional coping skills, and to disclose personal information online. We also evaluated the role of ethnicity and level of emotional distress in help-seeking patterns. A survey exploring our domains of interest and the Mental Health Inventory ([MHI] as mental health index) were completed by 572 students (mean age 18.7 years, predominantly Asian American, female, and freshmen in college). More participants expressed preference for online versus face-to-face professional help. We found no relationship between MHI and help-seeking preference. A third of participants were likely to disclose at least as much information online as face-to-face. Ownership of mobile technology was pervasive. Asian Americans were more likely to be nontreatment seekers than Caucasians. Most participants were interested in serious games for emotional distress. Our results suggest that college students are very open to creative ways of receiving emotional help such as playing games and seeking emotional help online, suggesting a need for online evidence-based treatments.

  12. Exploring Indigenous Game-Based Physics Activities in Pre-Service Physics Teachers' Conceptual Change and Transformation of Epistemic Beliefs

    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…

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

    ERIC Educational Resources Information Center

    Shapiro, R. Benjamin; Squire, Kurt D.

    2011-01-01

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

  14. Mobile Learning with a Mobile Game: Design and Motivational Effects

    ERIC Educational Resources Information Center

    Schwabe, Gerhard; Goth, Christoph

    2005-01-01

    Mobile technologies offer the opportunity to embed learning in a natural environment. This paper describes the design of the MobileGame prototype, exploring the opportunities to support learning through an orientation game in a university setting. The paper first introduces the scenario and then describes the general architecture of the prototype.…

  15. Video games: a route to large-scale STEM education?

    PubMed

    Mayo, Merrilea J

    2009-01-02

    Video games have enormous mass appeal, reaching audiences in the hundreds of thousands to millions. They also embed many pedagogical practices known to be effective in other environments. This article reviews the sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines, then reviews the infrastructural obstacles to wider adoption of this new medium.

  16. Defining and Leveraging Game Qualities for Serious Games

    NASA Technical Reports Server (NTRS)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

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

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

    PubMed

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

    2010-12-01

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

  18. Detection of Craving for Gaming in Adolescents with Internet Gaming Disorder Using Multimodal Biosignals

    PubMed Central

    Kim, Hodam; Ha, Jihyeon; Park, Wanjoo; Kim, Laehyun

    2018-01-01

    The increase in the number of adolescents with internet gaming disorder (IGD), a type of behavioral addiction is becoming an issue of public concern. Teaching adolescents to suppress their craving for gaming in daily life situations is one of the core strategies for treating IGD. Recent studies have demonstrated that computer-aided treatment methods, such as neurofeedback therapy, are effective in relieving the symptoms of a variety of addictions. When a computer-aided treatment strategy is applied to the treatment of IGD, detecting whether an individual is currently experiencing a craving for gaming is important. We aroused a craving for gaming in 57 adolescents with mild to severe IGD using numerous short video clips showing gameplay videos of three addictive games. At the same time, a variety of biosignals were recorded including photoplethysmogram, galvanic skin response, and electrooculogram measurements. After observing the changes in these biosignals during the craving state, we classified each individual participant’s craving/non-craving states using a support vector machine. When video clips edited to arouse a craving for gaming were played, significant decreases in the standard deviation of the heart rate, the number of eye blinks, and saccadic eye movements were observed, along with a significant increase in the mean respiratory rate. Based on these results, we were able to classify whether an individual participant felt a craving for gaming with an average accuracy of 87.04%. This is the first study that has attempted to detect a craving for gaming in an individual with IGD using multimodal biosignal measurements. Moreover, this is the first that showed that an electrooculogram could provide useful biosignal markers for detecting a craving for gaming. PMID:29301261

  19. Detection of Craving for Gaming in Adolescents with Internet Gaming Disorder Using Multimodal Biosignals.

    PubMed

    Kim, Hodam; Ha, Jihyeon; Chang, Won-Du; Park, Wanjoo; Kim, Laehyun; Im, Chang-Hwan

    2018-01-01

    The increase in the number of adolescents with internet gaming disorder (IGD), a type of behavioral addiction is becoming an issue of public concern. Teaching adolescents to suppress their craving for gaming in daily life situations is one of the core strategies for treating IGD. Recent studies have demonstrated that computer-aided treatment methods, such as neurofeedback therapy, are effective in relieving the symptoms of a variety of addictions. When a computer-aided treatment strategy is applied to the treatment of IGD, detecting whether an individual is currently experiencing a craving for gaming is important. We aroused a craving for gaming in 57 adolescents with mild to severe IGD using numerous short video clips showing gameplay videos of three addictive games. At the same time, a variety of biosignals were recorded including photoplethysmogram, galvanic skin response, and electrooculogram measurements. After observing the changes in these biosignals during the craving state, we classified each individual participant's craving/non-craving states using a support vector machine. When video clips edited to arouse a craving for gaming were played, significant decreases in the standard deviation of the heart rate, the number of eye blinks, and saccadic eye movements were observed, along with a significant increase in the mean respiratory rate. Based on these results, we were able to classify whether an individual participant felt a craving for gaming with an average accuracy of 87.04%. This is the first study that has attempted to detect a craving for gaming in an individual with IGD using multimodal biosignal measurements. Moreover, this is the first that showed that an electrooculogram could provide useful biosignal markers for detecting a craving for gaming.

  20. Games for increasing physical activity: Mechanisms for change

    USDA-ARS?s Scientific Manuscript database

    A small conference was held in Houston, TX, in May 2014, to address how to enhance exergames to increase physical activity. Several leading researchers were asked to address specific topics. Attendees came from across the globe. This Games for Health Journal Special Issue is devoted to sharing the a...

  1. Development and Assessment of a Chemistry-Based Computer Video Game as a Learning Tool

    ERIC Educational Resources Information Center

    Martinez-Hernandez, Kermin Joel

    2010-01-01

    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…

  2. The Technological Dimension of Educational Technology in Europe

    ERIC Educational Resources Information Center

    Dimitriadis, Yannis

    2012-01-01

    This article describes some of the main technological trends and issues of the European landscape of research and innovation in educational technology. Although several innovative technologies (tools, architectures, platforms, or approaches) emerge, such as intelligent support to personalization, collaboration or adaptation in mobile, game-based,…

  3. 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

  4. Playing quantum games by a scheme with pre- and post-selection

    NASA Astrophysics Data System (ADS)

    Weng, Guo-Fu; Yu, Yang

    2016-01-01

    We propose a scheme to play quantum games by assuming that the two players interact with each other. Thus, by pre-selection, two players can choose their initial states, and some dilemma in classical game may be removed by post-selection, which is particularly useful for the cooperative games. We apply the proposal to both of BoS and Prisoners' dilemma games in cooperative situations. The examples show that the proposal would guarantee a remarkably binding agreement between two parties. Any deviation during the game will be detected, and the game may be abnegated. By illuminating the examples, we find that the initial state in the cooperative game does not destroy process to get preferable payoffs by pre- and post-selections, which is not true in other schemes for implementing the quantum game. We point out that one player can use the scheme to detect his opponent's choices if he is advantageous in information theory and technology.

  5. Developing the Serious Games potential in nursing education.

    PubMed

    Petit dit Dariel, Odessa J; Raby, Thibaud; Ravaut, Frédéric; Rothan-Tondeur, Monique

    2013-12-01

    Shortened hospital stays, high patient acuity and technological advances demand that nurses increasingly make decisions under conditions of uncertainty and risk (Ebright et al., 2003). With rising trends towards out-patient care, nurses will need to perform complex problem-solving within a dynamic and changing environment for which there is not one clear solution (Schofield et al., 2010; Wolff et al., 2009). The development of sharp clinical reasoning skills, as well as skills in detection, monitoring, investigation and evaluation are therefore essential (Aitken et al., 2002). Yet few nursing students have long-term exposure to home-care and community situations. This is primarily due to scarce human resources and the time-consuming requirements of student supervision (Duque et al., 2008). When students are given the opportunity to experience home-care or community visits these tend to be unstructured leading to wide variations in their competencies. New pedagogical tools are needed to adequately and consistently prepare nurses for the skills they will need to care for patients outside acute care settings. Advances in Information and Communications Technologies (ICT) offer an opportunity to explore innovative pedagogical solutions that could help students develop these skills in a safe environment. A three-phased project is underway that aims to create and test a Serious Game to improve nurses' clinical reasoning and detection skills in home-care and community settings. The first phase of this project involves the development of a scenario, the game engine and the graphic design and will be the focus of this paper. The second and third phases will test the Serious Game as an educational intervention and will be reported in subsequent papers. Copyright © 2012 Elsevier Ltd. All rights reserved.

  6. Influence of game format and number of players on heart rate responses and physical demands in small-sided soccer games.

    PubMed

    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.

  7. Video Games: A Human Factors Guide to Visual Display Design and Instructional System Design

    DTIC Science & Technology

    1984-04-01

    Electronic video games have many of the same technological and psychological characteristics that are found in military computer-based systems. For...both of which employ video games as experimental stimuli, are presented here. The first research program seeks to identify and exploit the...characteristics of video games in the design of game-based training devices. The second program is designed to explore the effects of electronic video display

  8. Evaluating Existing Strategies to Limit Video Game Playing Time.

    PubMed

    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.

  9. 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...

  10. Serious Games for Parkinson's Disease Fine Motor Skills Rehabilitation Using Natural Interfaces.

    PubMed

    Foletto, Antônio Augusto; Cordeiro d'Ornellas, Marcos; Cervi Prado, Ana Lucia

    2017-01-01

    Parkinson's Disease rehabilitation can be long and boring being difficult to maintain patient engagement on therapy programs. Novel technologies are allowing computer games to be played throught natural interfaces. This paper presents the development and assessment of a system of serious games for fine motor skills rehabilitation using natural interfaces. The games were assessed throught a questionnaire that evaluated the game experience through seven components: immersion, flow, competence, tension, challenge and positive and negative affect. In addition, a conceptual framework for development of serious games for fine motor skills rehabilitation was proposed. The results from the quantitative questionnaire suggested that the player experience was positive on all components assessed. Also, player experience between the three games was statistically the same, implying that the games can be used with consistency in a physical therapy rehabilitation program.

  11. Intellectual Property Is No Game: An Interview with James G. Gatto, JD.

    PubMed

    2012-12-01

    Copying within the games industry is reportedly widespread. Some people attribute this to the belief that this is just the way it is and has always been based on the notion that the "idea" for a game is not protectable. But as the game market grows, so too do the losses from copying suffered by game innovators. A contributing factor is that many game developers do not develop comprehensive strategies for protecting the valuable intellectual property that they create. In the following interview, Bill Ferguson, PhD, Editor of Games for Health Journal, discusses the hazards and ways to protect health game assets with intellectual property expert Jim Gatto, Leader of the Social Media, Entertainment & Technology Team at the respected law firm of Pillsbury Winthrop Shaw Pittman LLP.

  12. Using Games to Teach Astronomy

    NASA Astrophysics Data System (ADS)

    Francis, Paul J.

    We all know that astronomical research is a chaotic sociable deeply human enterprise full of baffling mysteries enigmatic clues and breathtakingly unexpected conclusions. Abundant evidence suggests that our students see astronomy very differently. They see it as a lonely activity: a collection of facts (and very pretty pictures) brought down from the mountain by antisocial ""experts"" for them to memorise. Can we change this false perception? I've been experimenting with using role-playing games in the classroom. I've tried these games out on a wide range of high-school and university students. Students play the roles of competing teams of astronomers battling to solve some perplexing astrophysical enigma. Do these games work? Sometimes! When they work well the really change student perceptions of science in a way that almost no other teaching technique can match. But there have been a fair number of embarrassing fiascos along the way... I will share my experiences and hard earned tips for avoiding disasters

  13. Digital Preservation and Deep Infrastructure; Dublin Core Metadata Initiative Progress Report and Workplan for 2002; Video Gaming, Education and Digital Learning Technologies: Relevance and Opportunities; Digital Collections of Real World Objects; The MusArt Music-Retrieval System: An Overview; eML: Taking Mississippi Libraries into the 21st Century.

    ERIC Educational Resources Information Center

    Granger, Stewart; Dekkers, Makx; Weibel, Stuart L.; Kirriemuir, John; Lensch, Hendrik P. A.; Goesele, Michael; Seidel, Hans-Peter; Birmingham, William; Pardo, Bryan; Meek, Colin; Shifrin, Jonah; Goodvin, Renee; Lippy, Brooke

    2002-01-01

    One opinion piece and five articles in this issue discuss: digital preservation infrastructure; accomplishments and changes in the Dublin Core Metadata Initiative in 2001 and plans for 2002; video gaming and how it relates to digital libraries and learning technologies; overview of a music retrieval system; and the online version of the…

  14. An Investigation of Game-Embedded Handheld Devices to Enhance English Learning

    ERIC Educational Resources Information Center

    Hung, Hui-Chun; Young, Shelley Shwu-Ching

    2015-01-01

    This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…

  15. More than Child's Play: Games Have Potential Learning and Assessment Tools

    ERIC Educational Resources Information Center

    Phillips, Vicki; Popovic, Zoran

    2012-01-01

    There is increasing evidence that games provide good learning environments, particularly in their ability to drive tenacity and intrinsic motivation, two key characteristics needed for student success. Advancing technology now enables games to also serve as assessments with real-time data that gives teachers the ability to have immediate…

  16. Technology for nature conservation: an industry perspective.

    PubMed

    Joppa, Lucas N

    2015-11-01

    Information age technology has the potential to change the game for conservation by continuously monitoring the pulse of the natural world. Whether or not it will depends on the ability of the conservation sector to build a community of practice, come together to define key technology challenges and work with a wide variety of partners to create, implement, and sustain solutions. I describe why these steps are necessary, outline the latest developments in the field and offer actionable ways forward for conservation agencies, universities, funding bodies, professional societies, and technology corporations to come together to realize the revolution that computational technologies can bring for biodiversity conservation.

  17. Virtual gaming simulation of a mental health assessment: A usability study.

    PubMed

    Verkuyl, Margaret; Romaniuk, Daria; Mastrilli, Paula

    2018-05-18

    Providing safe and realistic virtual simulations could be an effective way to facilitate the transition from the classroom to clinical practice. As nursing programs begin to include virtual simulations as a learning strategy; it is critical to first assess the technology for ease of use and usefulness. A virtual gaming simulation was developed, and a usability study was conducted to assess its ease of use and usefulness for students and faculty. The Technology Acceptance Model provided the framework for the study, which included expert review and testing by nursing faculty and nursing students. This study highlighted the importance of assessing ease of use and usefulness in a virtual game simulation and provided feedback for the development of an effective virtual gaming simulation. The study participants said the virtual gaming simulation was engaging, realistic and similar to a clinical experience. Participants found the game easy to use and useful. Testing provided the development team with ideas to improve the user interface. The usability methodology provided is a replicable approach to testing virtual experiences before a research study or before implementing virtual experiences into curriculum. Copyright © 2018 Elsevier Ltd. All rights reserved.

  18. Moral license in video games: when being right can mean doing wrong.

    PubMed

    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.

  19. Computer Games as Therapy for Persons with Stroke.

    PubMed

    Lauterbach, Sarah A; Foreman, Matt H; Engsberg, Jack R

    2013-02-01

    Stroke affects approximately 800,000 individuals each year, with 65% having residual impairments. Studies have demonstrated that mass practice leads to regaining motor function in affected extremities; however, traditional therapy does not include the repetitions needed for this recovery. Videogames have been shown to be good motivators to complete repetitions. Advances in technology and low-cost hardware bring new opportunities to use computer games during stroke therapy. This study examined the use of the Microsoft (Redmond, WA) Kinect™ and Flexible Action and Articulated Skeleton Toolkit (FAAST) software as a therapy tool to play existing free computer games on the Internet. Three participants attended a 1-hour session where they played two games with upper extremity movements as game controls. Video was taken for analysis of movement repetitions, and questions were answered about participant history and their perceptions of the games. Participants remained engaged through both games; regardless of previous computer use all participants successfully played two games. Five minutes of game play averaged 34 repetitions of the affected extremity. The Intrinsic Motivation Inventory showed a high level of satisfaction in two of the three participants. The Kinect Sensor with the FAAST software has the potential to be an economical tool to be used alongside traditional therapy to increase the number of repetitions completed in a motivating and engaging way for clients.

  20. Designing a serious game for historical heritage: a case study of Heerlen Roman bathhouse

    NASA Astrophysics Data System (ADS)

    Qi, Wen

    2014-01-01

    The advances of computer games have shown their potentials for developing edutainment content and services. Current cultural heritages often make use of games in order to complement existing presentations and to create a memorable exhibition. It offers opportunities to reorganize and conceptualize historical, cultural and technological information about the exhibits. To demonstrate the benefits of serious games in terms of facilitating the learning activities in a constructive and meaningful way, we designed a video game about the Heerlen bathhouse heritage. This paper explains the design considerations of this Roman bathhouse game, with a particular focus on the link between game play and learning.

  1. Practicality in Virtuality: Finding Student Meaning in Video Game Education

    NASA Astrophysics Data System (ADS)

    Barko, Timothy; Sadler, Troy D.

    2013-04-01

    This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered conceptually, the notion of virtual experience is not limited to those experiences generated by computer aided technology, as with a video game or computer simulation. The notion of virtuality can apply to many real world experiences as well. It is proposed that the medium of the learning experience, be it video game or classroom, is not an important distinction to consider; instead, we should seek to determine what kinds of meaningful experiences apply for both classrooms and video games.

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

    ERIC Educational Resources Information Center

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

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

  3. Quantum Games under Decoherence

    NASA Astrophysics Data System (ADS)

    Huang, Zhiming; Qiu, Daowen

    2016-02-01

    Quantum systems are easily influenced by ambient environments. Decoherence is generated by system interaction with external environment. In this paper, we analyse the effects of decoherence on quantum games with Eisert-Wilkens-Lewenstein (EWL) (Eisert et al., Phys. Rev. Lett. 83(15), 3077 1999) and Marinatto-Weber (MW) (Marinatto and Weber, Phys. Lett. A 272, 291 2000) schemes. Firstly, referring to the analytical approach that was introduced by Eisert et al. (Phys. Rev. Lett. 83(15), 3077 1999), we analyse the effects of decoherence on quantum Chicken game by considering different traditional noisy channels. We investigate the Nash equilibria and changes of payoff in specific two-parameter strategy set for maximally entangled initial states. We find that the Nash equilibria are different in different noisy channels. Since Unruh effect produces a decoherence-like effect and can be perceived as a quantum noise channel (Omkar et al., arXiv: 1408.1477v1), with the same two parameter strategy set, we investigate the influences of decoherence generated by the Unruh effect on three-player quantum Prisoners' Dilemma, the non-zero sum symmetric multiplayer quantum game both for unentangled and entangled initial states. We discuss the effect of the acceleration of noninertial frames on the the game's properties such as payoffs, symmetry, Nash equilibrium, Pareto optimal, dominant strategy, etc. Finally, we study the decoherent influences of correlated noise and Unruh effect on quantum Stackelberg duopoly for entangled and unentangled initial states with the depolarizing channel. Our investigations show that under the influence of correlated depolarizing channel and acceleration in noninertial frame, some critical points exist for an unentangled initial state at which firms get equal payoffs and the game becomes a follower advantage game. It is shown that the game is always a leader advantage game for a maximally entangled initial state and there appear some points at which

  4. Virtual addictions: An examination of problematic social casino game use among at-risk gamblers.

    PubMed

    Gainsbury, Sally M; King, Daniel L; Russell, Alex M T; Delfabbro, Paul; Hing, Nerilee

    2017-01-01

    The overlap of gaming and gambling activities within online digital technologies is of growing relevance to the study of technological addictions. Social casino games are immensely popular 'free to play' games that offer realistic emulation of financial gambling activities. Their structural similarities might suggest that engagement in social casino games may be particularly risky for people with existing gambling problems. Currently it is not known whether social casino games are used problematically by individuals who also experience problematic gambling, the extent of this overlap, the characteristics of those who experience problems with both activities, and the symptoms of problematic social casino game use they experience. An online survey was administered to Internet users (N=1554) to assess social casino game use and associated problems. This study examined a subsample of 176 adults who played social casino games and reported self-identified gambling problems. The results indicated that a greater frequency and diversity of social casino game playing and more frequent and larger expenditure on social casino games was significantly positively associated with symptom severity of problematic social casino game use. Gamblers who were younger, less educated, spoke a non-English language, and with higher psychological distress, were more likely to report greater problems. Playing social casino games to escape or relieve a negative mood was the most commonly reported symptom. These findings suggest that some problem gamblers may also be at risk of problematic engagement in online gambling activities that lack financial incentives. Gamblers' concurrent engagement in social casino games therefore warrants further consideration in gambling research studies and clinical practice settings. Copyright © 2015 Elsevier Ltd. All rights reserved.

  5. Games in Geography.

    ERIC Educational Resources Information Center

    Walford, Rex

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

  6. An Analysis of Personal Technology Use by Service Members and Military Behavioral Health Providers.

    PubMed

    Edwards-Stewart, Amanda; Smolenski, Derek J; Reger, Greg M; Bush, Nigel; Workman, Don E

    2016-07-01

    Personal technology use is ubiquitous in the United States today and technology, in general, continues to change the face of health care. However, little is known about the personal technology use of military service members and the behavioral health care providers that treat them. This study reports the technology use of 1,101 active duty service members and 45 behavioral health care providers at a large military installation. Participants reported Internet usage; ownership of smartphones, tablets, and e-readers; usage of mobile applications (apps); and basic demographic information. Compared with providers, service members reported higher rates of smartphone ownership, were more likely to own Android smartphones than iPhones, and spent more time gaming. Both groups spent a comparable amount of time using social media. With the exception of gaming, however, differences between service members and providers were not statistically significant when demographics were matched and controlled. Among service members, younger respondents (18-34) were statistically more likely than older respondents (35-58) to own smartphones, spend time gaming, and engage in social media. Our findings can help inform provider's technology-based education and intervention of their patients and guide the development of new technologies to support the psychological health of service members. Reprint & Copyright © 2016 Association of Military Surgeons of the U.S.

  7. The Effect of Online Violent Video Games on Levels of Aggression

    PubMed Central

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    Background In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Methods/Principal Findings Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game—offline, neutral video game—online, violent video game—offline and violent video game—online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. Conclusions/Significance These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression. PMID:25391143

  8. Real-time strategy game training: emergence of a cognitive flexibility trait.

    PubMed

    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.

  9. Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait

    PubMed Central

    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

  10. Evolutionary games under incompetence.

    PubMed

    Kleshnina, Maria; Filar, Jerzy A; Ejov, Vladimir; McKerral, Jody C

    2018-02-26

    The adaptation process of a species to a new environment is a significant area of study in biology. As part of natural selection, adaptation is a mutation process which improves survival skills and reproductive functions of species. Here, we investigate this process by combining the idea of incompetence with evolutionary game theory. In the sense of evolution, incompetence and training can be interpreted as a special learning process. With focus on the social side of the problem, we analyze the influence of incompetence on behavior of species. We introduce an incompetence parameter into a learning function in a single-population game and analyze its effect on the outcome of the replicator dynamics. Incompetence can change the outcome of the game and its dynamics, indicating its significance within what are inherently imperfect natural systems.

  11. Change, Technology and Higher Education: Are Universities Capable of Organisational Change?

    ERIC Educational Resources Information Center

    Marshall, Stephen

    2010-01-01

    Technology and change are so closely related that the use of the word innovation seems synonymous with technology in many contexts, including that of higher education. This paper contends that university culture and existing capability constrain such innovation and to a large extent determine the nature and extent of organisational change. In the…

  12. Change, Technology and Higher Education: Are Universities Capable of Organisational Change?

    ERIC Educational Resources Information Center

    Marshall, Stephen

    2011-01-01

    Technology and change are so closely related that the use of the word innovation seems synonymous with technology in many contexts, including that of higher education. This paper contends that university culture and existing capability constrain such innovation and to a large extent determine the nature and extent of organisational change. In the…

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

    ERIC Educational Resources Information Center

    Allen, Layman E.

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

  14. Physiological and psychophysiological responses to an exer-game training protocol.

    PubMed

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

    2016-03-01

    Exer-games and virtual reality offer alternative opportunities to provide neuro-rehabilitation and exercise that are fun. Our goal was to determine how effective they are in achieving motor learning goals and fitness benefits as players gain experience. We employed a repeated measures design to determine changes in physical exertion and engagement with training. Fourteen healthy adults trained on the XBOX Kinect video game Dance Central using a skill-based protocol to examine changes in energy expenditure (EE), heart rate (HR), METs, limb movement, game proficiency, and player engagement in initial, post-training, and transfer-testing of a full-body dance exer-game. Data were analyzed using repeated measures analysis of variance, p<0.05. Both EE, HR, and METs increased from initial (EE 4.89±1.35, HR 103±18, METs 4.25±0.72) to post-training (EE 5.92±1.25, HR 110±15, METs 5.05±0.75) and were greatest during transfer-testing (EE 6.34±1.35, HR 115±17, METs 5.42±0.88, p≤0.001). Proficiency, measured by game scores, also increased from initial to post-training and transfer-testing (p≤0.002). Limb movement and player engagement remained unchanged. It is important to understand whether player physiological and psychophysiological responses change with continued game-play. Although Dance Central involves whole-body movement, physical exertion remained at moderate levels after training. As exer-game and virtual reality systems move from their initial novelty, research about how players react to continued involvement with a game can guide game developers to maintain a freshness through game progression that preserves the participant's attentional focus, minimizes attrition and maintains a prescribed level of energy exertion. Copyright © 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  15. Technology, deskilling, and nurses: the impact of the technologically changing environment.

    PubMed

    Rinard, R G

    1996-06-01

    This study examines the impact of three waves of technological change that swept nursing from 1950 to 1990. It suggests that the response to these changes was rooted in a positivistic stance toward skills as knowledge and a reiteration of culturally held views of natural feminine skills. It further argues that such a stance was inadequate to forestall deskilling and that a sociohistorical understanding of the cultural construction of both skill and gender provides a broader understanding of the impact of technological change.

  16. Using Off-the-Shelf Gaming Controllers For Computer Control in the K-12 Classroom

    NASA Astrophysics Data System (ADS)

    Bourgoin, N. L.; Withee, J.; Segee, M.; Birkel, S. D.; Albee, E.; Koons, P. O.; Zhu, Y.; Segee, B.

    2009-12-01

    In the classroom, the interaction between students, teachers, and datasets is becoming more game like. Software such as GoogleEarth allow students to interact with data on a more personal level; allowing them the dynamically change variables, move arbitrarily, and personalize their experience with the datasets. As this becomes more immersive, traditional software control such as keyboard and mouse begin to hold the student back in terms of intuitive interfacing with the data. This is a problem that has best been tackled by modern gaming systems such as the Wii, XBox 360, and Playstation 3 Systems. By utilizing the solutions given by these gaming systems, it is possible to further a students immersion with a system. Through an NSF ITEST (Information and Technology Experiences for Students and Teachers) grant, researchers at the University of Maine have experimented with using the game controller that is used for interacting with the Nintendo Wii (often called a Wiimote) with existing geodynamic systems in an effort to eases interaction with these systems. Since these game controllers operate using Bluetooth, a common protocol in computing, Wiimotes can easily communicate with existing laptop computers that are issued to Maine students. This paper describes the technical requirements, setup, and usage of Wiimotes as an input device to complex geodynamical systems for use in the K-12 classroom.

  17. 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…

  18. MiRTE: Mixed Reality Triage and Evacuation game for Mass Casualty information systems design, testing and training.

    PubMed

    Yu, Xunyi; Ganz, Aura

    2011-01-01

    In this paper we introduce a Mixed Reality Triage and Evacuation game, MiRTE, that is used in the development, testing and training of Mass Casualty Incident (MCI) information systems for first responders. Using the Source game engine from Valve software, MiRTE creates immersive virtual environments to simulate various incident scenarios, and enables interactions between multiple players/first responders. What distinguishes it from a pure computer simulation game is that it can interface with external mass casualty incident management systems, such as DIORAMA. The game will enable system developers to specify technical requirements of underlying technology, and test different alternatives of design. After the information system hardware and software are completed, the game can simulate various algorithms such as localization technologies, and interface with an actual user interface on PCs and Smartphones. We implemented and tested the game with the DIORAMA system.

  19. Learning Strategies and Learner Attitudes in the Massively Multiplayer Online Role-Playing Game Cube World

    ERIC Educational Resources Information Center

    Goh, Shu Li

    2016-01-01

    The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…

  20. Coevolution of adaptive technology, maladaptive culture and population size in a producer–scrounger game

    PubMed Central

    Lehmann, Laurent; Feldman, Marcus W.

    2009-01-01

    Technology (i.e. tools, methods of cultivation and domestication, systems of construction and appropriation, machines) has increased the vital rates of humans, and is one of the defining features of the transition from Malthusian ecological stagnation to a potentially perpetual rising population growth. Maladaptations, on the other hand, encompass behaviours, customs and practices that decrease the vital rates of individuals. Technology and maladaptations are part of the total stock of culture carried by the individuals in a population. Here, we develop a quantitative model for the coevolution of cumulative adaptive technology and maladaptive culture in a ‘producer–scrounger’ game, which can also usefully be interpreted as an ‘individual–social’ learner interaction. Producers (individual learners) are assumed to invent new adaptations and maladaptations by trial-and-error learning, insight or deduction, and they pay the cost of innovation. Scroungers (social learners) are assumed to copy or imitate (cultural transmission) both the adaptations and maladaptations generated by producers. We show that the coevolutionary dynamics of producers and scroungers in the presence of cultural transmission can have a variety of effects on population carrying capacity. From stable polymorphism, where scroungers bring an advantage to the population (increase in carrying capacity), to periodic cycling, where scroungers decrease carrying capacity, we find that selection-driven cultural innovation and transmission may send a population on the path of indefinite growth or to extinction. PMID:19692409