Sample records for game management units

  1. Financial Management: Development and Management of the Army Game Project

    DTIC Science & Technology

    2005-08-24

    Financial Management Department of Defense Office of Inspector General August 24, 2005 Development and Management of the Army Game Project (D-2005...Management of the Army Game Project 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER 5e. TASK...Suggestions) Department of Defense Inspector General 400 Army Navy Drive (Room 801) Arlington, VA 22202-4704 Acronyms AGP Army Game Project FMR

  2. Teaching Strategic Management with a Business Game.

    ERIC Educational Resources Information Center

    Knotts, Ulysses S., Jr.; Keys, J. Bernard

    1997-01-01

    Management games are increasingly used to teaching strategic management by integrating functional areas of business and providing a working knowledge of the strategic management process. This article summarizes the experience of two veteran instructors, presenting course learning objectives, game pedagogy, team organization and management, game…

  3. Designing Mixed Reality Mobile Games for Crisis Management Training

    ERIC Educational Resources Information Center

    Di Loreto, Ines; Mora, Simone; Divitini, Monica

    2013-01-01

    Games for crisis management offer an interesting complement to traditional training. Experiments on their usage show that games can be promising tools able to address some of the limitations of traditional training. Also our first assessment with a board game for panic management shows that this particular kind of game could be useful for soft…

  4. Undergraduate Game Degree Programs in the United Kingdom and United States: A Comparison of the Curriculum Planning Process

    ERIC Educational Resources Information Center

    McGill, Monica M.

    2010-01-01

    Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, post-secondary institutions in the United Kingdom (UK) and the United States (US) have started to create game degree programs. Though curriculum theorists provide insight into the process of…

  5. A weed resistance management game: a teaching tool.

    PubMed

    Frisvold, George B

    2018-04-15

    This article provides instructions and materials to moderate an interactive resistance management game. The game is designed to generate discussion about the challenges and possibilities of coordinating resistance management activities among groups of farmers. The game has been successfully applied in classroom settings, extension workshops, and at professional weed science meetings. Research has found farmers often perceive the success of their own resistance management may be thwarted if their neighbors are not adequately managing resistance as well. This can lead to negative 'tragedy of the commons' outcomes. In past applications of the game exercise, participants have often responded in ways consistent with similar studies in experimental and behavioral economics. This includes dividing benefits evenly (even though this is not a requirement of the game) or treating one-time transactions as potentially repeated exchanges. Player behavior may also be greatly influenced by their attitudes toward monetary risks. The game allows participants to explore ways to overcome the tragedy of the commons and illustrates the roles of information sharing and economic incentives in finding solutions. It also allows participants to experiment with bottom-up voluntary approaches toward resistance management as an alternative to top-down regulatory approaches. © 2018 Society of Chemical Industry. © 2018 Society of Chemical Industry.

  6. Game Methods of Collective Decision Making in Management Consulting.

    ERIC Educational Resources Information Center

    Prigozhin, Arkadii Il'ich

    1991-01-01

    Explores former Soviet management consultants' increased use of social psychological game methods. Identifies such games as means of involving segments of client organizations in accomplishing shared tasks. Proposes a "practical" business game, designed to shape the process of formulating new management decisions at a radical level.…

  7. Game On!

    ERIC Educational Resources Information Center

    Deubel, Patricia

    2006-01-01

    This article describes digital game-based learning (DGBL), the uniting of educational content with computer or online games, that holds the potential for a wealth of educational applications, if managed properly. DGBL motivates by virtue of being fun. It is versatile, can be used to teach almost any subject or skill, and, when used correctly, is…

  8. Game theoretic sensor management for target tracking

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Chen, Genshe; Blasch, Erik; Pham, Khanh; Douville, Philip; Yang, Chun; Kadar, Ivan

    2010-04-01

    This paper develops and evaluates a game-theoretic approach to distributed sensor-network management for target tracking via sensor-based negotiation. We present a distributed sensor-based negotiation game model for sensor management for multi-sensor multi-target tacking situations. In our negotiation framework, each negotiation agent represents a sensor and each sensor maximizes their utility using a game approach. The greediness of each sensor is limited by the fact that the sensor-to-target assignment efficiency will decrease if too many sensor resources are assigned to a same target. It is similar to the market concept in real world, such as agreements between buyers and sellers in an auction market. Sensors are willing to switch targets so that they can obtain their highest utility and the most efficient way of applying their resources. Our sub-game perfect equilibrium-based negotiation strategies dynamically and distributedly assign sensors to targets. Numerical simulations are performed to demonstrate our sensor-based negotiation approach for distributed sensor management.

  9. Simulation Games in Production Management Education--A Review. Department of Management Systems Research Report Series.

    ERIC Educational Resources Information Center

    Basnet, C.

    Some 40 years after the inception of management simulation games, the effectiveness of games in management education/training remains unclear. Despite the lack of consensus regarding the teaching and grading methods to be used in conjunction with such games, it is clear that well-conducted simulation games can provide excellent experiential…

  10. Game Theory in water resources management

    NASA Astrophysics Data System (ADS)

    Katsanevaki, Styliani Maria; Varouchakis, Emmanouil; Karatzas, George

    2015-04-01

    Rural water management is a basic requirement for the development of the primary sector and involves the exploitation of surface/ground-water resources. Rational management requires the study of parameters that determine their exploitation mainly environmental, economic and social. These parameters reflect the influence of irrigation on the aquifer behaviour and on the level-streamflow of nearby rivers as well as on the profit from the farming activity for the farmers' welfare. The question of rural water management belongs to the socio-political problems, since the factors involved are closely related to user behaviour and state position. By applying Game Theory one seeks to simulate the behaviour of the system 'surface/ground-water resources to water-users' with a model based on a well-known game, "The Prisoner's Dilemma" for economic development of the farmers without overexploitation of the water resources. This is a game of two players that have been extensively studied in Game Theory, economy and politics because it can describe real-world cases. The present proposal aims to investigate the rural water management issue that is referred to two competitive small partnerships organised to manage their agricultural production and to achieve a better profit. For the farmers' activities water is required and ground-water is generally preferable because consists a more stable recourse than river-water which in most of the cases in Greece are of intermittent flow. If the two farmer groups cooperate and exploit the agreed water quantities they will gain equal profits and benefit from the sustainable availability of the water recourses (p). If both groups overexploitate the resource to maximize profit, then in the medium-term they will incur a loss (g), due to the water resources reduction and the increase of the pumping costs. If one overexploit the resource while the other use the necessary required, then the first will gain great benefit (P), and the second will

  11. 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

  12. 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.

  13. 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

  14. GIS and Game Theory for Water Resource Management

    NASA Astrophysics Data System (ADS)

    Ganjali, N.; Guney, C.

    2017-11-01

    In this study, aspects of Game theory and its application on water resources management combined with GIS techniques are detailed. First, each term is explained and the advantages and limitations of its aspect is discussed. Then, the nature of combinations between each pair and literature on the previous studies are given. Several cases were investigated and results were magnified in order to conclude with the applicability and combination of GIS- Game Theory- Water Resources Management. It is concluded that the game theory is used relatively in limited studies of water management fields such as cost/benefit allocation among users, water allocation among trans-boundary users in water resources, water quality management, groundwater management, analysis of water policies, fair allocation of water resources development cost and some other narrow fields. Also, Decision-making in environmental projects requires consideration of trade-offs between socio-political, environmental, and economic impacts and is often complicated by various stakeholder views. Most of the literature on water allocation and conflict problems uses traditional optimization models to identify the most efficient scheme while the Game Theory, as an optimization method, combined GIS are beneficial platforms for agent based models to be used in solving Water Resources Management problems in the further studies.

  15. A Comparative Analysis of Indian Gaming in the United States

    ERIC Educational Resources Information Center

    Ackerman, William V.; Bunch, Rick L.

    2012-01-01

    Previous research on Indian gaming in South Dakota discovered very restrictive and unfavorable tribal-state compacts that appear to border on economic racism. This article expands this previous research by exploring the influence of tribal-state Indian gaming compacts for the Indian casinos located in the contiguous United States. The purpose is…

  16. GRAB for Time: A Time Management Skills Board Game.

    ERIC Educational Resources Information Center

    Kirk, James; Patterson, Aimee; Woody, Connie; Lewis, Kathy; Cook, Marian; Duckett, Steve

    In addition to a brief introduction to time management, this document contains a training manual for teaching time management skills to workers at all levels in an organization. The training is offered in the form of a board game that takes approximately 1-1/2 to 2 hours to play. Among the time management principles learned in the game are…

  17. United Sugpiaq Alutiiq (USA) Video Game: Preserving Traditional Knowledge, Culture, and Language

    ERIC Educational Resources Information Center

    Hall, Leslie D.; Sanderville, James Mountain Chief

    2009-01-01

    Video games are explored as a means of reviving dying indigenous languages. The design and production of the place-based United Sugpiaq Alutiiq (USA) video game prototype involved work across generations and across cultures. The video game is one part of a proposed digital environment where Sugcestun speakers in traditional Alaskan villages could…

  18. 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.

  19. The Caterpillar Game: A Classroom Management System

    ERIC Educational Resources Information Center

    Floress, Margaret T.; Rock, Angela L.; Hailemariam, Assegedech

    2017-01-01

    A single-case experimental design was used to evaluate the effects of the Caterpillar Game, a classroom management system, on disruptive behavior in a general education first grade classroom. A multiple baseline design across settings was used to evaluate changes in student disruptive behavior and teacher praise. When the Caterpillar Game was…

  20. A Hybrid Sport Education-Games for Understanding Striking/Fielding Unit for Upper Elementary Pupils

    ERIC Educational Resources Information Center

    Curtner-Smith, Matthew

    2004-01-01

    This article describes a hybrid Sport Education-Games for Understanding unit through which upper elementary pupils can learn to play basic striking/fielding games. The unit is written for a class of 30 pupils. The twenty-five lesson unit is described in detail within 10 stages: (1) Getting started and early skill, strategy, rule, and role work…

  1. Big game habitat use in southeastern Montana

    Treesearch

    James G. MacCracken; Daniel W. Uresk

    1984-01-01

    The loss of suitable, high quality habitat is a major problem facing big game managers in the western United States. Agricultural, water, road and highway, housing, and recreational development have contributed to loss of natural big game habitat (Wallmo et al. 1976, Reed 1981). In the western United States, surface mining of minerals has great potential to adversely...

  2. GREMEX - A management game for the new public administration.

    NASA Technical Reports Server (NTRS)

    Mcgregor, E. B.; Baker, R. F.

    1972-01-01

    This is a critique of a new management game being used in the federal government - Goddard Research Engineering Management Exercise (GREMEX). The exercise involves teams of players who act as managers of a research and development project - the orbiting optical observatory - of the National Aeronautics and Space Administration. During this exercise a computer and the referee-instructor together provide the realistic environment within which the team participants make their decisions affecting the course of the project. The article discusses the place of GREMEX in a tradition of games and simulations, and notes the similarities and differences between GREMEX and other management games currently in use for business training. Some of the actual decisions being made by the GREMEX teams are described to illustrate the nature of the exercise.

  3. A study on the effectiveness of task manager board game as a training tool in managing project

    NASA Astrophysics Data System (ADS)

    Yusof, Shahrul Azmi Mohd; Radzi, Shanizan Herman Md; Din, Sharifah Nadera Syed; Khalid, Nurhafizah

    2016-08-01

    Nowadays, games have become one of the useful tools in training. Many instructors choose to use games to enhance the way of delivering the subject. Failure to apply the suitable tool in training will lead to discouragement in learning and causing waste to the resources. An effective game will help the student understand the concept quickly. It can also help students to get involve in experiential learning where the student can manage and solve the problem as in the actual situation. This study will focus on the effectiveness of board game as a training tool for managing projects. This game has 4 tasks to be completed by students. They will be divided into a group of 4 or 5. Two methods are used in this study, pilot test, and post-test. These methods are chosen to analyze the effectiveness of using Task Manager Board Game as a teaching tool and the improvement of student's knowledge in project management. Three sub-components assessed were motivation, user experience and learning using case studies on Kirkpatrick's level one base on the perception of the students. The result indicated that the use of Task Manager board game as a training tool for managing project has a positive impact on students. It helps students to experience the situation of managing projects. It is one of the easiest ways for improving time management, human resources and communication skill.

  4. Tragedy of the Commons Fisheries Management Simulation Game

    NASA Astrophysics Data System (ADS)

    Prothero, W. A.

    2011-12-01

    The goal of the "Fishing Game" is that students will understand some of the issues that occur when multiple stakeholders share, and profit from, common and finite resources. Garrett Hardin described this as "The Tragedy of the Commons." The global fisheries provide a timely example of the over-exploitation of a shared resource. The forests, our water supplies, and atmosphere are other examples of "commons" that we must manage effectively. The "Fishing Game" is loosely based on the "Fishbanks Game" of Dennis Meadows. The student plays against two virtual fishing companies in an effort to make as much money as possible, while exploring the management issues that arise when trying to sustain the fish population for future profits. The player selects each of four realistic management scenarios. These are 1) free for all, 2) limited fishing season, 3) marine reserves, and 4) catch shares. For each scenario the student makes decisions about how many ships to build and how many to send to each of two fishing areas. A simple population model works in the background to determine the catch and number of new fish that are added to the population through birth each year. The student sets the management parameters for each of the scenarios. A modeling tool is used to determine the optimum parameters for each management scenario. The player will quickly find that a single aggressive player whose profit motive trumps concern over the sustainability of the population will almost always win under all scenarios except the 4'th. When the season is limited, everybody fishes harder. With marine reserves, catches will drop, but the population will not disappear completely. Only catch shares sustain the population while providing reasonable long term profit for the fishing companies. For each management scenario, the player is asked a pre and a post play thought question. After all scenarios are played, the student can edit the post versions of the thought questions, plus several added

  5. Minding Your Own Small Business. Simulation Game 2.

    ERIC Educational Resources Information Center

    Athena Corp., Bethesda, MD.

    Designed as an integral part of a one-semester course in small business ownership and management for high school students, this second of two simulation games is intended to be introduced at the end of Unit 2, "The Market is People," and completed in Unit 3, "Dollars and Decisions." The game is divided into two…

  6. Game theory as a conceptual framework for managing insect pests.

    PubMed

    Brown, Joel S; Staňková, Kateřina

    2017-06-01

    For over 100 years it has been recognized that insect pests evolve resistance to chemical pesticides. More recently, managers have advocated restrained use of pesticides, crop rotation, the use of multiple pesticides, and pesticide-free sanctuaries as resistance management practices. Game theory provides a conceptual framework for combining the resistance strategies of the insects and the control strategies of the pest manager into a unified conceptual and modelling framework. Game theory can contrast an ecologically enlightened application of pesticides with an evolutionarily enlightened one. In the former case the manager only considers ecological consequences whereas the latter anticipates the evolutionary response of the pests. Broader applications of this game theory approach include anti-biotic resistance, fisheries management and therapy resistance in cancer. Copyright © 2017 Elsevier Inc. All rights reserved.

  7. Interactive Digital e-Health Game for Heart Failure Self-Management: A Feasibility Study.

    PubMed

    Radhakrishnan, Kavita; Toprac, Paul; O'Hair, Matt; Bias, Randolph; Kim, Miyong T; Bradley, Paul; Mackert, Michael

    2016-12-01

    To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey. Next, in a pretest-post-test design, validated instruments-the Atlanta Heart Failure Knowledge Test and the Self Care for Heart Failure Index-were used to measure improvement in HF self-management knowledge and behaviors related to HF self-maintenance, self-management, and self-efficacy, respectively. A postgame survey assessed participants' perceptions of the game. During usability testing, with seven participants, 100%, 100%, and 86% found the game easy to play, enjoyable, and helpful for learning about HF, respectively. In the subsequent functionality testing, with 19 participants, 89% found the game interesting, enjoyable, and easy to play. Playing the game resulted in a significant improvement in HF self-management knowledge, a nonsignificant improvement in self-reported behaviors related to HF self-maintenance, and no difference in HF self-efficacy scores. Participants with lower education level and age preferred games to any other medium for receiving information. It is feasible to develop a serious digital game that community-dwelling older adults with HF find both satisfying and acceptable and that can improve their self-management knowledge.

  8. Game theoretic approaches to operating room management.

    PubMed

    Marco, Alan P

    2002-05-01

    All interactions between people can be considered games with rules and outcomes. However, modern business practices demand that the players in the game go beyond traditional game theory and look at new ways to improve the outcome of the game. Choosing the right strategy is important to a player's success. A new business strategy, "co-opetition," can be used to increase the value of the game ("create a bigger pie") through cooperative behavior, whereas competition is used to divided the "pie." By looking at how the players adopt simultaneous roles such as complementor and competitor the stakeholders in the operating room (managers, surgeons, anesthesiologists, and nursing staff) can apply the principles of co-opetition to improve the overall success of their facility. Such stakeholders can utilize knowledge of how populations act in games to enhance cooperative play. Adopting such a perspective may lead to increases in the satisfaction and morale of those involved with the operating rooms. Increased morale should increase productivity and staff retention and reduce recruiting needs.

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

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

    Amodei, R.; Bard, E.; Brong, B.

    1998-11-01

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

  10. Addiction to Internet Use, Online Gaming, and Online Social Networking Among Young Adults in China, Singapore, and the United States.

    PubMed

    Tang, Catherine So-Kum; Koh, Yee Woen; Gan, YiQun

    2017-11-01

    The current study investigated the rates of addictions to Internet use, online gaming, and online social networking as well as their associations with depressive symptoms among young adults in China, Singapore, and the United States. A total of 3267 undergraduate students were recruited. Psychological instruments were used to assess various Internet-related addictions and depressive symptoms. Male students were more addicted to Internet and online gaming whereas female students were more addicted to online social networking. Compared with students in the United States, Chinese and Singaporean students were more addicted to Internet use and online social networking but less to online gaming. The odds of depression among students with addiction to various Internet-related addictions were highest in China. Internet-related addiction is a new public health concern of young adults, especially in the Asia-Pacific regions. It is found to associate with depressive symptoms. Strategies should address this phenomenon with attention to specific needs of gender and region while managing mood disturbances.

  11. Interactive Digital e-Health Game for Heart Failure Self-Management: A Feasibility Study

    PubMed Central

    Toprac, Paul; O'Hair, Matt; Bias, Randolph; Kim, Miyong T.; Bradley, Paul; Mackert, Michael

    2016-01-01

    Abstract Objective: To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. Materials and Methods: The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey. Next, in a pretest–post-test design, validated instruments—the Atlanta Heart Failure Knowledge Test and the Self Care for Heart Failure Index—were used to measure improvement in HF self-management knowledge and behaviors related to HF self-maintenance, self-management, and self-efficacy, respectively. A postgame survey assessed participants' perceptions of the game. Results: During usability testing, with seven participants, 100%, 100%, and 86% found the game easy to play, enjoyable, and helpful for learning about HF, respectively. In the subsequent functionality testing, with 19 participants, 89% found the game interesting, enjoyable, and easy to play. Playing the game resulted in a significant improvement in HF self-management knowledge, a nonsignificant improvement in self-reported behaviors related to HF self-maintenance, and no difference in HF self-efficacy scores. Participants with lower education level and age preferred games to any other medium for receiving information. Conclusion: It is feasible to develop a serious digital game that community-dwelling older adults with HF find both satisfying and acceptable and that can improve their self-management knowledge. PMID:27976955

  12. Problem Video Gaming Among Children Enrolled in Tertiary Weight Management Programs.

    PubMed

    Stubblefield, Sam; Datto, George; Phan, Thao-Ly T; Werk, Lloyd N; Stackpole, Kristin; Siegel, Robert; Stratbucker, William; Tucker, Jared M; Christison, Amy L; Hossain, Jobayer; Gentile, Douglas A

    2017-02-01

    Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child's ability to function (e.g., problem gaming), but none have examined the association between problem gaming and weight status. The objective of this study was to determine the prevalence of problem gaming among children enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience sample of children aged 11-17 years enrolled in five geographically diverse pediatric weight management (PWM) programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network. The survey included demographics, gaming characteristics, and a problem gaming assessment. The survey had 454 respondents representing a diverse cohort (53 percent females, 27 percent black, 24 percent Hispanic, 41 percent white) with mean age of 13.7 years. A total of 8.2 percent of respondents met criteria for problem gaming. Problem gamers were more likely to be white, male, play mature-rated games, and report daily play. Children in PWM programs reported problem gaming at the same rate as other pediatric populations. Screening for problem gaming provides an opportunity for pediatricians to address gaming behaviors that may affect the health of children with obesity who already are at risk for worsened health and quality of life.

  13. EEG-based "serious" games and monitoring tools for pain management.

    PubMed

    Sourina, Olga; Wang, Qiang; Nguyen, Minh Khoa

    2011-01-01

    EEG-based "serious games" for medical applications attracted recently more attention from the research community and industry as wireless EEG reading devices became easily available on the market. EEG-based technology has been applied in anesthesiology, psychology, etc. In this paper, we proposed and developed EEG-based "serious" games and doctor's monitoring tools that could be used for pain management. As EEG signal is considered to have a fractal nature, we proposed and develop a novel spatio-temporal fractal based algorithm for brain state quantification. The algorithm is implemented with blobby visualization tools for patient monitoring and in EEG-based "serious" games. Such games could be used by patient even at home convenience for pain management as an alternative to traditional drug treatment.

  14. SIMULATION GAMING FOR MANAGEMENT DEVELOPMENT.

    ERIC Educational Resources Information Center

    MCKENNEY, JAMES L.

    THE PRESENT HARVARD BUSINESS SCHOOL MANAGEMENT SIMULATION GAME WAS DEVELOPED AS A TEACHING DEVICE FOR CLASSES OF 20 OR MORE STUDENTS GROUPED INTO FOUR- AND FIVE-MAN TEAMS CALLED "FIRMS." EACH FIRM COMPETES WITH OTHERS IN AN "INDUSTRY," AN ECONOMIC ABSTRACTION OF A CONSUMER GOODS MARKET PROGRAMED TO BE SIMULATED ON AN ELECTRONIC…

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

    ERIC Educational Resources Information Center

    Yeo, Gee Kin; Nah, Fui Hoon

    1992-01-01

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

  16. Problem Video Gaming Among Children Enrolled in Tertiary Weight Management Programs

    PubMed Central

    Datto, George; Phan, Thao-Ly T.; Werk, Lloyd N.; Stackpole, Kristin; Siegel, Robert; Stratbucker, William; Tucker, Jared M.; Christison, Amy L.; Hossain, Jobayer; Gentile, Douglas A.

    2017-01-01

    Abstract Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child's ability to function (e.g., problem gaming), but none have examined the association between problem gaming and weight status. The objective of this study was to determine the prevalence of problem gaming among children enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience sample of children aged 11–17 years enrolled in five geographically diverse pediatric weight management (PWM) programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network. The survey included demographics, gaming characteristics, and a problem gaming assessment. The survey had 454 respondents representing a diverse cohort (53 percent females, 27 percent black, 24 percent Hispanic, 41 percent white) with mean age of 13.7 years. A total of 8.2 percent of respondents met criteria for problem gaming. Problem gamers were more likely to be white, male, play mature-rated games, and report daily play. Children in PWM programs reported problem gaming at the same rate as other pediatric populations. Screening for problem gaming provides an opportunity for pediatricians to address gaming behaviors that may affect the health of children with obesity who already are at risk for worsened health and quality of life. PMID:28170312

  17. Decision support models for solid waste management: Review and game-theoretic approaches

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

    Karmperis, Athanasios C., E-mail: athkarmp@mail.ntua.gr; Army Corps of Engineers, Hellenic Army General Staff, Ministry of Defence; Aravossis, Konstantinos

    Highlights: ► The mainly used decision support frameworks for solid waste management are reviewed. ► The LCA, CBA and MCDM models are presented and their strengths, weaknesses, similarities and possible combinations are analyzed. ► The game-theoretic approach in a solid waste management context is presented. ► The waste management bargaining game is introduced as a specific decision support framework. ► Cooperative and non-cooperative game-theoretic approaches to decision support for solid waste management are discussed. - Abstract: This paper surveys decision support models that are commonly used in the solid waste management area. Most models are mainly developed within three decisionmore » support frameworks, which are the life-cycle assessment, the cost–benefit analysis and the multi-criteria decision-making. These frameworks are reviewed and their strengths and weaknesses as well as their critical issues are analyzed, while their possible combinations and extensions are also discussed. Furthermore, the paper presents how cooperative and non-cooperative game-theoretic approaches can be used for the purpose of modeling and analyzing decision-making in situations with multiple stakeholders. Specifically, since a waste management model is sustainable when considering not only environmental and economic but also social aspects, the waste management bargaining game is introduced as a specific decision support framework in which future models can be developed.« less

  18. Longitudinal effects of violent video games on aggression in Japan and the United States.

    PubMed

    Anderson, Craig A; Sakamoto, Akira; Gentile, Douglas A; Ihori, Nobuko; Shibuya, Akiko; Yukawa, Shintaro; Naito, Mayumi; Kobayashi, Kumiko

    2008-11-01

    Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression. We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness. In 3 independent samples, participants' video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months. One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years. RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth. These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.

  19. "Cola-Game": An Innovative Approach to Teaching Inventory Management in a Supply Chain

    ERIC Educational Resources Information Center

    Dhumal, Parag; Sundararaghavan, P. S.; Nandkeolyar, Udayan

    2008-01-01

    In this article we present a game that can be used as a tool to educate students and managers on the issues in supply chain (SC), inventory management. The game has a bilevel demand with one level during regular times and another during sale times. The game could be played in two modes (independence and cooperation) and has been field tested in…

  20. Economic Theory and Management Games II.

    ERIC Educational Resources Information Center

    Zernik, Wolfgang

    1988-01-01

    Description of management games continues a previous article's discussion of how mathematical modeling and microeconomic concepts can be used by players. Highlights include an initial condition simulating a profit-maximizing monopoly; simulating the transition from monopoly to oligopoly; and how mathematical properties of the model affect final…

  1. Educators Use Career "Games" to Teach Lifelong Career Management Skills

    ERIC Educational Resources Information Center

    Jarvis, Phillip S.

    2004-01-01

    In half the schools in Canada and in over 25,000 classrooms across the United States students from grade 3 to grade 12 are being introduced to careers through an innovative new game-based process called The Real Game Series. Originated in Canada, these programs have been developed and tested through a not-for-profit international partnership…

  2. Biosecurity and bird movement practices in upland game bird facilities in the United States.

    PubMed

    Slota, Katharine E; Hill, Ashley E; Keefe, Thomas J; Bowen, Richard A; Pabilonia, Kristy L

    2011-06-01

    Since 1996, the emergence of Asian-origin highly pathogenic avian influenza subtype H5N1 has spurred great concern for the global poultry industry. In the United States, there is concern over the potential of a foreign avian disease incursion into the country. Noncommercial poultry operations, such as upland game bird facilities in the United States, may serve as a potential source of avian disease introduction to other bird populations including the commercial poultry industry, backyard flocks, or wildlife. In order to evaluate how to prevent disease transmission from these facilities to other populations, we examined biosecurity practices and bird movement within the upland game bird industry in the United States. Persons that held a current permit to keep, breed, or release upland game birds were surveyed for information on biosecurity practices, flock and release environments, and bird movement parameters. Biosecurity practices vary greatly among permit holders. Many facilities allow for interaction between wild birds and pen-reared birds, and there is regular long-distance movement of live adult birds among facilities. Results suggest that upland game bird facilities should be targeted for biosecurity education and disease surveillance efforts.

  3. Usability Assessment of E-Café Operational Management Simulation Game

    ERIC Educational Resources Information Center

    Chang, Chiung-sui; Huang, Ya-Ping

    2013-01-01

    To ensure the quality of digital simulation game, we utilized the usability evaluation heuristic in the design and development processes of e-café operational management game-based learning material for students. The application of usability evaluations during this study is described. Additionally, participant selection, data collection and…

  4. Management Is the Name of the Game.

    ERIC Educational Resources Information Center

    Samuel, Oliver

    1986-01-01

    Describes a teaching game designed to train clinicians about effective management practices and strategies. Provides the goals and objectives of the same, along with the specific instructions for participants involved in this simulated operation of an imaginary health center. (TW)

  5. Game management, context effects, and calibration: the case of yellow cards in soccer.

    PubMed

    Unkelbach, Christian; Memmert, Daniel

    2008-02-01

    Referees in German first-league soccer games do not award as many yellow cards in the beginning of a game as should be statistically expected. One explanation for this effect is the concept of game management (Mascarenhas, Collins, & Mortimer, 2002). Alternatively, the consistency model (Haubensak, 1992) explains the effect as a necessity of the judgment situation: Referees need to calibrate a judgment scale, and, to preserve degrees of freedom in that scale, they need to avoid extreme category judgments in the beginning (i.e., yellow cards). Experiment 1 shows that referees who judge scenes in the context of a game award fewer yellow cards than referees who see the same scenes in random order. Experiment 2 shows the combined influence of game management (by explicitly providing information about the game situation) and calibration (early vs. late scenes in the time course of a game). Theoretical implications for expert refereeing and referee training are discussed.

  6. The Caterpillar Game: A SW-PBIS Aligned Classroom Management System

    ERIC Educational Resources Information Center

    Floress, Margaret T.; Jacoby, Amber L.

    2017-01-01

    The Caterpillar Game is a classroom management system that is aligned with School-wide Positive Behavioral Interventions and Supports standards. A single-case, multiple-baseline design was used to evaluate the effects of the Caterpillar Game on disruptive student behavior and teacher praise. Three classrooms were included in the study (preschool,…

  7. The Impact of a Simulation Game on Operations Management Education

    ERIC Educational Resources Information Center

    Pasin, Federico; Giroux, Helene

    2011-01-01

    This study presents a new simulation game and analyzes its impact on operations management education. The proposed simulation was empirically tested by comparing the number of mistakes during the first and second halves of the game. Data were gathered from 100 teams of four or five undergraduate students in business administration, taking their…

  8. Simulation game provides financial management training.

    PubMed

    Uhles, Neville; Weimer-Elder, Barbette; Lee, James G

    2008-01-01

    Adventist HealthCare developed a workshop with a reality simulation game as an engaging means to teach nonfinancial managers about the relationships between cash flow, income statements, and balance sheets. Thirty AHC staff, about half financial and half nonfinancial, were trained as workshop facilitators, and all managers with budget oversight were asked to complete the workshop. The workshop was very positively received; participants' average scores on workshop questionnaires increased from 77.4 percent correct on a presession questionnaire to 91.3 percent correct on a postsession questionnaire.

  9. The Impact of a Hybrid Sport Education-Invasion Games Competence Model Soccer Unit on Students' Decision Making, Skill Execution and Overall Game Performance

    ERIC Educational Resources Information Center

    Mesquita, Isabel; Farias, Claudio; Hastie, Peter

    2012-01-01

    The purpose of this study was to examine the impact of a hybrid Sport Education-Invasion Games Competence Model (SE-IGCM) unit application on students' improvements in decision making, skill execution and overall game performance, during a soccer season. Twenty-six fifth-grade students from a Portuguese public elementary school participated in a…

  10. Water management simulation games and the construction of knowledge

    NASA Astrophysics Data System (ADS)

    Rusca, M.; Heun, J.; Schwartz, K.

    2012-03-01

    In recent years simulations have become an important part of teaching activities. The reasons behind the popularity of simulation games are twofold. On the one hand, emerging theories on how people learn have called for an experienced-based learning approach. On the other hand, the demand for water management professionals has changed. Three important developments are having considerable consequences for water management programmes, which educate and train these professionals. These developments are the increasing emphasis on integration in water management, the characteristics and speed of reforms in the public sector and the shifting state-society relations in many countries. In response to these developments, demand from the labour market is oriented toward water professionals who need to have both a specialist in-depth knowledge in their own field, as well as the ability to understand and interact with other disciplines and interests. In this context, skills in negotiating, consensus building and working in teams are considered essential for all professionals. In this paper we argue that simulation games have an important role to play in (actively) educating students and training the new generation of water professionals to respond to the above-mentioned challenges. At the same time, simulations are not a panacea for learners and teachers. Challenges of using simulations games include the demands it places on the teacher. Setting up the simulation game, facilitating the delivery and ensuring that learning objectives are achieved requires considerable knowledge and experience as well as considerable time-inputs of the teacher. Moreover, simulation games usually incorporate a case-based learning model, which may neglect or underemphasize theories and conceptualization. For simulations to be effective they have to be embedded in this larger theoretical and conceptual framework. Simulations, therefore, complement rather than substitute traditional teaching methods.

  11. Water management simulation games and the construction of knowledge

    NASA Astrophysics Data System (ADS)

    Rusca, M.; Heun, J.; Schwartz, K.

    2012-08-01

    In recent years, simulations have become an important part of teaching activities. The reasons behind the popularity of simulation games are twofold. On the one hand, emerging theories on how people learn have called for an experienced-based learning approach. On the other hand, the demand for water management professionals has changed. Three important developments are having considerable consequences for water management programmes, which educate and train these professionals. These developments are the increasing emphasis on integration in water management, the characteristics and speed of reforms in the public sector and the shifting state-society relations in many countries. In response to these developments, demand from the labour market is oriented toward water professionals who need to have both a specialist in-depth knowledge in their own field, as well as the ability to understand and interact with other disciplines and interests. In this context, skills in negotiating, consensus building and working in teams are considered essential for all professionals. In this paper, we argue that simulation games have an important role to play in (actively) educating students and training the new generation of water professionals to respond to the above-mentioned challenges. At the same time, simulations are not a panacea for learners and teachers. Challenges of using simulation games include the demands it places on the teacher. Setting up the simulation game, facilitating the delivery and ensuring that learning objectives are achieved require considerable knowledge and experience as well as considerable time-inputs of the teacher. Moreover, simulation games usually incorporate a case-based learning model, which may neglect or underemphasize theories and conceptualizations. For simulations to be effective, they have to be embedded in this larger theoretical and conceptual framework. Simulations, therefore, complement rather than substitute traditional teaching

  12. Game-theoretic cooperativity in networks of self-interested units

    NASA Astrophysics Data System (ADS)

    Barto, Andrew G.

    1986-08-01

    The behavior of theoretical neural networks is often described in terms of competition and cooperation. I present an approach to network learning that is related to game and team problems in which competition and cooperation have more technical meanings. I briefly describe the application of stochastic learning automata to game and team problems and then present an adaptive element that is a synthesis of aspects of stochastic learning automata and typical neuron-like adaptive elements. These elements act as self-interested agents that work toward improving their performance with respect to their individual preference orderings. Networks of these elements can solve a variety of team decision problems, some of which take the form of layered networks in which the ``hidden units'' become appropriate functional components as they attempt to improve their own payoffs.

  13. New Results on a Stochastic Duel Game with Each Force Consisting of Heterogeneous Units

    DTIC Science & Technology

    2013-02-01

    NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA NEW RESULTS ON A STOCHASTIC DUEL GAME WITH EACH FORCE CONSISTING OF...on a Stochastic Duel Game With Each Force Consisting of Heterogeneous Units 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER...distribution is unlimited 13. SUPPLEMENTARY NOTES 14. ABSTRACT Two forces engage in a duel , with each force initially consisting of several

  14. 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…

  15. 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

  16. Moneymed: a game to develop management skills in general practice

    PubMed Central

    Essex, B.; Jackson, R. N.

    1981-01-01

    A game has been developed to train people in the financial and administrative skills needed for effective general practice management. These skills cover a wide range of legal, economic, administrative and personnel problems encountered in general practice. Thirty-four trainees and six trainers showed a highly significant improvement in knowledge and problem-solving skills after playing the game. The format and design of the game allow the problem type, complexity and solution to vary and to be readily updated. So far, this seems to be one of the most effective instruments yet developed for learning these skills. Imagesp736-a PMID:7338867

  17. Injuries from paintball game related activities in the United States, 1997–2001

    PubMed Central

    Conn, J; Annest, J; Gilchrist, J; Ryan, G

    2004-01-01

    Objective: To quantify and characterize injuries resulting from paintball game related activities among persons ⩾7 years in the United States. Setting: Hospitals included in the National Electronic Injury Surveillance System (NEISS); these are composed of a stratified probability sample of all hospitals in the United States with emergency departments. Methods: Using NEISS, non-fatal injury data for paintball game related injury cases from 1997–2001 were obtained from emergency department records. Participation estimates used to calculate injury rates were obtained from a yearly survey funded by the National Sporting Goods Association. Results: An estimated 11 998 persons ⩾7 years with paintball game related injuries were treated in emergency departments from 1997–2001, with an annual average rate of 4.5 per 10 000 participants (95% confidence interval 3.3 to 5.7). The paintball game related injury rate was highest for 18–24 year olds (4.9 per 10 000 participants) and most injuries (94.0%) occurred among males. Almost 60% of all injured persons ⩾7 years were treated for paintball pellet wounds of which most were to the eye. While 76.9% of injured persons ages 7–17 years were treated for paintball pellet wounds, almost 40% of those ⩾18 years were treated for injuries resulting from overexertion or a fall. Lower extremity injuries were also common (23.0%), mostly from overexertion. Most injured persons (95.5%) were treated and released. Conclusions: As paintball games become more popular, efforts are needed to increase training, enforce rules, and educate participants about how to stay safe, such as wearing protective eye gear, when engaged in paintball games at home, in a public area, or in a sports field. PMID:15178668

  18. Measurement Invariance of the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) between the United States of America, India and the United Kingdom.

    PubMed

    Pontes, Halley M; Stavropoulos, Vasileios; Griffiths, Mark D

    2017-11-01

    The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) has been extensively used worldwide to assess Internet Gaming Disorder (IGD) behaviors. Therefore, investigating cultural limitations and implications in its applicability is necessary. The cross-cultural feasibility of a test can be psychometrically evaluated with measurement invariance analyses. Thus, the present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across gamers from the United States of America (USA), India, and the United Kingdom (UK). A total of 1013 gamers from the USA (n = 405), India (n = 336), and the UK (n = 272) were recruited. Although the one-factor structure of the IGD construct was supported, cross-country variations were demonstrated considering the way that this was reflected on items assessing preoccupation/salience, tolerance, deception, gaming escapism/mood modification, as well as daily activities' impairment related to gaming. Furthermore, the same scores on items assessing withdrawal symptoms, tolerance, lack of control over gaming engagement, escapism/mood modification and daily activities impairment associated to gaming, have been found to reflect various levels of IGD severity across the three groups. The implications of these results are further discussed in the context of existing evidence regarding the assessment of IGD. Copyright © 2017 Elsevier B.V. All rights reserved.

  19. Game-Based Experiential Learning in Online Management Information Systems Classes Using Intel's IT Manager 3

    ERIC Educational Resources Information Center

    Bliemel, Michael; Ali-Hassan, Hossam

    2014-01-01

    For several years, we used Intel's flash-based game "IT Manager 3: Unseen Forces" as an experiential learning tool, where students had to act as a manager making real-time prioritization decisions about repairing computer problems, training and upgrading systems with better technologies as well as managing increasing numbers of technical…

  20. Game Theory in Fleet Management

    NASA Astrophysics Data System (ADS)

    Dulai, Tibor; Jaskó, Szilárd; Muhi, Dániel

    2008-11-01

    In this survey we attempt to apply the results of cooperative game theory on fleet management problems. We deal with the aspect of a fleet where the members have their own goal, however the fleet has a common purpose too. These goals are to reach all destinations and get back to the center as quickly as possible. If we draw the map of the area-which contains the destination points and their environment-as a graph, we should determinate circles in it for each member of the fleet. Separating the nodes for each member, we should find Hamilton-circles of the sub-graphs. How to separate the destination points between the fleet members? How to route the members? What happens if there is an accident on a road which changes the way of a member? It may influence the other members' route too. What to communicate for getting the relevant information? How to change the routes in real time? We use cooperative game theory to find the solution.

  1. Improving the Emergency Manager’s Hurricane Evacuation Decision Making Through Serious Gaming

    DTIC Science & Technology

    2016-06-17

    Serious Gaming Hayley J. Davison Reynolds, Maxwell H. Perlman Darren P. Wilson MIT Lincoln Laboratory DHS Science and Technology Directorate...transfer it to an actual evacuation event. Through this work, a web-based, ‘serious gaming ’ approach was used to develop hurricane evacuation decision...training for the emergency manager. This paper describes the iterative design approach to developing a training game and collect initial feedback

  2. A Cognitive Task Analysis for an Emergency Management Serious Game.

    PubMed

    Dass, Susan; Barnieu, Joanne; Cummings, Paul; Cid, Victor

    2016-01-01

    The Bethesda Hospitals' Emergency Preparedness Partnership identified a need to design training systems for hospital emergency management scenarios that included incident command situations. As part of this partnership, the National Library of Medicine (NLM) was challenged to develop an engaging, learner-centered simulation to specifically address hospital procedures for highly infectious diseases (HIDs) for multiple hospital roles. A serious game approach was selected for the simulation because collaborative (multiplayer) immersive, game-based simulations have been proven to generate realistic and engaging learning experiences and, when properly designed, can enhance training while minimizing cost compared to full-scale disaster exercises (Spain et al., 2013). Although substantial research effort has been put into design and evaluation of serious games, less time has been spent on developing sound instructional design methodologies to support serious game development. So how does one collect the appropriate, relevant, contextualized content and then align with serious game design elements? This paper describes how a cognitive task approach supported by a live demonstration with a think-aloud protocol was used to collect the rich psychomotor, procedural, and cognitive data necessary for the design of a serious game for handling HIDs. Furthermore, the paper presents a process to translate the collected data into meaningful content to support rapid prototyping. Recommendations for data collection and translation for a serious game close the paper.

  3. A Cognitive Task Analysis for an Emergency Management Serious Game

    PubMed Central

    Dass, Susan; Barnieu, Joanne; Cummings, Paul; Cid, Victor

    2017-01-01

    The Bethesda Hospitals' Emergency Preparedness Partnership identified a need to design training systems for hospital emergency management scenarios that included incident command situations. As part of this partnership, the National Library of Medicine (NLM) was challenged to develop an engaging, learner-centered simulation to specifically address hospital procedures for highly infectious diseases (HIDs) for multiple hospital roles. A serious game approach was selected for the simulation because collaborative (multiplayer) immersive, game-based simulations have been proven to generate realistic and engaging learning experiences and, when properly designed, can enhance training while minimizing cost compared to full-scale disaster exercises (Spain et al., 2013). Although substantial research effort has been put into design and evaluation of serious games, less time has been spent on developing sound instructional design methodologies to support serious game development. So how does one collect the appropriate, relevant, contextualized content and then align with serious game design elements? This paper describes how a cognitive task approach supported by a live demonstration with a think-aloud protocol was used to collect the rich psychomotor, procedural, and cognitive data necessary for the design of a serious game for handling HIDs. Furthermore, the paper presents a process to translate the collected data into meaningful content to support rapid prototyping. Recommendations for data collection and translation for a serious game close the paper. PMID:29629430

  4. Septris: a novel, mobile, online, simulation game that improves sepsis recognition and management.

    PubMed

    Evans, Kambria H; Daines, William; Tsui, Jamie; Strehlow, Matthew; Maggio, Paul; Shieh, Lisa

    2015-02-01

    Annually affecting over 18 million people worldwide, sepsis is common, deadly, and costly. Despite significant effort by the Surviving Sepsis Campaign and other initiatives, sepsis remains underrecognized and undertreated. Research indicates that educating providers may improve sepsis diagnosis and treatment; thus, the Stanford School of Medicine has developed a mobile-accessible, case-based, online game entitled Septris (http://med.stanford.edu/septris/). Septris, launched online worldwide in December 2011, takes an innovative approach to teaching early sepsis identification and evidence-based management. The free gaming platform leverages the massive expansion over the past decade of smartphones and the popularity of noneducational gaming.The authors sought to assess the game's dissemination and its impact on learners' sepsis-related knowledge, skills, and attitudes. In 2012, the authors trained Stanford pregraduate (clerkship) and postgraduate (resident) medical learners (n = 156) in sepsis diagnosis and evidence-based practices via 20 minutes of self-directed game play with Septris. The authors administered pre- and posttests. By October 2014, Septris garnered over 61,000 visits worldwide. After playing Septris, both pre- and postgraduate groups improved their knowledge on written testing in recognizing and managing sepsis (P < .001). Retrospective self-reporting on their ability to identify and manage sepsis also improved (P < .001). Over 85% of learners reported that they would or would maybe recommend Septris. Future evaluation of Septris should assess its effectiveness among different providers, resource settings, and cultures; generate information about how different learners make clinical decisions; and evaluate the correlation of game scores with sepsis knowledge.

  5. Treatment of an Anonymous Recipient: Solid-Waste Management Simulation Game

    ERIC Educational Resources Information Center

    Wu, Ko-Chiu; Huang, Po-Yuan

    2015-01-01

    This study developed a game simulation based on problem solving in the management of urban waste. We then investigated the factors affecting the decisions made by players. During gameplay, the players sought to guide the development of a city via management strategies involving a balance of economic growth and environmental protection. Nature…

  6. Small Combat Arms Unit Leader Training Techniques: Rules of Play for Two Player/Multiplayer Infantry Mapboard Games.

    DTIC Science & Technology

    1979-01-01

    exercises for leadership training. Initial efforts led to the development of a mapboard game. The ’board game’ initially developed was a two-sided, free ... play map exercise for teaching infantry tactics to small unit leaders at the platoon level organizations. It was found, however, that for the benefits

  7. Regulatory Considerations for the Approval of Drugs Against Histomoniasis (Blackhead Disease) in Turkeys, Chickens, and Game Birds in the United States.

    PubMed

    Regmi, Prajwal R; Shaw, Ashley L; Hungerford, Laura L; Messenheimer, Janis R; Zhou, Tong; Pillai, Padmakumar; Omer, Amy; Gilbert, Jeffrey M

    2016-12-01

    Histomoniasis, commonly referred to as blackhead disease, is a serious threat to the turkey and game bird industries worldwide, and it is having an increasingly negative impact on the chicken industry as well. The Food and Drug Administration's (FDA) Center for Veterinary Medicine (CVM), charged with the approval and regulation of new animal drugs in the United States, understands the rising need for the availability of therapeutic options against histomoniasis. CVM has actively engaged in discussions with the poultry industry, academic institutions, and animal health companies regarding the current status of histomoniasis in the United States and varied success of past and current management, prophylactic, and therapeutic interventions that have been used against the disease. As effective options against the disease are severely limited, CVM encourages the poultry industry, academic institutions, and animal health companies to work together to research and develop viable management, prophylactic, and therapeutic strategies, such as litter management, deworming programs, vaccines or other biologics, novel technologies, and animal drugs. CVM also recognizes the potential challenges that the poultry industry, academic institutions, and animal health companies may encounter while working towards the approval of safe and effective drug products for the treatment and control of histomoniasis. With that recognition, CVM encourages interested parties to begin discussions with CVM early in order to align research of the drug product against histomoniasis with the drug approval requirements, such that it leads to the approval of a new animal drug in an efficient and expedient manner. This article provides information about the FDA's regulatory process for the approval of new animal drugs in the United States, with especial emphasis on drug products for the treatment and control of histomoniasis in turkeys, chickens, and game birds.

  8. Wapiti and warblers: integrating game and nongame management in Idaho

    Treesearch

    C. R. Groves; J. W. Unsworth

    1993-01-01

    The primary concern of wildlife managers in the USDA Forest Service (USFS) and ldaho Department of Fish and Game (IDFG) is maintaining elk herds and quality elk hunting. As a result, nongame species like neotropical migratory landbirds do not receive much management attention. Cause for concern over this neglect are twofold: 1) forest fragmentation may be having...

  9. Computer-supported games and role plays in teaching water management

    NASA Astrophysics Data System (ADS)

    Hoekstra, A. Y.

    2012-08-01

    There is an increasing demand for an interdisciplinary approach in teaching water management. Computer-supported games and role plays offer the potential of creating an environment in which different disciplines come together and in which students are challenged to develop integrated understanding. Two examples are discussed. The River Basin Game is a common-pool resource game in which participants experience the risk of over-abstractions of water in a river basin and learn how this risk relates to the complexity of the system, the conflict between individual and group optimums and the difficulty in achieving good cooperation. The Globalization of Water Role Play makes participants familiar with the global dimension of water management by letting them experience how national governments can integrate considerations of water scarcity and domestic water productivities into decisions on international trade in commodities like food, cotton and bio-energy. The two examples illustrate that play sessions inspire participants to think about the functioning of systems as a whole and to develop good cooperative courses of action, whereby both uncertainties about the system and the presence of different values and perspectives among participants play a role.

  10. SimBasin: A serious gaming framework for integrated and cooperative decision-making in water management

    NASA Astrophysics Data System (ADS)

    Angarita, H.; Craven, J.; Caggiano, F.; Corzo, G.

    2016-12-01

    An Integrated approach involving extensive stakeholder dialogue is widely advocated in sustainable water management. However, it requires a social learning process in which scientist and stakeholders become aware of the relationship between their own frames of reference and those of others, differences can be dealt with constructively, and shared ideas can be used to facilitate cooperation. Key obstacles in this process are heritage systems, attitudes and processes, factually wrong, incomplete or unshared mental models, and lack of science-policy dialogue (Pahl-Wostl et al., 2005) To overcome these barriers, a space is required which is free of heritage systems, where mental models can be safely and easily compared and corrected, and where scientists and policy-makers can come together. A "serious game" can serve as such a space - Serious games are games or simulations used to achieve an organizational or educational goal, and such games have already been used to facilitate stakeholder cooperation in the water management sector (Rusca et al., 2005). As well as bringing stakeholders together, they can be an accessible interface between scientific models and non-experts. Here we present SimBasin, a multiplayer serious game framework and development engine. The engine allows to easily create a simulated multiplayer basin management game using WEAP water resources modelling software (SEI, 1992-2015), to facilitate the communication of the complex, long term and wide range relationships between hydrologic, climate, and human systems present in river basins, and enable dialogue between policy-makers and scientists. Different games have been created using the Sim-Basin engine and used in various contexts. Here are discussed experiences with stakeholders at a national forum in Bogotá, flood risk management agencies in the lower Magdalena River Basin in Colombia and with water professionals in Bangkok. The experience shows that the game is a useful tool for enabling

  11. Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study.

    PubMed

    Ingadottir, Brynja; Blondal, Katrin; Thue, David; Zoega, Sigridur; Thylen, Ingela; Jaarsma, Tiny

    2017-05-10

    Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games have not been previously developed to help patients to learn how to manage their postoperative pain. The aim of this study was to describe the development of a computer-based game for surgical patients to learn about postoperative pain management and to evaluate the usability, user experience, and efficacy of the game. A computer game was developed by an interdisciplinary team following a structured approach. The usability, user experience, and efficacy of the game were evaluated using self-reported questionnaires (AttrakDiff2, Postoperative Pain Management Game Survey, Patient Knowledge About Postoperative Pain Management questionnaire), semi-structured interviews, and direct observation in one session with 20 participants recruited from the general public via Facebook (mean age 48 [SD 14]; 11 women). Adjusted Barriers Questionnaire II and 3 questions on health literacy were used to collect background information. Theories of self-care and adult learning, evidence for the educational needs of patients about pain management, and principles of gamification were used to develop the computer game. Ease of use and usefulness received a median score between 2.00 (IQR 1.00) and 5.00 (IQR 2.00) (possible scores 0-5; IQR, interquartile range), and ease of use was further confirmed by observation. Participants expressed satisfaction with this novel method of learning, despite some technological challenges. The attributes of the game, measured with AttrakDiff2, received a median score above 0 in all dimensions; highest for attraction (median 1.43, IQR 0.93) followed by pragmatic quality (median 1.31, IQR 1.04), hedonic quality interaction (median 1.00, IQR 1.04), and hedonic quality stimulation (median 0.57, IQR 0.68). Knowledge of pain medication and pain management

  12. ALTEC Learning Games: Successful Integration of Learning and Gaming

    ERIC Educational Resources Information Center

    Bacon, Melanie A.; Ault, Marilyn M.

    2009-01-01

    Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with…

  13. Effects of a pediatric weight management program with and without active video games a randomized trial.

    PubMed

    Trost, Stewart G; Sundal, Deborah; Foster, Gary D; Lent, Michelle R; Vojta, Deneen

    2014-05-01

    Active video games may offer an effective strategy to increase physical activity in overweight and obese children. However, the specific effects of active gaming when delivered within the context of a pediatric weight management program are unknown. To evaluate the effects of active video gaming on physical activity and weight loss in children participating in an evidence-based weight management program delivered in the community. Group-randomized clinical trial conducted during a 16-week period in YMCAs and schools located in Massachusetts, Rhode Island, and Texas. Seventy-five overweight or obese children (41 girls [55%], 34 whites [45%], 20 Hispanics [27%], and 17 blacks [23%]) enrolled in a community-based pediatric weight management program. Mean (SD) age of the participants was 10.0 (1.7) years; body mass index (BMI) z score, 2.15 (0.40); and percentage overweight from the median BMI for age and sex, 64.3% (19.9%). All participants received a comprehensive family-based pediatric weight management program (JOIN for ME). Participants in the program and active gaming group received hardware consisting of a game console and motion capture device and 1 active game at their second treatment session and a second game in week 9 of the program. Participants in the program-only group were given the hardware and 2 games at the completion of the 16-week program. Objectively measured daily moderate-to-vigorous and vigorous physical activity, percentage overweight, and BMI z score. Participants in the program and active gaming group exhibited significant increases in moderate-to-vigorous (mean [SD], 7.4 [2.7] min/d) and vigorous (2.8 [0.9] min/d) physical activity at week 16 (P < .05). In the program-only group, a decline or no change was observed in the moderate-to-vigorous (mean [SD] net difference, 8.0 [3.8] min/d; P = .04) and vigorous (3.1 [1.3] min/d; P = .02) physical activity. Participants in both groups exhibited significant reductions in percentage overweight and

  14. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    PubMed Central

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  15. Children and Electronic Games in the United States.

    ERIC Educational Resources Information Center

    Funk, Jeanne B.; Bermann, Julie N.; Buchman, Debra D.

    1997-01-01

    Reports video game playing demographics. Reviews the literature on video game health hazards and positive health applications; cutting-edge applications in education and controversies about learning; and effects on personality. Discusses laboratory and survey research on the effects of video games violence. Considers whether some children may be…

  16. In-game Management of Common Joint Dislocations

    PubMed Central

    Skelley, Nathan W.; McCormick, Jeremy J.; Smith, Matthew V.

    2014-01-01

    Context: Sideline management of sports-related joint dislocations often places the treating medical professional in a challenging position. These injuries frequently require prompt evaluation, diagnosis, reduction, and postreduction management before they can be evaluated at a medical facility. Our objective is to review the mechanism, evaluation, reduction, and postreduction management of sports-related dislocations to the shoulder, elbow, finger, knee, patella, and ankle joints. Evidence Acquisition: A literature review was performed using the PubMed database to evaluate previous and current publications focused on joint dislocations. This review focused on articles published between 1980 and 2013. Study Design: Clinical review. Level of Evidence: Level 4. Results: The clinician should weigh the benefits and risks of on-field reduction based on their knowledge of the injury and the presence of associated injuries. Conclusion: When properly evaluated and diagnosed, most sports-related dislocations can be reduced and initially managed at the game. PMID:24790695

  17. A game theory analysis of green infrastructure stormwater management policies

    NASA Astrophysics Data System (ADS)

    William, Reshmina; Garg, Jugal; Stillwell, Ashlynn S.

    2017-09-01

    Green stormwater infrastructure has been demonstrated as an innovative water resources management approach that addresses multiple challenges facing urban environments. However, there is little consensus on what policy strategies can be used to best incentivize green infrastructure adoption by private landowners. Game theory, an analysis framework that has historically been under-utilized within the context of stormwater management, is uniquely suited to address this policy question. We used a cooperative game theory framework to investigate the potential impacts of different policy strategies used to incentivize green infrastructure installation. The results indicate that municipal regulation leads to the greatest reduction in pollutant loading. However, the choice of the "best" regulatory approach will depend on a variety of different factors including politics and financial considerations. Large, downstream agents have a disproportionate share of bargaining power. Results also reveal that policy impacts are highly dependent on agents' spatial position within the stormwater network, leading to important questions of social equity and environmental justice.

  18. Aorta: a management layer for mobile peer-to-peer massive multiplayer games

    NASA Astrophysics Data System (ADS)

    Edlich, Stefan; Hoerning, Henrik; Brunnert, Andreas; Hoerning, Reidar

    2005-03-01

    The development of massive multiplayer games (MMPGs) for personal computers is based on a wide range of frameworks and technologies. In contrast, MMPG development for cell phones lacks the availability of framework support. We present Aorta as a multi-purpose lightweight MIDP 2.0 framework to support the transparent and equal API usage of peer-to-peer communication via http, IP and Bluetooth. Special experiments, such as load-tests on Nokia 6600s, have been carried out with Bluetooth support in using a server-as-client architecture to create ad-hoc networks by using piconet functionalities. Additionally, scatternet functionalities, which will be supported in upcoming devices, have been tested in a simulated environment on more than 12 cell phones. The core of the Aorta framework is the Etherlobby, which manages connections, peers, the game lobby, game policies and much more. The framework itself was developed to enable the fast development of mobile games, regardless of the distance between users, which might be within the schoolyard or much further away. The earliest market-ready application shown here is a multimedia game for cell phones utilizing all of the frameworks features. This game, called Micromonster, acts as platform for developer tests, as well as providing valuable information about interface usability and user acceptance.

  19. Evolutionary Game Model Study of Construction Green Supply Chain Management under the Government Intervention

    NASA Astrophysics Data System (ADS)

    Xing, Yuanzhi; Deng, Xiaoyi

    2017-11-01

    The paper first has defined the concepts of green supply chain management and evolution game theory, and pointed out the characteristics of green supply chain management in construction. The main participants and key links of the construction green supply chain management are determined by constructing the organization framework. This paper established the evolutionary game model between construction enterprises and recycling enterprises for the green supply chain closed-loop structure. The waste recycling evolutionary stability equilibrium solution is obtained to explore the principle and effective scope of government policy intervention. This paper put forward the relevant countermeasures to the green supply chain management in construction recycling stage from the government point of view. The conclusion has reference value and guidance to the final product construction enterprises, recycling enterprises and the government during green supply chain.

  20. Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study

    PubMed Central

    Blondal, Katrin; Thue, David; Zoega, Sigridur; Thylen, Ingela; Jaarsma, Tiny

    2017-01-01

    Background Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games have not been previously developed to help patients to learn how to manage their postoperative pain. Objective The aim of this study was to describe the development of a computer-based game for surgical patients to learn about postoperative pain management and to evaluate the usability, user experience, and efficacy of the game. Methods A computer game was developed by an interdisciplinary team following a structured approach. The usability, user experience, and efficacy of the game were evaluated using self-reported questionnaires (AttrakDiff2, Postoperative Pain Management Game Survey, Patient Knowledge About Postoperative Pain Management questionnaire), semi-structured interviews, and direct observation in one session with 20 participants recruited from the general public via Facebook (mean age 48 [SD 14]; 11 women). Adjusted Barriers Questionnaire II and 3 questions on health literacy were used to collect background information. Results Theories of self-care and adult learning, evidence for the educational needs of patients about pain management, and principles of gamification were used to develop the computer game. Ease of use and usefulness received a median score between 2.00 (IQR 1.00) and 5.00 (IQR 2.00) (possible scores 0-5; IQR, interquartile range), and ease of use was further confirmed by observation. Participants expressed satisfaction with this novel method of learning, despite some technological challenges. The attributes of the game, measured with AttrakDiff2, received a median score above 0 in all dimensions; highest for attraction (median 1.43, IQR 0.93) followed by pragmatic quality (median 1.31, IQR 1.04), hedonic quality interaction (median 1.00, IQR 1.04), and hedonic quality stimulation (median 0.57, IQR 0.68). Knowledge of

  1. Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis.

    PubMed

    Charlier, Nathalie; Zupancic, Nele; Fieuws, Steffen; Denhaerynck, Kris; Zaman, Bieke; Moons, Philip

    2016-01-01

    To conduct a systematic review and meta-analysis of randomized controlled trials assessing the effectiveness of serious games in improving knowledge and/or self-management behaviors in young people with chronic conditions. The authors searched the databases PubMed, Cochrane Library, Web of Sciences, and PsychINFO for articles published between January 1990 and January 2014. Reference lists were hand-searched to retrieve additional studies. Randomized controlled trials that compared a digital game with either standard education or no specific education in a population of children and/or adolescents with chronic conditions were included. The authors identified 9 studies in which the effectiveness of serious games in young people with chronic conditions was evaluated using a randomized controlled trials design. Six studies found a significant improvement of knowledge in the game group from pretest to posttest; 4 studies showed significantly better knowledge in the game group than in the control group after the intervention. Two studies reported significantly better self-management in the game group than in the control group after the intervention. Seven studies were included in the meta-analysis. For knowledge, pooled estimate of Hedges' gu was 0.361 (95% confidence intervals, 0.098-0.624), demonstrating that serious games improve knowledge in patients. For self-management, pooled estimate of Hedges' gu was 0.310 (95% confidence intervals, 0.122-0.497), showing that gaming improves self-management behaviors. The authors' meta-analysis shows that educational video games can be effective in improving knowledge and self-management in young people with chronic conditions. © The Author 2015. Published by Oxford University Press on behalf of the American Medical Informatics Association. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  2. Game Birds of Colorado.

    ERIC Educational Resources Information Center

    Colorado State Div. of Wildlife, Denver.

    This booklet is intended to familiarize the reader with game birds typical of Colorado. Discussions in English and Spanish are presented. Discussions cover the management of game birds, individual game bird species, and endangered species of birds related to game birds. (RE)

  3. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    PubMed

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  4. Enhancing self-management in children with sickle cell disease through playing a CD-ROM educational game: a pilot study.

    PubMed

    Yoon, Saunjoo L; Godwin, Angela

    2007-01-01

    To determine whether playing a simple CD-ROM educational game (developed specifically for children with sickle cell disease), improved children's knowledge and confidence in selected symptom management and practice. Twenty-two eligible children completed a pretest to determine knowledge and confidence levels, played the Sickle Cell Slime-O-Rama Game, then completed an identical posttest. Significant increases in knowledge (t = 2.828, p =.010) and confidence (t = 3.759, p =.001) levels between pre- and posttests were identified. It is promising that a simple, interacting CD-ROM game allowed children with sickle cell disease to quickly acquire knowledge about the disease and symptom management, and increased their confidence to apply this new knowledge. Results suggest the high utility of this tailored game to foster active self-management behaviors in this population.

  5. Outdoorsman, Unit III.

    ERIC Educational Resources Information Center

    Alberta Dept. of Agriculture, Edmonton.

    The third and final unit of the 4-H Outdoorsman Program covers the most advanced and challenging campcraft skills for 4-H members in British Columbia, Alberta, Saskatchewan and Manitoba. Survival camping (including building shelters and finding food), in-depth map-reading and orienteering, game management, hiking themes and recordkeeping are all…

  6. Multi-objective game-theory models for conflict analysis in reservoir watershed management.

    PubMed

    Lee, Chih-Sheng

    2012-05-01

    This study focuses on the development of a multi-objective game-theory model (MOGM) for balancing economic and environmental concerns in reservoir watershed management and for assistance in decision. Game theory is used as an alternative tool for analyzing strategic interaction between economic development (land use and development) and environmental protection (water-quality protection and eutrophication control). Geographic information system is used to concisely illustrate and calculate the areas of various land use types. The MOGM methodology is illustrated in a case study of multi-objective watershed management in the Tseng-Wen reservoir, Taiwan. The innovation and advantages of MOGM can be seen in the results, which balance economic and environmental concerns in watershed management and which can be interpreted easily by decision makers. For comparison, the decision-making process using conventional multi-objective method to produce many alternatives was found to be more difficult. Copyright © 2012 Elsevier Ltd. All rights reserved.

  7. 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.

  8. Playing It Safe: Risk Management for Games Play.

    ERIC Educational Resources Information Center

    Halliday, Nancy

    1996-01-01

    Considering the players, the game, and the environment in which games are played can make games play at camp safer, more successful, and more enjoyable. Presents factors concerning the players, the game, roughhousing, excessive competitiveness, the environment, space, boundaries, weather, time, and overall game objectives that need to be…

  9. Learning about the game: designing science games for a generation of gamers

    NASA Astrophysics Data System (ADS)

    Chmiel, Marjee

    2012-12-01

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as "gamer culture" and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.

  10. Scenario Based Education as a Framework for Understanding Students Engagement and Learning in a Project Management Simulation Game

    ERIC Educational Resources Information Center

    Misfeldt, Morten

    2015-01-01

    In this paper I describe how students use a project management simulation game based on an attack-defense mechanism where two teams of players compete by challenging each other's projects. The project management simulation game is intended to be played by pre-service construction workers and engineers. The gameplay has two parts: a planning part,…

  11. The ReDistricting Game: Teaching Congressional Gerrymandering through an Online Simulation Game

    ERIC Educational Resources Information Center

    Juckett, Emily; Feinberg, Joseph R.

    2010-01-01

    The ReDistricting Game is an online simulation game that engages learners in the redistricting process and spotlights the problem of gerrymandering districts in the United States. Hands-on simulation games such as this one can motivate students to think at higher levels and master key concepts. The concept of redistricting does not automatically…

  12. 7 CFR 275.6 - Management units.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 7 Agriculture 4 2013-01-01 2013-01-01 false Management units. 275.6 Section 275.6 Agriculture... FOOD STAMP AND FOOD DISTRIBUTION PROGRAM PERFORMANCE REPORTING SYSTEM Management Evaluation (ME) Reviews § 275.6 Management units. (a) Establishment of management units. For the purpose of ME reviews...

  13. 7 CFR 275.6 - Management units.

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... 7 Agriculture 4 2014-01-01 2014-01-01 false Management units. 275.6 Section 275.6 Agriculture... FOOD STAMP AND FOOD DISTRIBUTION PROGRAM PERFORMANCE REPORTING SYSTEM Management Evaluation (ME) Reviews § 275.6 Management units. (a) Establishment of management units. For the purpose of ME reviews...

  14. 7 CFR 275.6 - Management units.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... 7 Agriculture 4 2010-01-01 2010-01-01 false Management units. 275.6 Section 275.6 Agriculture... FOOD STAMP AND FOOD DISTRIBUTION PROGRAM PERFORMANCE REPORTING SYSTEM Management Evaluation (ME) Reviews § 275.6 Management units. (a) Establishment of management units. For the purpose of ME reviews...

  15. Sowing the Seeds of Soft Power: The United States and India in the Next Great Game

    DTIC Science & Technology

    2015-12-01

    Pakistan and their relations to the great powers of the day. In this work, we see the divide between India and the United States start after the United...quickly taking shape. If the United States wishes to be a key player in the game, it must start now to use every means at its disposal to shape the...States and the Soviet Union quickly tore the alliance apart. From the start , President Roosevelt disliked the authoritarian Soviet regime and did

  16. Knowledge discovery through games and game theory

    NASA Astrophysics Data System (ADS)

    Smith, James F., III; Rhyne, Robert D.

    2001-03-01

    A fuzzy logic based expert system has been developed that automatically allocates electronic attack (EA) resources in real-time over many dissimilar platforms. The platforms can be very general, e.g., ships, planes, robots, land based facilities, etc. Potential foes the platforms deal with can also be general. The initial version of the algorithm was optimized using a genetic algorithm employing fitness functions constructed based on expertise. A new approach is being explored that involves embedding the resource manager in a electronic game environment. The game allows a human expert to play against the resource manager in a simulated battlespace with each of the defending platforms being exclusively directed by the fuzzy resource manager and the attacking platforms being controlled by the human expert or operating autonomously under their own logic. This approach automates the data mining problem. The game automatically creates a database reflecting the domain expert's knowledge, it calls a data mining function, a genetic algorithm, for data mining of the database as required. The game allows easy evaluation of the information mined in the second step. The measure of effectiveness (MOE) for re-optimization is discussed. The mined information is extremely valuable as shown through demanding scenarios.

  17. Dominion. A game exploring information exploitation

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

    Hobbs, Jacob Aaron

    FlipIt is a game theoretic framework published in 2012[1] to investigate optimal strategies for managing security resources in response to Advanced Persistent Threats. It is a two-player game wherein a resource is controlled by exactly one player at any time. A player may move at any time to capture the resource, incurring a move cost, and is informed of the last time their opponent has moved only upon completing their move. Thus, moves may be wasted and takeover is considered \\stealthy", with regard to the other player. The game is played for an unlimited period of time, and the goalmore » of each player is to maximize the amount of time they are in control of the resource minus their total move cost, normalized by the current length of play. Marten Van Dijk and others[1] provided an analysis of various player strategies and proved optimal results for certain subclasses of players. We extend their work by providing a reformulation of the original game, wherein the optimal player strategies can be solved exactly, rather than only for certain subclasses. We call this reformulation Dominion, and place it within a broader framework of stealthy move games. We de ne Dominion to occur over a nite time scale (from 0 to 1), and give each player a certain number of moves to make within the time frame. Their expected score in this new scenario is the expected amount of time they have control, and the point of the game is to dominate as much of the unit interval as possible. We show how Dominion can be treated as a two player, simultaneous, constant sum, unit square game, where the gradient of the bene t curves for the players are linear and possibly discontinuous. We derive Nash equilibria for a basic version of Dominion, and then further explore the roles of information asymmetry in its variants. We extend these results to FlipIt and other cyber security applications.« less

  18. 75 FR 17324 - Communication Management Units

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-04-06

    ... Communication Management Units AGENCY: Bureau of Prisons, Justice. ACTION: Proposed rule. SUMMARY: In this document, the Bureau of Prisons (Bureau) proposes to establish and describe Communication Management Units... for designating inmates to, and limiting communication within, its Communication Management Units (CMU...

  19. Use of a Survival Analysis Technique in Understanding Game Performance in Instructional Games. CRESST Report 812

    ERIC Educational Resources Information Center

    Kim, Jinok; Chung, Gregory K. W. K.

    2012-01-01

    In this study we compared the effects of two math game designs on math and game performance, using discrete-time survival analysis (DTSA) to model players' risk of not advancing to the next level in the game. 137 students were randomly assigned to two game conditions. The game covered the concept of a unit and the addition of like-sized fractional…

  20. Distributed sensor management for space situational awareness via a negotiation game

    NASA Astrophysics Data System (ADS)

    Jia, Bin; Shen, Dan; Pham, Khanh; Blasch, Erik; Chen, Genshe

    2015-05-01

    Space situational awareness (SSA) is critical to many space missions serving weather analysis, communications, and navigation. However, the number of sensors used in space situational awareness is limited which hinders collision avoidance prediction, debris assessment, and efficient routing. Hence, it is critical to use such sensor resources efficiently. In addition, it is desired to develop the SSA sensor management algorithm in a distributed manner. In this paper, a distributed sensor management approach using the negotiation game (NG-DSM) is proposed for the SSA. Specifically, the proposed negotiation game is played by each sensor and its neighboring sensors. The bargaining strategies are developed for each sensor based on negotiating for accurately tracking desired targets (e.g., satellite, debris, etc.) . The proposed NG-DSM method is tested in a scenario which includes eight space objects and three different sensor modalities which include a space based optical sensor, a ground radar, or a ground Electro-Optic sensor. The geometric relation between the sensor, the Sun, and the space object is also considered. The simulation results demonstrate the effectiveness of the proposed NG-DSM sensor management methods, which facilitates an application of multiple-sensor multiple-target tracking for space situational awareness.

  1. Using a Video Game to Teach Supply Chain and Logistics Management

    ERIC Educational Resources Information Center

    Liu, Chiung-Lin

    2017-01-01

    This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…

  2. An accomplished teacher's use of scaffolding during a second-grade unit on designing games.

    PubMed

    Chen, Weiyun; Rovegno, Inez; Cone, Stephen L; Cone, Theresa P

    2012-06-01

    The purpose of this study was to describe how an accomplished teacher taught second-grade students to design games that integrated movement and mathematics content. The participants were one physical education teacher; a classroom teacher, and an intact class of 20 second-grade students. Qualitative data were gathered through videotaping of all lessons, descriptions of 20 children's responses to all lesson segments, and interviews with all participants. In keeping with constructivist principles, the teacher used a progression of tasks and multiple instructional techniques to scaffold the design process allowing children to design games that were meaningful to them. Contrary to descriptions of scaffolding fading across a unit, in this study the scaffolding was a function of the interaction between learners' needs and task content.

  3. Small game

    Treesearch

    John C. Kilgo

    2005-01-01

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

  4. Randomized trial of a novel game-based appointment system for a university hospital venereology unit: study protocol.

    PubMed

    Gabarron, Elia; Serrano, J Artur; Fernandez-Luque, Luis; Wynn, Rolf; Schopf, Thomas

    2015-04-08

    Chlamydia is the most common reportable sexually transmitted disease (STD) in Norway, and its incidence in the two northernmost counties has been disclosed to be nearly the double of the Norwegian average. The latest publicly available rates showed that 85.6% of the new cases were diagnosed in people under 29 years old. The information and communication technologies are among the most powerful influences in the lives of young people. The Internet can potentially represent a way to educate on sexual health and encourage young people, and especially youth, to be tested for STDs. If hospital websites include an easy and anonymous system for scheduling appointments with the clinic, it is possible that this could lead to an increase in the number of people tested for STDs. The purpose of the study is to assess the impact of a game-based appointment system on the frequency of consultations at a venereology unit and on the use of an educational web app. An A/B testing methodology is used. Users from the city of Tromsø, in North Norway, will be randomized to one of the two versions of the game-style web app on sexual health at www.sjekkdeg.no. Group A will have access to educational content only, while group B will have, in addition, access to a game-based appointment system with automatic prioritization. After one year of the trial, it will be analyzed if the game-based appointment system increases the number of consultations at the venereology unit and if health professionals deem the system useful. This study will explore if facilitating the access to health services for youth through the use of a game-based appointment system integrated in a game-style web app on sexual health education can have an impact on appointment rates. The trial is registered at clinicaltrials.org under the identifier ClinicalTrials.gov NCT:02128620.

  5. EnviroAtlas - Big Game Hunting Recreation Demand by 12-Digit HUC in the Conterminous United States

    EPA Pesticide Factsheets

    This EnviroAtlas dataset includes the total number of recreational days per year demanded by people ages 18 and over for big game hunting by location in the contiguous United States. Big game includes deer, elk, bear, and wild turkey. These values are based on 2010 population distribution, 2011 U.S. Fish and Wildlife Service (FWS) Fish, Hunting, and Wildlife-Associated Recreation (FHWAR) survey data, and 2011 U.S. Department of Agriculture (USDA) Forest Service National Visitor Use Monitoring program data, and have been summarized by 12-digit hydrologic unit code (HUC). This dataset was produced by the US EPA to support research and online mapping activities related to the EnviroAtlas. EnviroAtlas (https://www.epa.gov/enviroatlas) allows the user to interact with a web-based, easy-to-use, mapping application to view and analyze multiple ecosystem services for the contiguous United States. The dataset is available as downloadable data (https://edg.epa.gov/data/Public/ORD/EnviroAtlas) or as an EnviroAtlas map service. Additional descriptive information about each attribute in this dataset can be found in its associated EnviroAtlas Fact Sheet (https://www.epa.gov/enviroatlas/enviroatlas-fact-sheets).

  6. Enrollment Management in Academic Units

    ERIC Educational Resources Information Center

    DeBiaso, Nick

    2012-01-01

    This study provides an understanding of how administrative leaders make decisions regarding enrollment management within academic units at a major research university in the southwestern United States. Key enrollment management functions of recruiting, admissions, marketing, orientation, financial aid/scholarships, academic advising, student…

  7. Game Theory .net.

    ERIC Educational Resources Information Center

    Shor, Mikhael

    2003-01-01

    States making game theory relevant and accessible to students is challenging. Describes the primary goal of GameTheory.net is to provide interactive teaching tools. Indicates the site strives to unite educators from economics, political and computer science, and ecology by providing a repository of lecture notes and tests for courses using…

  8. War-Gaming Network-Centric Warfare

    DTIC Science & Technology

    2001-01-01

    games as well. 6 2 N A V A L W A R C O L L E G E R E V I E W War games are also classified...traditional gaming . All war games , whether they involve fighting sail R U B E L 6 3 Until a tactical network of units, each of them exercising a great degree... gaming and simulation. R U B E L 6 5 The principal requirements for achieving network-centric warfare are a network and shared awareness. By a

  9. Active Gaming Among High School Students--United States, 2010.

    PubMed

    Song, MinKyoung; Carroll, Dianna D; Lee, Sarah M; Fulton, Janet E

    2015-08-01

    Our study is the first to describe the prevalence and correlates (demographics, body mass index [BMI], sedentary behaviors, and physical activity) of high school youth who report active videogame playing (active gaming) in a U.S. representative sample. The National Youth Physical Activity and Nutrition Study of 2010 provided data for this study. Active gaming was assessed as the number of days in the 7 days prior to the survey that students in grades 9-12 (14-18 years of age) reported participating in active videogames (e.g., "Wii™ Fit" [Nintendo, Kyoto, Japan], "Dance Dance Revolution" [Konami, Osaka, Japan]). Students reporting ≥1 days were classified as active gamers. Logistic regression was used to examine the association among active gaming and demographic characteristics, BMI, sedentary behaviors, and physical activity. Among 9125 U.S. high school students in grades 9-12 surveyed, 39.9 percent (95 percent confidence interval=37.9 percent, 42.0 percent) reported active gaming. Adjusting for covariates, the following characteristics were positively associated (P<0.05) with active gaming: being in 9th and 10th grades compared with being in 12th grade; being of black, non-Hispanic race/ethnicity; being overweight or obese; watching DVDs >0 hours/day; watching TV >0 hours/day; and meeting guidelines for aerobic and muscle-strengthening physical activity. Four out of 10 U.S. high school students report participating in active gaming. Active gamers tend to spend more time watching DVDs or TV, meet guidelines for physical activity, and/or be overweight or obese compared with nonactive gamers. These findings may serve to provide a baseline to track active gaming in U.S. youth and inform interventions that target sedentary behaviors and/or physical activity.

  10. An orbital emulator for pursuit-evasion game theoretic sensor management

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Wang, Tao; Wang, Gang; Jia, Bin; Wang, Zhonghai; Chen, Genshe; Blasch, Erik; Pham, Khanh

    2017-05-01

    This paper develops and evaluates an orbital emulator (OE) for space situational awareness (SSA). The OE can produce 3D satellite movements using capabilities generated from omni-wheeled robot and robotic arm motion methods. The 3D motion of a satellite is partitioned into the movements in the equatorial plane and the up-down motions in the vertical plane. The 3D actions are emulated by omni-wheeled robot models while the up-down motions are performed by a stepped-motor-controlled-ball along a rod (robotic arm), which is attached to the robot. For multiple satellites, a fast map-merging algorithm is integrated into the robot operating system (ROS) and simultaneous localization and mapping (SLAM) routines to locate the multiple robots in the scene. The OE is used to demonstrate a pursuit-evasion (PE) game theoretic sensor management algorithm, which models conflicts between a space-based-visible (SBV) satellite (as pursuer) and a geosynchronous (GEO) satellite (as evader). The cost function of the PE game is based on the informational entropy of the SBV-tracking-GEO scenario. GEO can maneuver using a continuous and low thruster. The hard-in-loop space emulator visually illustrates the SSA problem solution based PE game.

  11. Leveraging the Social Aspect of Educational Games

    ERIC Educational Resources Information Center

    Jiménez, Osvaldo

    2015-01-01

    With games captivating the minds of many children in the United States, educators may be interested in trying to introduce games into their classrooms. This article offers educators insights into how to understand and incorporate games that are inherently social, promoting effective discourse in their classrooms. Although educational games and…

  12. Problematic video game play in a college sample and its relationship to time management skills and attention-deficit/hyperactivity disorder symptomology.

    PubMed

    Tolchinsky, Anatol; Jefferson, Stephen D

    2011-09-01

    Although numerous benefits have been uncovered related to moderate video game play, research suggests that problematic video game playing behaviors can cause problems in the lives of some video game players. To further our understanding of this phenomenon, we investigated how problematic video game playing symptoms are related to an assortment of variables, including time management skills and attention-deficit/hyperactivity disorder (ADHD) symptoms. Additionally, we tested several simple mediation/moderation models to better explain previous theories that posit simple correlations between these variables. As expected, the results from the present study indicated that time management skills appeared to mediate the relationship between ADHD symptoms and problematic play endorsement (though only for men). Unexpectedly, we found that ADHD symptoms appeared to mediate the relation between time management skills and problematic play behaviors; however, this was only found for women in our sample. Finally, future implications are discussed.

  13. Scripted Collaboration in Serious Gaming for Complex Learning: Effects of Multiple Perspectives when Acquiring Water Management Skills

    ERIC Educational Resources Information Center

    Hummel, Hans G. K.; van Houcke, Jasper; Nadolski, Rob J.; van der Hiele, Tony; Kurvers, Hub; Lohr, Ansje

    2011-01-01

    This paper examines how learning outcomes from playing serious games can be enhanced by including scripted collaboration in the game play. We compared the quality of advisory reports, that students in the domain of water management had to draw up for an authentic case problem, both before and after collaborating on the problem with (virtual) peer…

  14. Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World

    ERIC Educational Resources Information Center

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

    This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…

  15. Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game

    NASA Astrophysics Data System (ADS)

    Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam

    2018-03-01

    In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.

  16. Motivational Climate in Games Concept Lessons

    ERIC Educational Resources Information Center

    McNeill, Michael Charles; Fry, Joan Marian; Md. Hairil, Johari

    2011-01-01

    This is an investigation of the motivational climate generated in games lessons taught by three experienced, specialist physical education (PE) teachers using a tactical games approach (Games Concept Approach, GCA). The pupils' personal motives for participation in the units were also explored. Three PE specialists were purposefully selected to…

  17. Rangeland Rummy - a board game to support adaptive management of rangeland-based livestock systems.

    PubMed

    Farrié, B; Jouven, M; Launay, F; Moreau, J-C; Moulin, C-H; Piquet, M; Taverne, M; Tchakérian, E; Thénard, V; Martin, G

    2015-01-01

    Rangeland-based livestock systems have to deal with the significant instability and uncertainty of the agricultural context (policy changes, volatility of input prices, etc.), and especially of the climatic context. Thus, they are particularly concerned by adaptive management strategies. To support the development of such strategies, we developed a board game including a computer model called "Rangeland Rummy". It is to be used by groups of farmers and agricultural consultants in the context of short workshops (about 3 h). Rangeland Rummy builds upon five types of material object: (i) a game board; (ii) a calendar stick indicating the starting date of the game board; (iii) sticks marked with the feed resources available for combinations of vegetation types and their management practices; (iv) cards to define animal groups and their feeding requirements throughout the year; (v) cards related to types of feed that can be attributed to animal groups throughout the year. Using these material objects, farmers collectively design a rangeland-based livestock system. This system is immediately evaluated using a computer model, i.e. a spreadsheet providing graphs and indicators providing information on, among other things, the extent to which quantitative and qualitative animal feeding requirements are covered across the year. Playing the game thus consists in collectively and iteratively designing and evaluating rangeland-based livestock systems, while confronting the players with new contextual challenges (e.g. interannual variability of weather, volatility of input prices) or new farmers' objectives (e.g. being self-sufficient for animal feeding). An example of application of Rangeland Rummy with 3 farmers in southern France is reported. Applications show that it tends to develop farmers' adaptive capacity by stimulating their discussions and the exchange of locally-relevant knowledge on management strategies and practices in rangeland-based livestock systems. Copyright

  18. Fun and Games, but Learning Too.

    ERIC Educational Resources Information Center

    Ahmad, Paula

    1989-01-01

    Recommends the use of visual art games to introduce art units and stimulate student interest. Outlines strategies for 10 visual art games adaptable for most age and skill levels. Based on familiar games such as "tic-tac-toe" or "hangman," these activities deal with artists, artistic skills or concepts, and art history. (LS)

  19. The Curriculum Planning Process for Undergraduate Game Degree Programs in the United Kingdom and United States

    ERIC Educational Resources Information Center

    McGill, Monica M.

    2012-01-01

    Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, postsecondary institutions in the UK and the U.S. have started to create game degree programs. Though curriculum theorists provide insight into the process of creating a new program, no formal…

  20. 78 FR 70012 - Lake Tahoe Basin Management Unit, California, Land Management Plan Revision

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-11-22

    ... DEPARTMENT OF AGRICULTURE Forest Service Lake Tahoe Basin Management Unit, California, Land Management Plan Revision AGENCY: Lake Tahoe Basin Management Unit, Forest Service, USDA. ACTION: Notice of... for the Lake Tahoe Basin Management Unit (LTBMU) Land Management Plan Revision available for the 60...

  1. Middle and Elementary School Students’ Changes in Self-Determined Motivation in a Basketball Unit Taught using the Tactical Games Model

    PubMed Central

    Harvey, Stephen; Gil-Arias, Alexander; Smith, Megan Lorraine; Smith, Lindsey Rachel

    2017-01-01

    Abstract Studies examining student motivation levels suggest that this is a significant factor in students’ engagement in physical education and may be positively affected when teachers employ alternative pedagogical models such as game-centered approaches (GCAs). The aim of this study was to investigate changes in self-determined motivation of students as they participated in a GCA-basketball unit taught using the Tactical Games Model (TGM). Participants were 173 students (84 girls), 79 middle school (45 girls) and 94 (39 girls) elementary school students from four seventh and five fourth/fifth grade co-educational classes. Two teachers taught 32 (middle) and 33 (elementary) level one TGM basketball lessons. Need satisfaction and self-determined motivation data were collected using a previously validated instrument, while lesson context and teacher behavior data were recorded using systematic observation instruments. Repeated measures MANOVAs were employed to examine pre-posttest differences. Results revealed a significant main effect for time in need satisfaction for both middle (relatedness increased) and elementary school students (autonomy decreased) and a significant main effect in self-determined motivation for middle school students only (introjected regulation, external regulation, and amotivation all increased). Approximately 48%/42% (middle/elementary) of lesson time was game play, 22%/22% skill practice, 17%/17% management, and 13%/19% knowledge. The primary teacher behaviors used were instruction, management, specific observation, corrective feedback and modelling. Results indicate that it is important for future research to pay greater attention to the contextual factors associated with the application of the TGM, such as the students’ previous exposure to TGM lessons, and the teachers’ training and experience in utilizing the TGM. Indeed, results of the present study demonstrate that a longer-term commitment to the TGM is necessary to reduce

  2. Middle and Elementary School Students' Changes in Self-Determined Motivation in a Basketball Unit Taught using the Tactical Games Model.

    PubMed

    Harvey, Stephen; Gil-Arias, Alexander; Smith, Megan Lorraine; Smith, Lindsey Rachel

    2017-10-01

    Studies examining student motivation levels suggest that this is a significant factor in students' engagement in physical education and may be positively affected when teachers employ alternative pedagogical models such as game-centered approaches (GCAs). The aim of this study was to investigate changes in self-determined motivation of students as they participated in a GCA-basketball unit taught using the Tactical Games Model (TGM). Participants were 173 students (84 girls), 79 middle school (45 girls) and 94 (39 girls) elementary school students from four seventh and five fourth/fifth grade co-educational classes. Two teachers taught 32 (middle) and 33 (elementary) level one TGM basketball lessons. Need satisfaction and self-determined motivation data were collected using a previously validated instrument, while lesson context and teacher behavior data were recorded using systematic observation instruments. Repeated measures MANOVAs were employed to examine pre-posttest differences. Results revealed a significant main effect for time in need satisfaction for both middle (relatedness increased) and elementary school students (autonomy decreased) and a significant main effect in self-determined motivation for middle school students only (introjected regulation, external regulation, and amotivation all increased). Approximately 48%/42% (middle/elementary) of lesson time was game play, 22%/22% skill practice, 17%/17% management, and 13%/19% knowledge. The primary teacher behaviors used were instruction, management, specific observation, corrective feedback and modelling. Results indicate that it is important for future research to pay greater attention to the contextual factors associated with the application of the TGM, such as the students' previous exposure to TGM lessons, and the teachers' training and experience in utilizing the TGM. Indeed, results of the present study demonstrate that a longer-term commitment to the TGM is necessary to reduce controlling

  3. Using serious games and virtual worlds in pesticides transport teaching

    NASA Astrophysics Data System (ADS)

    Payraudeau, Sylvain; Alvarez-Zaldivar, Pablo; van Dijk, Paul; Imfeld, Gwenaël

    2017-04-01

    Teaching environmental scenarios, such as the availability and transport of pesticides in catchments, may fail with traditional lectures and tutorials due to the complex and synergic interplay of soil, landuse, compounds properties, hydroclimatic forcing and biogeochemical processes. To tackle and pedagogically enter into this complexity, virtual worlds (i.e. computer-based simulated environment) and serious games (i.e. applied games with added pedagogical value) can efficiently improve knowledge and know-how of the future water management stakeholders and scientists. We have developed an e-learning teaching unit using virtual catchments and serious games by gradually adapting the level of complexity depending of the targeted public. The first targeted group is farmers in continuing education centers. We developed a distributed pesticide transport tool in a virtual agricultural catchment to highlight the specific risks of off-site pesticide transport along crop growing season. Students of this first group can interactively define and combine climatic, land-use and soil type scenarios with different pesticides to experiment the components of worst-case situations and to propose best-management practices depending of the involved environmental compartments, i.e. atmosphere, soil, surface water or groundwater. For Master's degree students, we added a level of complexity by adding a specific module focusing on pesticide degradation using cutting-edge approaches. With the compound-specific isotope analysis (CSIA) module students are able to link the 13C/12C signature of pesticides to the ongoing dissipation processes within the catchment. By using and interpreting CSIA data, students can thus efficiently understand the difference between non-destructive (e.g. sorption) and destructive (e.g. bio and abiotic degradation) processes occurring in a catchment. This CSIA tool applied to a virtual agricultural catchment will also allow to distinguish the dilution effect from

  4. Teaching Teachers to Play and Teach Games

    ERIC Educational Resources Information Center

    Wright, Steven; McNeill, Michael; Fry, Joan; Wang, John

    2005-01-01

    This study was designed to determine the extent to which a technical and a tactical approach to teaching a basketball unit to physical education teacher education (PETE) students would each affect their games playing abilities, perceived ability to teach, and approach preference for teaching the game. Pre- and post-unit data were collected through…

  5. Digital games as an effective approach for cancer management: Opportunities and challenges

    PubMed Central

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

    2017-01-01

    OBJECTIVE: Cancer is one of the most preventable and common chronic diseases that have economic, social and psychological burden for patients, families, and the society. Cancer can be monitored by new information technology. Digital games as a uniquely powerful interaction tool support optimal care management program operation in all dimensions. The aim of this review article is to describe opportunities and challenges of this new modern technology on the delivery of cancer care services in cancer management domains for cancer care improvement. METHODS: This study was un-systematic (narrative) review article. In this research, 50 full-text papers and reports had been retrieved, studied exactly, and arranged based on study aims. We searched papers based on specific and relevant keywords in research databases including PubMed, ScienceDirect, Scopus, and Google scholar. CONCLUSION: In cancer management domain, digital games are as an effective medium for health education and intervention, disease self-management training, attention distraction to relieve pain, enhance clinical outcomes, improvements in lifestyles, and physical and psychosocial activity promotion when active participation and behavior rehearsal are required for cancer patient. In spite of potential benefits of new technology, sometimes people confront various challenges such as social isolation, unusual anxiety, and disorder in physiological times of body, low physical activities, decrease academic performance, increase aggressive behavior, and physical pain. These problems can be partly overcome by proper planning, good design, and usage of suitable and continuous monitoring. PMID:28584830

  6. Digital games as an effective approach for cancer management: Opportunities and challenges.

    PubMed

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

    2017-01-01

    Cancer is one of the most preventable and common chronic diseases that have economic, social and psychological burden for patients, families, and the society. Cancer can be monitored by new information technology. Digital games as a uniquely powerful interaction tool support optimal care management program operation in all dimensions. The aim of this review article is to describe opportunities and challenges of this new modern technology on the delivery of cancer care services in cancer management domains for cancer care improvement. This study was un-systematic (narrative) review article. In this research, 50 full-text papers and reports had been retrieved, studied exactly, and arranged based on study aims. We searched papers based on specific and relevant keywords in research databases including PubMed, ScienceDirect, Scopus, and Google scholar. In cancer management domain, digital games are as an effective medium for health education and intervention, disease self-management training, attention distraction to relieve pain, enhance clinical outcomes, improvements in lifestyles, and physical and psychosocial activity promotion when active participation and behavior rehearsal are required for cancer patient. In spite of potential benefits of new technology, sometimes people confront various challenges such as social isolation, unusual anxiety, and disorder in physiological times of body, low physical activities, decrease academic performance, increase aggressive behavior, and physical pain. These problems can be partly overcome by proper planning, good design, and usage of suitable and continuous monitoring.

  7. Are Serious Video Games Something More than a Game? A Review on the Effectiveness of Serious Games to Facilitate Intergenerational Learning

    ERIC Educational Resources Information Center

    Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald

    2014-01-01

    Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…

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

    PubMed

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

    2017-03-01

    Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people.

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

    PubMed Central

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

    2017-01-01

    Background There is anecdotal clinical evidence that transgender people use the online world – such as forums and online video gaming – for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people. PMID:28198637

  10. Big game hunter preferences for hunting club attributes: A choice experiment

    Treesearch

    James C. Mingie; Neelam C. Poudyal; J. M.  Bowker; Michael T.  Mengak; Jacek P.  Siry

    2017-01-01

    Big game hunting on private leased forestland is popular in Georgia and other parts of the southern United States. Very often, the leasing arrangement takes the form of a club, wherein a specified number of members pay an annual fee to either a landowner or the club's manager to have a certain bundle of access rights in accordance with other club regulations or...

  11. Game Performance and Understanding within a Hybrid Sport Education Season

    ERIC Educational Resources Information Center

    Farias, Cláudio Filipe; Mesquita, Isabel Ribeiro; Hastie, Peter A.

    2015-01-01

    The impact of a hybrid Sport Education-Invasion Games Competence Model (IGCM) unit of instruction on students' game performance and game understanding in soccer was examined in this study. Pre- and posttest measures were collected from one fifth grade class of students (n = 24, mean age 10.3) residing in Portugal during a 17-lesson unit of…

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

    PubMed

    Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E

    2017-03-01

    Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (p<0.05). Playing back-to-back games and away games were significant predictors of frequent game injuries (p<0.05). Game schedules could be one factor that impacts the risk of game injuries in the NBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  13. The Effectiveness of Instructional Games: A Literature Review and Discussion

    DTIC Science & Technology

    2005-11-01

    1989) conducted surveys of training managers, businesses, and business schools on their use of games. Of the 223 training managers who responded, 54.7...games and 1,700 four-year business schools used games in their programs. Wolfe (1997) observed that by 1974 hundreds of articles on business gaming had

  14. 19 CFR 10.76 - Game animals and birds.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

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

  15. 19 CFR 10.76 - Game animals and birds.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

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

  16. 19 CFR 10.76 - Game animals and birds.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

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

  17. 19 CFR 10.76 - Game animals and birds.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

  18. 19 CFR 10.76 - Game animals and birds.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

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

  19. Radar Detection Models in Computer Supported Naval War Games

    DTIC Science & Technology

    1979-06-08

    revealed a requirement for the effective centralized manage- ment of computer supported war game development and employment in the U.S. Navy. A...considerations and supports the requirement for centralized Io 97 management of computerized war game development . Therefore it is recommended that a central...managerial and fiscal authority be estab- lished for computerized tactical war game development . This central authority should ensure that new games

  20. Serious games experiment toward agent-based simulation

    USGS Publications Warehouse

    Wein, Anne; Labiosa, William

    2013-01-01

    We evaluate the potential for serious games to be used as a scientifically based decision-support product that supports the United States Geological Survey’s (USGS) mission--to provide integrated, unbiased scientific information that can make a substantial contribution to societal well-being for a wide variety of complex environmental challenges. Serious or pedagogical games are an engaging way to educate decisionmakers and stakeholders about environmental challenges that are usefully informed by natural and social scientific information and knowledge and can be designed to promote interactive learning and exploration in the face of large uncertainties, divergent values, and complex situations. We developed two serious games that use challenging environmental-planning issues to demonstrate and investigate the potential contributions of serious games to inform regional-planning decisions. Delta Skelta is a game emulating long-term integrated environmental planning in the Sacramento-San Joaquin Delta, California, that incorporates natural hazards (flooding and earthquakes) and consequences for California water supplies amidst conflicting water interests. Age of Ecology is a game that simulates interactions between economic and ecologic processes, as well as natural hazards while implementing agent-based modeling. The content of these games spans the USGS science mission areas related to water, ecosystems, natural hazards, land use, and climate change. We describe the games, reflect on design and informational aspects, and comment on their potential usefulness. During the process of developing these games, we identified various design trade-offs involving factual information, strategic thinking, game-winning criteria, elements of fun, number and type of players, time horizon, and uncertainty. We evaluate the two games in terms of accomplishments and limitations. Overall, we demonstrated the potential for these games to usefully represent scientific information

  1. War Games and Logistics

    DTIC Science & Technology

    1988-04-01

    in a "fatal zone". At least partially as a result of these war- game battle losses, U.S. warships got steel deck plates, guns were given higher...i IL. AIR WAR COLLEGE RESEARCH REPORT No. tl.1-AWC88-169 00 O WAR GAMES ANT) LOqISTICS BY LIEUTEN.ANT COLONEL DERYL S. McCARTY OTIC AIR UNIVERSITY d...UNITED STATES AIR FORCE rRb. MAXWELL, AIR FORCE BASE, ALABAM4A I-ELEAiE 0 AIR WAR COLLEGE AIR UNIVERSITY WAR GAMES AND LOGISTICS by Deryl S. McCarty

  2. Game-theoretic homological sensor resource management for SSA

    NASA Astrophysics Data System (ADS)

    Chin, Sang Peter

    2009-05-01

    We present a game-theoretic approach to Level 2/3/4 fusion for the purpose of Space Situational Awareness (SSA) along with prototypical SW implementation of this approach to demonstrate its effectiveness for possible future space operations. Our approach is based upon innovative techniques that we are developing to solve dynamic games and Nperson cooperative/non-cooperative games, as well as a new emerging homological sensing algorithms which we apply to control disparate network of space sensors in order to gain better SSA.

  3. Phylogeography of the American woodcock (Scolopax minor): Are management units based on band recovery data reflected in genetically based management units?

    USGS Publications Warehouse

    Rhymer, J.M.; McAuley, D.G.; Ziel, H.L.

    2005-01-01

    Information on population connectivity throughout the annual cycle has become more crucial, because populations of many migratory birds are in decline. One such species is the American Woodcock (Scolopax minor), which inhabits early-successional forests in eastern North America. Although band recoveries have proved useful for dividing populations of this game bird species into an Eastern Region and Central Region for management purposes, these data do not provide enough detail to determine the breeding population of origin of birds recovered on stopover and wintering areas. To obtain more fine-scale data, we undertook a phylogeographic study of American Woodcock populations throughout their primary breeding range in the eastern United States and Canada using mitochondrial DNA (mtDNA) sequences from the hypervariable control region I (CRI) and ND6 gene. Despite high haplotype diversity, nucleotide diversity was low and there was no phylogeographic structure among American Woodcock populations across the species range, with birds from many states and provinces in both management regions sharing identical haplotypes. Results suggest recent or ongoing gene flow among populations, with asymmetric movement of birds between migration flyways. As has been demonstrated for several other avian species in North America, American Woodcock appear to have undergone a rapid population expansion following the late Pleistocene glacial retreat. Thus, a combination of historical demographic factors and recent or ongoing gene flow mask any population structure based on mtDNA that might accrue from philopatry to breeding areas observed in studies of marked birds.

  4. Fair Play? Violence, Gender and Race in Video Games.

    ERIC Educational Resources Information Center

    Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen

    Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…

  5. 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.

  6. Multichoice minority game.

    PubMed

    Ein-Dor, L; Metzler, R; Kanter, I; Kinzel, W

    2001-06-01

    The generalization of the problem of adaptive competition, known as the minority game, to the case of K possible choices for each player, is addressed, and applied to a system of interacting perceptrons with input and output units of a type of K-state Potts spins. An optimal solution of this minority game, as well as the dynamic evolution of the adaptive strategies of the players, are solved analytically for a general K and compared with numerical simulations.

  7. 25 CFR 558.4 - Granting a gaming license.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

  8. A telemonitoring tool based on serious games addressing money management skills for people with intellectual disability.

    PubMed

    Lopez-Basterretxea, Asier; Mendez-Zorrilla, Amaia; Garcia-Zapirain, Begonya

    2014-02-25

    This article presents a telemonitoring tool based on computer games, aimed at money management skill improvement for people with Intellectual Disabilities (ID). The presented tool is divided into two parts: on one hand, some training activities related to payments and currency discrimination based on Serious Games are proposed to the user using a multitouch device. On the other hand, the psychologists and specialist who work with them, can access to the Serious Games results using an online application in order to evaluate their evolution. The results are measured according to the number of errors they have during the proposed activities, the time they need to complete them and the score. The article show the results of an experiment made with a clinical sample of 12 users with ID between 12 and 15 years, taking into account that all of them are capable of correct oral communication and they do not have severe physical coordination problems. Only two users completed all the games without errors. Males obtained a mean of 28.25 errors, whereas females obtained a mean of 17.75. The results show significant difference between the selection of games 1, 2 or 3, because all of them prefer the game 1 related with "Payments" probably because it permits more interaction using the multitouch device. The authors also made a qualitative evaluation and the results have been very promising and satisfactory.

  9. [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.

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

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

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

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

  11. Teachers' Implementation of a Game-Based Biotechnology Curriculum

    ERIC Educational Resources Information Center

    Eastwood, Jennifer L.; Sadler, Troy D.

    2013-01-01

    Research in education suggests that computer games can serve as powerful learning environments, however, teachers perceive many obstacles to using games as teaching tools. In this study, we examine three science teachers' implementation and perceptions of a curriculum unit incorporating the game, Mission Biotech (MBt) and a set of supporting…

  12. Games for health conference 2004: issues, trends, and needs unique to games for health.

    PubMed

    Howell, Kay

    2005-04-01

    The first-ever Games for Health Conference (Madison, WI, September 16-17, 2004) identified issues, trends, and needs unique to games for healthcare. More than 130 doctors, educators, therapists, and game makers gathered to share experiences particular to the health industry, health practitioners, and patient treatment. Co-sponsored by Games for Health, Project of the Serious Games Initiative, the Academic ADL Co-Lab, and the Federation of American Scientists, the conference highlighted applications for direct patient care and therapy, as well as health education, policy, and management ideas. This paper presents key concepts from the conference's panel discussions and summarizes successful projects demonstrated at the conference that can serve as models for the field.

  13. 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.

  14. Evolutionary game theory: cells as players.

    PubMed

    Hummert, Sabine; Bohl, Katrin; Basanta, David; Deutsch, Andreas; Werner, Sarah; Theissen, Günter; Schroeter, Anja; Schuster, Stefan

    2014-12-01

    In two papers we review game theory applications in biology below the level of cognitive living beings. It can be seen that evolution and natural selection replace the rationality of the actors appropriately. Even in these micro worlds, competing situations and cooperative relationships can be found and modeled by evolutionary game theory. Also those units of the lowest levels of life show different strategies for different environmental situations or different partners. We give a wide overview of evolutionary game theory applications to microscopic units. In this first review situations on the cellular level are tackled. In particular metabolic problems are discussed, such as ATP-producing pathways, secretion of public goods and cross-feeding. Further topics are cyclic competition among more than two partners, intra- and inter-cellular signalling, the struggle between pathogens and the immune system, and the interactions of cancer cells. Moreover, we introduce the theoretical basics to encourage scientists to investigate problems in cell biology and molecular biology by evolutionary game theory.

  15. Hanford Site Waste Management Units Report

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

    Shearer, Jeffrey P.

    2012-02-29

    The Hanford Site Waste Management Units Report (HSWMUR) has been created to meet the requirements of the Tri-Party Agreement (TPA) Action Plan, Section 3.5, which states: “The Hanford Site Waste Management Units Report shall be generated, in a format agreed upon by the Parties, as a calendar year report and issued annually by the DOE by the end of February of each year, and posted electronically for regulator and public access. This report shall reflect all changes made in waste management unit status during the previous year.” This February 2012 version of the HSWMUR contains a comprehensive inventory of themore » 3389 sites and 540 subsites in the Waste Information Data System (WIDS). The information for each site contains a description of each unit and the waste it contains, where applicable. The WIDS database provides additional information concerning the sites contained in this report and is maintained with daily changes to these sites.« less

  16. Hanford Site Waste Management Units Report

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

    Shearer, Jeffrey P.

    2014-02-19

    The Hanford Site Waste Management Units Report (HSWMUR) has been created to meet the requirements of the Tri-Party Agreement (TPA) Action Plan, Section 3.5, which states: “The Hanford Site Waste Management Units Report shall be generated, in a format agreed upon by the Parties, as a calendar year report and issued annually by the DOE by the end of February of each year, and posted electronically for regulator and public access. This report shall reflect all changes made in waste management unit status during the previous year.” This February 2013 version of the HSWMUR contains a comprehensive inventory of themore » 3438 sites and 569 subsites in the Waste Information Data System (WIDS). The information for each site contains a description of each unit and the waste it contains, where applicable. The WIDS database provides additional information concerning the sites contained in this report and is maintained with daily changes to these sites.« less

  17. Hanford Site Waste Management Units Report

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

    Shearer, Jeffrey P.

    2013-02-13

    The Hanford Site Waste Management Units Report (HSWMUR) has been created to meet the requirements of the Tri-Party Agreement (TPA) Action Plan, Section 3.5, which states: “The Hanford Site Waste Management Units Report shall be generated, in a format agreed upon by the Parties, as a calendar year report and issued annually by the DOE by the end of February of each year, and posted electronically for regulator and public access. This report shall reflect all changes made in waste management unit status during the previous year.” This February 2013 version of the HSWMUR contains a comprehensive inventory of themore » 3427 sites and 564 subsites in the Waste Information Data System (WIDS). The information for each site contains a description of each unit and the waste it contains, where applicable. The WIDS database provides additional information concerning the sites contained in this report and is maintained with daily changes to these sites.« less

  18. Repurposing an Old Game for an International World

    ERIC Educational Resources Information Center

    Hofstede, Gert Jan; Murff, Elizabeth J. Tipton

    2012-01-01

    The game SO LONG SUCKER was designed in the United States in 1964 with the aim of showing how potentially unethical behavior necessary for winning was inherent in the game's incentive structure. Sessions with East Asian participants, however, led to very different game dynamics in which collaborative rather than antagonistic behaviors occurred.…

  19. Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics.

    PubMed

    Männikkö, Niko; Ruotsalainen, Heidi; Demetrovics, Zsolt; Lopez-Fernandez, Olatz; Myllymäki, Laura; Miettunen, Jouko; Kääriäinen, Maria

    2017-09-14

    Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.

  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. Cyber War Game in Temporal Networks

    DTIC Science & Technology

    2016-02-09

    Boston, Massachusetts 02115, United States of America * jianxi.gao@gmail.com Abstract In a cyber war game where a network is fully distributed and... game with minimum effort. Given the system goal states of attackers and defenders, we study what strategies attackers or defenders can take to reach

  2. Content Validity of Game-Based Assessment: Case Study of a Serious Game for ICT Managers in Training

    ERIC Educational Resources Information Center

    Hummel, Hans G. K.; Joosten-ten Brinke, Desirée; Nadolski, Rob J.; Baartman, Liesbeth K. J.

    2017-01-01

    Serious games foster the acquisition of complex problem-solving skills. Assessment of such skills should be in line with instruction, and within a serious game environment its content validity should equal face-to-face assessment. Research on assessment in serious gaming has remained rather scarce. This article shows how assessment can be…

  3. An evaluation of Global Zakat Game (GZG) as edutainment board game in enhancing Zakat education in Malaysia

    ERIC Educational Resources Information Center

    Rahman, Azman Ab.; Sahrir, Muhammad Sabri; Zainuddin, Nurkhamimi; Khafidz, Hasanah Abd.

    2018-01-01

    Board games have become one of the useful tools in teaching and learning. Many instructors and educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand the education concept quickly and get involved in experiential learning, where students can manage and solve problems in…

  4. 75 FR 24743 - In the Matter of Certain Game Controllers; Notice of Investigation

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-05-05

    ... INTERNATIONAL TRADE COMMISSION [Inv. No. 337-TA-715] In the Matter of Certain Game Controllers... States, the sale for importation, and the sale within the United States after importation of certain game... States, the sale for importation, or the sale within the United States after importation of certain game...

  5. The Academic Department Game.

    ERIC Educational Resources Information Center

    Chapman, S. C.; And Others

    A computer-Based management game was designed as both an orientation and a training device for new department heads and others who might profit from a better understanding of some of the significant decision elements in the administration of an academic department. Each game participant serves in the same capacity and is required to make two…

  6. The Household Energy Game.

    ERIC Educational Resources Information Center

    Smith, Thomas W.; Jenkins, John

    The Household Energy Game has been developed to provide some indication of energy use and individual management. The game is divided into two sections. In the first section, one is to devise one's own energy budget. Energy use is calculated in the areas of transportation, heating, hot water, air conditioning, and appliances. In each of these major…

  7. Role-Playing Games for Capacity Building in Water and Land Management: Some Brazilian Experiences

    ERIC Educational Resources Information Center

    Camargo, Maria Eugenia; Jacobi, Pedro Roberto; Ducrot, Raphaele

    2007-01-01

    Role-playing games in natural resource management are currently being tested as research, training, and intervention tools all over the world. Various studies point out their potential to deal with complex issues and to contribute to training processes. The objective of this contribution is to analyze the limits and potentialities of this tool for…

  8. Role playing games: a methodology to acquire knowledge for integrated wastewater infrastructures management in a river basin scale.

    PubMed

    Prat, P; Aulinas, M; Turon, C; Comas, J; Poch, M

    2009-01-01

    Current management of sanitation infrastructures (sewer systems, wastewater treatment plant, receiving water, bypasses, deposits, etc) is not fulfilling the objectives of up to date legislation, to achieve a good ecological and chemical status of water bodies through integrated management. These made it necessary to develop new methodologies that help decision makers to improve the management in order to achieve that status. Decision Support Systems (DSS) based on Multi-Agent System (MAS) paradigm are promising tools to improve the integrated management. When all the different agents involved interact, new important knowledge emerges. This knowledge can be used to build better DSS and improve wastewater infrastructures management achieving the objectives planned by legislation. The paper describes a methodology to acquire this knowledge through a Role Playing Game (RPG). First of all there is an introduction about the wastewater problems, a definition of RPG, and the relation between RPG and MAS. Then it is explained how the RPG was built with two examples of game sessions and results. The paper finishes with a discussion about the uses of this methodology and future work.

  9. A Telemonitoring Tool based on Serious Games Addressing Money Management Skills for People with Intellectual Disability

    PubMed Central

    Lopez-Basterretxea, Asier; Mendez-Zorrilla, Amaia; Garcia-Zapirain, Begonya

    2014-01-01

    This article presents a telemonitoring tool based on computer games, aimed at money management skill improvement for people with Intellectual Disabilities (ID). The presented tool is divided into two parts: on one hand, some training activities related to payments and currency discrimination based on Serious Games are proposed to the user using a multitouch device. On the other hand, the psychologists and specialist who work with them, can access to the Serious Games results using an online application in order to evaluate their evolution. The results are measured according to the number of errors they have during the proposed activities, the time they need to complete them and the score. The article show the results of an experiment made with a clinical sample of 12 users with ID between 12 and 15 years, taking into account that all of them are capable of correct oral communication and they do not have severe physical coordination problems. Only two users completed all the games without errors. Males obtained a mean of 28.25 errors, whereas females obtained a mean of 17.75. The results show significant difference between the selection of games 1, 2 or 3, because all of them prefer the game 1 related with “Payments” probably because it permits more interaction using the multitouch device. The authors also made a qualitative evaluation and the results have been very promising and satisfactory. PMID:24573223

  10. 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…

  11. Managing What We Can Measure: Quantifying the Susceptibility of Automated Scoring Systems to Gaming Behavior

    ERIC Educational Resources Information Center

    Higgins, Derrick; Heilman, Michael

    2014-01-01

    As methods for automated scoring of constructed-response items become more widely adopted in state assessments, and are used in more consequential operational configurations, it is critical that their susceptibility to gaming behavior be investigated and managed. This article provides a review of research relevant to how construct-irrelevant…

  12. Evaluation of Breakthrough's "America 2049" Game

    ERIC Educational Resources Information Center

    Diamond, James; Brunner, Cornelia

    2011-01-01

    Breakthrough, a global human rights organization, produced "America 2049," an alternate-reality game set in a dystopian future in which the United States is on the verge of breaking apart because of an inability to tolerate diversity and promote human rights. During the 12-week game launch, players uncovered artifacts related to the…

  13. Interactive Video Games in Physical Education

    ERIC Educational Resources Information Center

    Trout, Josh; Christie, Brett

    2007-01-01

    As the obesity epidemic in the United States spreads among children and teenagers, due in part to sedentary lifestyles, some physical education programs are using interactive video games to keep students engaged in physical activity. These innovative games make physical activity fun and challenging for both high- and low-skilled students. Although…

  14. 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.

  15. The Geometry of the Arms Race. Applications of Elementary Game Theory to International Relations. Modules and Monographs in Undergraduate Mathematics and Its Applications Project. UMAP Unit 311.

    ERIC Educational Resources Information Center

    Brams, Steven J.; And Others

    This unit views applications of elementary game theory to international relations. It is noted that of all the significant world problems, the nuclear arms race has proved one of the most intractable. The main concern of the module is to investigate a possible solution to the arms race, based on extending the classic two-person game of Prisoner's…

  16. Using Video Games to Understand Thermoregulation

    ERIC Educational Resources Information Center

    Dibley, Jeremiah; Parish, Jamie

    2007-01-01

    Funded by the U.S. Department of Education, a research project was conducted to evaluate the effectiveness of video games as inquiry-based learning experiences for the science classroom. As a result, the video game, "Creature Control: The Quest for Homeostasis" was developed and field-tested in select middle schools in the United States.…

  17. How Gamers Manage Aggression: Situating Skills in Collaborative Computer Games

    ERIC Educational Resources Information Center

    Bennerstedt, Ulrika; Ivarsson, Jonas; Linderoth, Jonas

    2012-01-01

    In the discussion on what players learn from digital games, there are two major camps in clear opposition to each other. As one side picks up on negative elements found in games the other side focuses on positive aspects. While the agendas differ, the basic arguments still depart from a shared logic: that engagement in game-related activities…

  18. Peacebuilding with Games and Simulations

    ERIC Educational Resources Information Center

    Brynen, Rex; Milante, Gary

    2013-01-01

    Simulations and games can offer valuable insight into the management of conflict and the achievement of peace. This special symposium issue of "Simulation & Gaming" examines several such approaches, used in both educational settings and to prepare practitioners to deal with the concrete challenges of peacebuilding. In the introduction, the authors…

  19. Investigation of Pupils' Levels of MVPA and VPA during Physical Education Units Focused on Direct Instruction and Tactical Games Models

    ERIC Educational Resources Information Center

    Harvey, Stephen; Smith, Lindsey; Fairclough, Stuart; Savory, Louise; Kerr, Catherine

    2015-01-01

    We investigated the moderate to vigorous physical activity (MVPA) and vigorous physical activity (VPA) levels of pupils during coeducational physical education units focused on direct instruction and tactical games models (TGM). Thirty-two children (11-12 years, 17 girls) were randomly assigned to either a direct instruction (control) or TGM…

  20. Small-Sided Games: Developmentally Appropriate Applications in Traditional Activities.

    ERIC Educational Resources Information Center

    Petersen, Susan; Cruz, Luz

    This paper presents a systematic progression of small-sided games within two traditional sports units (soccer and volleyball). Developmentally appropriate guidelines encourage teachers at all levels to incorporate small-sided games (2v2, 3v3, and 4v4). Advantages of small-sided games include: allowing students numerous practice opportunities;…

  1. Leading the Game, Losing the Competition: Identifying Leaders and Followers in a Repeated Game

    PubMed Central

    Seip, Knut Lehre; Grøn, Øyvind

    2016-01-01

    We explore a new method for identifying leaders and followers, LF, in repeated games by analyzing an experimental, repeated (50 rounds) game where Row player shifts the payoff between small and large values–a type of “investor” and Column player determines who gets the payoff–a type of “manager”. We found that i) the Investor (Row) most often is a leading player and the manager (Column) a follower. The longer the Investor leads the game, the higher is both player’s payoff. Surprisingly however, it is always the Manager that achieves the largest payoff. ii) The game has an efficient cooperative strategy where the players alternate in receiving a high payoff, but the players never identify, or accept, that strategy. iii) Under the assumption that the information used by the players is closely associated with the leader- follower sequence, and that information is available before the player’s decisions are made, the players switched LF- strategy primarily as a function of information on the Investor’s investment and moves and secondly as a function of the Manager’s payoff. PMID:26968032

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

    ERIC Educational Resources Information Center

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

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

  3. Students and Teacher Responses to a Unit of Student-Designed Games

    ERIC Educational Resources Information Center

    Casey, Ashley; Hastie, Peter A.

    2011-01-01

    Background: Despite the support in primary education that student-designed games enhance student contextualisation of skills and tactics, there has been little support in secondary education, nor any empirical research exploring these claims. This paper attempts to rekindle these beliefs and explores the use of student-designed games in an English…

  4. 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…

  5. Role playing games for scientific citizenship

    NASA Astrophysics Data System (ADS)

    Gaydos, Matthew J.; Squire, Kurt D.

    2012-12-01

    Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for content understanding. In a follow-up classroom implementation, games literacy also operated as a variable, although students drove the activity, which mediated this concern. The teacher devised a number of novel pedagogies, such as a field trip, in response to the unit. We found evidence for the most powerful learning occurring through these activities that were reinforced via the curriculum. Students were most engaged by Citizen Science's most "gamelike" features, and learners took up the core ideas of the game. Users also reported the experience was short of commercial gaming experiences, suggesting a tension between game cultures for learning and schools.

  6. Serious Games that Improve Performance

    NASA Technical Reports Server (NTRS)

    McGowan, Clement, III; Pecheux, Benjamin

    2010-01-01

    Serious games can help people function more effectively in complex settings, facilitate their role as team members, and provide insight into their team's mission. In such games, coordination and cooperation among team members are foundational to the mission's success and provide a preview of what individuals and the team as a whole could choose to do in a real scenario. Serious games often model events requiring life-or-death choices, such as civilian rescue during chemical warfare. How the players communicate and what actions they take can determine the number of lives lost or saved. However, merely playing a game is not enough to realize its most practical value, which is in learning what actions and communication methods are closest to what the mission requires. Teams often play serious games in isolation, so when the game is complete, an analytical stage is needed to extract the strategies used and examine each strategy's success relative to the others chosen. Recognizing the importance of this next stage, Noblis has been developing Game Analysis, software that parses individual game play into meaningful units and generates a strategic analysis. Trainers create a custom game-specific grammar that reflects the objects and range of actions allowable in a particular game, which Game Analysis then uses to parse the data and generate a practical analysis. Trainers have then enough information to represent strategies in tools, such as Gantt and heat map charts. First-responder trainees in North Carolina have already partnered Hot-Zone and Game Analysis with great success.

  7. Hydrologic landscape units and adaptive management of intermountain wetlands

    USGS Publications Warehouse

    Custer, Stephen G.; Sojda, R.S.

    2006-01-01

    daptive management is often proposed to assist in the management of national wildlife refuges and allows the exploration of alternatives as well as the addition of ne w knowledge as it becomes available. The hydrological landscape unit can be a good foundation for such efforts. Red Rock Lakes National Wildlife Refuge (NWR) is in an intermountain basin dominated by vertical tectonics in the Northern Rocky Mountains. A geographic information system was used to define the boundaries for the hydrologic landscape units there. Units identified include alluvial fan, interfan, stream alluvi um and basin flat. Management alternatives can be informed by ex amination of processes that occu r on the units. For example, an ancient alluvial fan unit related to Red Rock Creek appear s to be isolated from stream flow today, with recharge dominated by precipitation and bedrock springs; while other alluvial fan units in the area have shallow ground water recharged from mountain streams and precipitation. The scale of hydrologic processes in interfan units differs from that in alluvial fan hydrologic landscape units. These differences are important when the refuge is evaluating habitat management activities. Hydrologic landscape units provide scientific unde rpinnings for the refuge’s comprehensive planning process. New geologic, hydrologic, and biologic knowledge can be integrated into the hydrologic landscape unit definition and improve adaptive management.

  8. Tactical AI in Real Time Strategy Games

    DTIC Science & Technology

    2015-03-26

    TACTICAL AI IN REAL TIME STRATEGY GAMES THESIS Donald A. Gruber, Capt, USAF AFIT-ENG-MS-15-M-021 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE...protection in the United States. AFIT-ENG-MS-15-M-021 TACTICAL AI IN REAL TIME STRATEGY GAMES THESIS Presented to the Faculty Department of Electrical...DISTRIBUTION STATEMENT A APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. AFIT-ENG-MS-15-M-021 TACTICAL AI IN REAL TIME STRATEGY GAMES THESIS Donald A

  9. Minding Your Own Small Business. Simulation Game 1.

    ERIC Educational Resources Information Center

    Athena Corp., Bethesda, MD.

    Designed as an integral part of a one-semester course in small business ownership and management for high school students, this first of two simulation games is intended to be introduced after the students have received a general introduction to the principles of small business ownership and management. The game is divided into two…

  10. Variations on a simple dice game

    NASA Astrophysics Data System (ADS)

    Heafner, Joe

    2018-04-01

    I begin my introductory astronomy course with a unit on critical thinking that focuses on, among other things, the differences between the "scientific method" as frequently presented in textbooks and actual scientific practice. One particular classroom activity uses a simple dice game to simulate observation of a natural phenomenon and the process of figuring out the framework, which we have previously defined as the rules that allow us to make predictions, governing the simulated phenomenon. Using games to teach scientific methodology is not new (see Maloney and Masters and Smith and references therein). I have experimented with Maloney and Masters' games and discovered that my students found them too difficult to figure out and therefore they did not learn what I hoped they would from them. I also experimented with other card games and found that too many students already knew the rules of both well-known and obscure card games. I even tried inventing my own games with, at best, mediocre results.

  11. Collecting, Organizing, and Managing Resources for Teaching Educational Games the Wiki Way

    ERIC Educational Resources Information Center

    Johnson, Shelley Henson; Shelton, Brett; Wiley, David

    2008-01-01

    Recognizing the pedagogical value of gaming, academics along with game designers and educational content developers have begun producing resources to improve educational game design and make instructional games more accessible to teachers wanting to incorporate them into their classes. However, the rapid growth of such resources has made it…

  12. Digital Games and Language Teaching and Learning

    ERIC Educational Resources Information Center

    Sykes, Julie M.

    2018-01-01

    The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6 billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers…

  13. 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.

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

    ERIC Educational Resources Information Center

    Ceranoglu, Tolga Atilla

    2010-01-01

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

  15. Organisation Development through Management Development: The United Biscuits Example.

    ERIC Educational Resources Information Center

    Campbell, Andrew; Winterburn, Den

    1988-01-01

    The success of the strategic management program developed by United Biscuits (United Kingdom) for senior managers resulted from (1) tailoring the program to organizational and individual needs; (2) using company-specific material; (3) involving top management; and (4) using a follow-up program. (JOW)

  16. Learning about water resource sharing through game play

    NASA Astrophysics Data System (ADS)

    Ewen, Tracy; Seibert, Jan

    2016-10-01

    Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.

  17. 50 CFR 20.25 - Wanton waste of migratory game birds.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 50 Wildlife and Fisheries 9 2012-10-01 2012-10-01 false Wanton waste of migratory game birds. 20.25 Section 20.25 Wildlife and Fisheries UNITED STATES FISH AND WILDLIFE SERVICE, DEPARTMENT OF THE... game birds. No person shall kill or cripple any migratory game bird pursuant to this part without...

  18. 50 CFR 20.25 - Wanton waste of migratory game birds.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 50 Wildlife and Fisheries 6 2010-10-01 2010-10-01 false Wanton waste of migratory game birds. 20.25 Section 20.25 Wildlife and Fisheries UNITED STATES FISH AND WILDLIFE SERVICE, DEPARTMENT OF THE... game birds. No person shall kill or cripple any migratory game bird pursuant to this part without...

  19. 50 CFR 20.25 - Wanton waste of migratory game birds.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 50 Wildlife and Fisheries 9 2014-10-01 2014-10-01 false Wanton waste of migratory game birds. 20.25 Section 20.25 Wildlife and Fisheries UNITED STATES FISH AND WILDLIFE SERVICE, DEPARTMENT OF THE... game birds. No person shall kill or cripple any migratory game bird pursuant to this part without...

  20. 50 CFR 20.25 - Wanton waste of migratory game birds.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 50 Wildlife and Fisheries 8 2011-10-01 2011-10-01 false Wanton waste of migratory game birds. 20.25 Section 20.25 Wildlife and Fisheries UNITED STATES FISH AND WILDLIFE SERVICE, DEPARTMENT OF THE... game birds. No person shall kill or cripple any migratory game bird pursuant to this part without...

  1. 50 CFR 20.25 - Wanton waste of migratory game birds.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 50 Wildlife and Fisheries 9 2013-10-01 2013-10-01 false Wanton waste of migratory game birds. 20.25 Section 20.25 Wildlife and Fisheries UNITED STATES FISH AND WILDLIFE SERVICE, DEPARTMENT OF THE... game birds. No person shall kill or cripple any migratory game bird pursuant to this part without...

  2. Examining Student-Designed Games through Suits' Theory of Games

    ERIC Educational Resources Information Center

    Casey, Ashley; Hastie, Peter; Jump, Steve

    2016-01-01

    This paper documents how a unit of student-designed games can create a more meaningful version of physical education (PE) for disengaged students, a version that enhances the educational legitimacy of the subject matter by affording it worth in and of itself rather than being justified for other, extrinsic or instrumental reasons. Furthermore, it…

  3. Academic Unit Planning and Management. Technical Report No. 75.

    ERIC Educational Resources Information Center

    Miyataki, Glenn K.; Byers, Maureen L.

    Intended to provide a systematic aid for planning and managing academic units (schools, colleges, departments, or divisions) within an institution, the Academic Unit Planning and Management (AUPM) manual consists of a multifaceted set of techniques and procedures that can be used by academic unit administrators. Data regarding academic unit…

  4. Intelligent transportation systems at the 2002 Salt Lake City Olympic Games event study : traffic management and traveler information

    DOT National Transportation Integrated Search

    2003-04-29

    The purpose of the study is to document and assess the performance of the Utah Department of Transportation (UDOT) advanced traffic management system (ATMS) and advanced traveler information system (ATIS) during the 2002 Winter Olympic Games. An addi...

  5. Examination of a board game approach to children's involvement in family-based weight management vs. traditional family-based behavioral counseling in primary care.

    PubMed

    Sen, Merve; Uzuner, Arzu; Akman, Mehmet; Bahadir, Aliye Tugba; Borekci, Nazire Oncul; Viggiano, Emanuela

    2018-05-29

    group, participated in two or more sessions. Twenty-four participants, 12 in behavioral and 12 in the game intervention group, finished the study by participating in all of the six sessions. Thus, dropout rate was 74%. BMI and BMI z-scores decreased in both groups compared with the initial measures and these changes were statistically significant. For the behavioral group, these changes were - 1.01 (25.44 to 24.43, p = 0.03) and - 0.17 (2.07 to 1.90, p = 0.000) and for the game group, - 0.74 (26.98 to 26.24, p = 0.007) and - 0.09 (2.07 to 1.98, p = 0.003). There were no significant differences between behavioral and game intervention groups in point of BMI and BMI z-scores (p = 0.130 and p = 0.706). Family-based behavioral group treatment and game (Kaledo) intervention were found to be effective in childhood obesity management in this research. There was no significant difference between the two interventions. According to this study, these intervention models can be advised to primary care physicians to be used in the management of childhood obesity. What is Known: - Family-based behavioral group treatment is known as the most efficient model for childhood obesity management. What is New: - In this study, for the first time, a game (Kaledo) intervention was found to be effective in childhood obesity management. - Compared with family-based behavioral group treatment, there was no significant difference between the two interventions.

  6. Menominee Tribe Links Gaming and Education.

    ERIC Educational Resources Information Center

    Simonelli, Richard

    1995-01-01

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

  7. 25 CFR 558.2 - Eligibility determination for granting a gaming license.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

  8. Relationship Between Labor and Delivery Unit Management Practices and Maternal Outcomes.

    PubMed

    Plough, Avery C; Galvin, Grace; Li, Zhonghe; Lipsitz, Stuart R; Alidina, Shehnaz; Henrich, Natalie J; Hirschhorn, Lisa R; Berry, William R; Gawande, Atul A; Peter, Doris; McDonald, Rory; Caldwell, Donna L; Muri, Janet H; Bingham, Debra; Caughey, Aaron B; Declercq, Eugene R; Shah, Neel T

    2017-08-01

    To define, measure, and characterize key competencies of managing labor and delivery units in the United States and assess the associations between unit management and maternal outcomes. We developed and administered a management measurement instrument using structured telephone interviews with both the primary nurse and physician managers at 53 diverse hospitals across the United States. A trained interviewer scored the managers' interview responses based on management practices that ranged from most reactive (lowest scores) to most proactive (highest scores). We established instrument validity by conducting site visits among a subsample of 11 hospitals and established reliability using interrater comparison. Using a factor analysis, we identified three themes of management competencies: management of unit culture, patient flow, and nursing. We constructed patient-level regressions to assess the independent association between these management themes and maternal outcomes. Proactive management of unit culture and nursing was associated with a significantly higher risk of primary cesarean delivery in low-risk patients (relative risk [RR] 1.30, 95% CI 1.02-1.66 and RR 1.47, 95% CI 1.13-1.92, respectively). Proactive management of unit culture was also associated with a significantly higher risk of prolonged length of stay (RR 4.13, 95% CI 1.98-8.64), postpartum hemorrhage (RR 2.57, 95% CI 1.58-4.18), and blood transfusion (RR 1.87, 95% CI 1.12-3.13). Proactive management of patient flow and nursing was associated with a significantly lower risk of prolonged length of stay (RR 0.23, 95% CI 0.12-0.46 and RR 0.27, 95% CI 0.11-0.62, respectively). Labor and delivery unit management varies dramatically across and within hospitals in the United States. Some proactive management practices may be associated with increased risk of primary cesarean delivery and maternal morbidity. Other proactive management practices may be associated with decreased risk of prolonged length

  9. A Study of Traditional Circle Games Played in Public School Kindergartens across the United States.

    ERIC Educational Resources Information Center

    Rothlein, Liz; And Others

    1988-01-01

    Investigates traditional circle games played in 203 public school kindergartens in 35 states. Results indicate that music/movement and racing games were the major game categories; the most common frequency and duration was three times per week for 20 minutes; and the purposes of the games were to have fun, and to foster social, physical motor, and…

  10. 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.

  11. 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

  12. Managing Highway Maintenance: Maintenance Management--by Objectives, Unit 10, Level 2.

    ERIC Educational Resources Information Center

    Federal Highway Administration (DOT), Washington, DC. Offices of Research and Development.

    Part of the series "Managing Highway Maintenance," the unit deals with management by objectives--its definition, how it works, and necessary steps for application. It is designed for maintenance supervisors who are familiar with maintenance management systems. The format is a programed, self-instructional approach in which questions are…

  13. Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness.

    PubMed

    Hanisch, Sabine Elisabeth; Birner, Ulrich Walter; Oberhauser, Cornelia; Nowak, Dennis; Sabariego, Carla

    2017-08-04

    To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited. The objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work. We describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years. We found a positive impact of the Web-based training program on managers' knowledge of mental health and mental illness (P<.001), on attitudes toward people with mental health problems (P<.01), and on their self-efficacy to deal with mental health situations at work (P<.001), with the exception of intentions to promote employee mental health, which was initially high. Results provide first evidence of the effectiveness of LMHP to positively affect managers' skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work. ©Sabine Elisabeth Hanisch, Ulrich Walter Birner, Cornelia Oberhauser, Dennis Nowak, Carla Sabariego. Originally

  14. High-risk versus low-risk football game weekends: differences in problem drinking and alcohol-related consequences on college campuses in the United States.

    PubMed

    Champion, Heather; Blocker, Jill N; Buettner, Cynthia K; Martin, Barbara A; Parries, Maria; Mccoy, Thomas P; Mitra, Ananda; Andrews, David W; Rhodes, Scott D

    2009-01-01

    Collegiate football games provide multiple social opportunities for alcohol use by students over the course of the weekend. The goal of this study was to examine alcohol use and alcohol-related consequences on football game weekends to determine differences based on characteristics of the game. A random sample of students from two large, public universities in the United States completed a survey on the Sunday-Friday following a high-risk weekend (HRW, important, home game) and low-risk weekend (LRW, no home game or game of importance) (N = 3,238 total). The survey measured the number of days students drank (0-3) and got drunk (0-3) over the weekend and whether 1+ consequences were experienced due to one's own drinking (yes/no) and due to others' drinking (yes/no). Ordinal logistic regression analyses revealed greater odds of drinking alcohol (OR = 1.70, CI = 1.46-1.97) and getting drunk (OR = 1.49, CI = 1.27-1.76) on HRW versus LRW. Logistic regression analyses revealed greater odds of experiencing 1+ consequences as a result of one's own drinking (OR = 1.38, CI = 1.16-1.63) and experiencing 1+ consequences as a result of others' drinking (OR = 1.52, CI = 1.30-1.78) on HRW versus LRW. These findings suggest that additional prevention efforts aimed at reducing risky drinking are needed over HRW and have implications for campus administrators, law enforcement, and substance abuse program coordinators.

  15. Handbook of Games and Simulation Exercises.

    ERIC Educational Resources Information Center

    Gibbs, G. I., Ed.

    Nearly 2,000 games and simulations are listed along with details of their content, suppliers, and audience. The games range in level from those designed to teach young children to read, to those intended for postgraduate study of political decision-making. The subject range is equally wide. Management topics convered include: industrial relations,…

  16. 76 FR 54657 - Migratory Bird Hunting; Early Seasons and Bag and Possession Limits for Certain Migratory Game...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-09-01

    ... Migratory Game Birds in the Contiguous United States, Alaska, Hawaii, Puerto Rico, and the Virgin Islands... Bag and Possession Limits for Certain Migratory Game Birds in the Contiguous United States, Alaska...; migratory game birds in Alaska, Hawaii, Puerto Rico, and the Virgin Islands; and some extended falconry...

  17. Zoning Issues and Area of Interest Management in Massively Multiplayer Online Games

    NASA Astrophysics Data System (ADS)

    Ahmed, Dewan Tanvir; Shirmohammadi, Shervin

    Game is a way of entertainment, a means for excitement, fun and socialization. Online games have achieved popularity due to increasing broadband adoption among consumers. Relatively cheap bandwidth Internet connections allow large number of players to play together. Since the introduction of Network Virtual Environment (NVE) in 1980s for military simulation, many interesting applications have been evolved over the past few decades. Massively multiplayer online (role-playing) game, MMOG or MMORPG, is a new genre of online games that has emerged with the introduction of Ultima since 1997. It is a kind of online computer game with the participation of hundreds of thousands of players in a virtual world.

  18. 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.

  19. An Evaluation of a Management Wargame and the Factors Affecting Game Performance.

    DTIC Science & Technology

    1987-09-01

    in residence. This is not a criticism of the author, but rather a systematic flaw in game development in general. Therefore, TEMPO-AI is an excellent...establish the test procedure used in this thesis. This stage of game development is absolutely vital, if the game is intended for serious academic use...Unfortunately, this important step is sadly neglected in nearly all military game development . While TEMPO-AI was extensively debugged as a computer

  20. Honing Emotional Intelligence with Game-Based Crucible Experiences

    ERIC Educational Resources Information Center

    Raybourn, Elaine M.

    2011-01-01

    The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one's emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps…

  1. Video Game Play in British and Japanese Adolescents

    ERIC Educational Resources Information Center

    Colwell, John; Kato, Makiko

    2005-01-01

    Results from research into negative correlates of computer/video game play in the United Kingdom and in Japan are presented, with new analyses across cultures. Patterns of play are similar, although Japanese adolescents have been playing for longer, they play fewer aggressive games, and there is greater perceived concern by Japanese parents.…

  2. Instructional games and activities for criticality safety training

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

    Bullard, B.; McBride, J.

    1993-01-01

    During the past several years, the Training and Management Systems Division (TMSD) staff of Oak Ridge Institute for Science and Education (ORISE) has designed and developed nuclear criticality safety (NCS) training programs that focus on high trainee involvement through the use of instructional games and activities. This paper discusses the instructional game, initial considerations for developing games, advantages and limitations of games, and how games may be used in developing and implementing NCS training. It also provides examples of the various instructional games and activities used in separate courses designed for Martin Marietta Energy Systems (MMES's) supervisors and U.S. Nuclearmore » Regulatory Commission (NRC) fuel facility inspectors.« less

  3. Designing Business Games for the Service Industries.

    ERIC Educational Resources Information Center

    Sculli, Domenic; Ng, Wing Cheong

    1985-01-01

    Presents a conceptual framework for design of business games in which output is in the form of service. The framework is presented as three separate systems--the physical, the financial, and the external environment. A hotel management game is used to illustrate the discussion. (Author/MBR)

  4. Electronic gaming and the obesity crisis.

    PubMed

    Calvert, Sandra L; Staiano, Amanda E; Bond, Bradley J

    2013-01-01

    Children and adolescents in the United States and in many countries are projected to have shorter life spans than their parents, partly because of the obesity crisis engulfing the developed world. Exposure to electronic media is often implicated in this crisis because media use, including electronic game play, may promote sedentary behavior and increase consumption of high-calorie foods and beverages that are low in nutritional value. Electronic games, however, may increase children's physical activity and expose them to healthier foods. We examine the role of electronic games in the pediatric obesity crisis and their contribution to more favorable health outcomes. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  5. Electronic Gaming and the Obesity Crisis

    PubMed Central

    Calvert, Sandra L.; Staiano, Amanda E.; Bond, Bradley J.

    2014-01-01

    Children and adolescents in the United States and in many countries are projected to have shorter life spans than their parents, partly because of the obesity crisis engulfing the developed world. Exposure to electronic media is often implicated in this crisis because media use, including electronic game play, may promote sedentary behavior and increase consumption of high-calorie foods and beverages that are low in nutritional value. Electronic games, however, may increase children’s physical activity and expose them to healthier foods. We examine the role of electronic games in the pediatric obesity crisis and their contribution to more favorable health outcomes. PMID:23483693

  6. 77 FR 53751 - Migratory Bird Hunting; Early Seasons and Bag and Possession Limits for Certain Migratory Game...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-08-31

    ... Migratory Game Birds in the Contiguous United States, Alaska, Hawaii, Puerto Rico, and the Virgin Islands... Seasons and Bag and Possession Limits for Certain Migratory Game Birds in the Contiguous United States... seasons; migratory game birds in Alaska, Hawaii, Puerto Rico, and the Virgin Islands; youth waterfowl day...

  7. 78 FR 53199 - Migratory Bird Hunting; Early Seasons and Bag and Possession Limits for Certain Migratory Game...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-08-28

    ... Migratory Game Birds in the Contiguous United States, Alaska, Hawaii, Puerto Rico, and the Virgin Islands... Seasons and Bag and Possession Limits for Certain Migratory Game Birds in the Contiguous United States... seasons; migratory game birds in Alaska, Hawaii, Puerto Rico, and the Virgin Islands; youth waterfowl day...

  8. Health care units and human resources management trends.

    PubMed

    André, Adriana Maria; Ciampone, Maria Helena Trench; Santelle, Odete

    2013-02-01

    To identify factors producing new trends in basic health care unit management and changes in management models. This was a prospective study with ten health care unit managers and ten specialists in the field of Health in São Paulo, Southeastern Brazil, in 2010. The Delphi methodology was adopted. There were four stages of data collection, three quantitative and the fourth qualitative. The first three rounds dealt with changing trends in management models, manager profiles and required competencies, and the Mann-Whitney test was used in the analysis. The fourth round took the form of a panel of those involved, using thematic analysis. The main factors which are driving change in basic health care units were identified, as were changes in management models. There was consensus that this process is influenced by the difficulties in managing teams and by politics. The managers were found to be up-to-date with trends in the wider context, with the arrival of social health organizations, but they are not yet anticipating these within the institutions. Not only the content, but the professional development aspect of training courses in this area should be reviewed. Selection and recruitment, training and assessment of these professionals should be guided by these competencies aligned to the health service mission, vision, values and management models.

  9. The Value of Team-Based Mixed-Reality (TBMR) Games in Higher Education

    ERIC Educational Resources Information Center

    Denholm, John A.; Protopsaltis, Aristidis; de Freitas, Sara

    2013-01-01

    This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, "Winning Margin" Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from…

  10. Effect of Game Management on Wild Red-Legged Partridge Abundance

    PubMed Central

    Díaz-Fernández, Silvia; Arroyo, Beatriz; Casas, Fabián; Martinez-Haro, Monica; Viñuela, Javier

    2013-01-01

    The reduction of game and fish populations has increased investment in management practices. Hunting and fishing managers use several tools to maximize harvest. Managers need to know the impact their management has on wild populations. This issue is especially important to improve management efficacy and biodiversity conservation. We used questionnaires and field bird surveys in 48 hunting estates to assess whether red-legged partridge Alectoris rufa young/adult ratio and summer abundance were related to the intensity of management (provision of supplementary food and water, predator control and releases of farm-bred partridges), harvest intensity or habitat in Central Spain. We hypothesized that partridge abundance would be higher where management practices were applied more intensively. Variation in young/adult ratio among estates was best explained by habitat, year and some management practices. Density of feeders and water points had a positive relationship with this ratio, while the density of partridges released and magpies controlled were negatively related to it. The variables with greatest relative importance were feeders, releases and year. Variations in post-breeding red-legged partridge abundance among estates were best explained by habitat, year, the same management variables that influenced young/adult ratio, and harvest intensity. Harvest intensity was negatively related to partridge abundance. The other management variables had the same type of relationship with abundance as with young/adult ratio, except magpie control. Variables with greatest relative importance were habitat, feeders, water points, releases and harvest intensity. Our study suggests that management had an overall important effect on post-breeding partridge abundance. However, this effect varied among tools, as some had the desired effect (increase in partridge abundance), whereas others did not or even had a negative relationship (such as release of farm-reared birds) and can be

  11. Implementing a Nurse Manager Profile to Improve Unit Performance.

    PubMed

    Krugman, Mary E; Sanders, Carolyn L

    2016-06-01

    Nurse managers face significant pressures in the rapidly changing healthcare environment. Staying current with multiple sources of data, including reports that detail institutional and unit performance outcomes, is particularly challenging. A Nurse Manager Customized Profile was developed at a western academic hospital to provide a 1-page visual of pertinent data to help managers and director supervisors focus coaching to improve unit performance. Use of the Decisional Involvement Scale provided new insights into measuring manager performance.

  12. Implementing Realistic Helicopter Physics in 3D Game Environments

    DTIC Science & Technology

    2002-09-01

    developed a highly realistic and innovative PC video game that puts you inside an Army unit. You’ll face your first tour of duty along with your fellow...helicopter physics. Many other video games include helicopters but omit realistic third person helicopter behaviors in their applications. Of the 48...to be too computationally expensive for a PC based video game . Generally, some basic parts of blade element theory are present in any attempt to

  13. Students' Game Performance Improvements during a Hybrid Sport Education-Step-Game-Approach Volleyball Unit

    ERIC Educational Resources Information Center

    Araújo, Rui; Mesquita, Isabel; Hastie, Peter; Pereira, Cristiana

    2016-01-01

    The purpose of this study was to examine a hybrid combination of sport education and the step-game-approach (SGA) on students' gameplay performance in volleyball, taking into account their sex and skill-level. Seventeen seventh-grade students (seven girls, 10 boys, average age 11.8) participated in a 25-lesson volleyball season, in which the…

  14. 7 CFR 275.18 - Project area/management unit corrective action plan.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... 7 Agriculture 4 2010-01-01 2010-01-01 false Project area/management unit corrective action plan... SYSTEM Corrective Action § 275.18 Project area/management unit corrective action plan. (a) The State agency shall ensure that corrective action plans are prepared at the project area/management unit level...

  15. 7 CFR 275.18 - Project area/management unit corrective action plan.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 7 Agriculture 4 2013-01-01 2013-01-01 false Project area/management unit corrective action plan... SYSTEM Corrective Action § 275.18 Project area/management unit corrective action plan. (a) The State agency shall ensure that corrective action plans are prepared at the project area/management unit level...

  16. 7 CFR 275.18 - Project area/management unit corrective action plan.

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... 7 Agriculture 4 2014-01-01 2014-01-01 false Project area/management unit corrective action plan... SYSTEM Corrective Action § 275.18 Project area/management unit corrective action plan. (a) The State agency shall ensure that corrective action plans are prepared at the project area/management unit level...

  17. 7 CFR 275.18 - Project area/management unit corrective action plan.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... 7 Agriculture 4 2011-01-01 2011-01-01 false Project area/management unit corrective action plan... SYSTEM Corrective Action § 275.18 Project area/management unit corrective action plan. (a) The State agency shall ensure that corrective action plans are prepared at the project area/management unit level...

  18. 7 CFR 275.18 - Project area/management unit corrective action plan.

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... 7 Agriculture 4 2012-01-01 2012-01-01 false Project area/management unit corrective action plan... SYSTEM Corrective Action § 275.18 Project area/management unit corrective action plan. (a) The State agency shall ensure that corrective action plans are prepared at the project area/management unit level...

  19. Ecological theatre and the evolutionary game: how environmental and demographic factors determine payoffs in evolutionary games.

    PubMed

    Argasinski, K; Broom, M

    2013-10-01

    In the standard approach to evolutionary games and replicator dynamics, differences in fitness can be interpreted as an excess from the mean Malthusian growth rate in the population. In the underlying reasoning, related to an analysis of "costs" and "benefits", there is a silent assumption that fitness can be described in some type of units. However, in most cases these units of measure are not explicitly specified. Then the question arises: are these theories testable? How can we measure "benefit" or "cost"? A natural language, useful for describing and justifying comparisons of strategic "cost" versus "benefits", is the terminology of demography, because the basic events that shape the outcome of natural selection are births and deaths. In this paper, we present the consequences of an explicit analysis of births and deaths in an evolutionary game theoretic framework. We will investigate different types of mortality pressures, their combinations and the possibility of trade-offs between mortality and fertility. We will show that within this new approach it is possible to model how strictly ecological factors such as density dependence and additive background fitness, which seem neutral in classical theory, can affect the outcomes of the game. We consider the example of the Hawk-Dove game, and show that when reformulated in terms of our new approach new details and new biological predictions are produced.

  20. Denning chronology and design of effective bear management units

    USGS Publications Warehouse

    Inman, R.M.; Costello, C.M.; Jones, D.E.; Inman, K.H.; Thompson, B.C.; Quigley, H.B.

    2007-01-01

    Reports on the effectiveness of using late fall hunting seasons to reduce the proportion of female black bears (Ursus americanus) in the harvest are limited, and the geographic scale over which the technique functions as intended has not been examined. During 1992-2000, we radio-equipped black bears in New Mexico, USA, obtained estimates of 175 den entry and 137 den emergence dates, and used New Mexico Department of Game and Fish harvest data (1985-2000) to test for differences in proportion of females in the harvest relative to denning chronology. Bears in northern New Mexico entered dens earlier and emerged later than bears in southern New Mexico (P ??? 0.001). In northern New Mexico bears displayed the typical pattern of earlier entry and later emergence by reproductive females, proportion of females in the harvest varied over time as expected, and late fall seasons were effective (P ??? 0.10). In contrast, denning chronology did not differ by sex in southern New Mexico, proportion of females in the harvest did not change over time, and late fall seasons were not effective (P ??? 0.18). Manipulation of hunting season dates to influence female mortality can be an effective tool, however our study provides an example of an area where denning chronology did not differ by sex and late seasons were not effective. We also observed regional differences in timing of entrance and emergence, which suggest that scale of application may be key. In management jurisdictions that encompass ecologically distinct areas, cover a wide range of latitudes, or are mountainous, successful use of the technique may depend on knowledge of denning chronology at multiple locations and appropriate designation of hunting unit boundaries, season dates, and data analysis units.

  1. Behavioral Evaluation of Preference for Game-Based Teaching Procedures

    ERIC Educational Resources Information Center

    Marques, Leonardo Brandão; das Graças de Souza, Deisy

    2013-01-01

    Recent research has evaluated the motivational functions of educational games and its potential role for the teaching of reading skills. Educational games must maintain their educational function retaining clear definitions of the teaching objectives and instructional methods. Reading skills can be broken down into more basic behavioral units.…

  2. Olympic and Paralympic Games: The Impact of Universities

    ERIC Educational Resources Information Center

    Universities UK, 2012

    2012-01-01

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

  3. Methods Used in Game Development to Foster FLOW

    NASA Technical Reports Server (NTRS)

    Jeppsen, Isaac Ben

    2010-01-01

    Games designed for entertainment have a rich history of providing compelling experiences. From consoles to PCs, games have managed to present intuitive and effective interfaces for a wide range of game styles to successfully allow users to "walk-up-and-play". Once a user is hooked, successful games artfully present challenging experiences just within reach of a user's ability, weaving each task and achievement into a compelling and engaging experience. In this paper, engagement is discussed in terms of the psychological theory of Flow. I argue that engagement should be one of the primary goals when developing a serious game and I discuss the best practices and techniques that have emerged from traditional video game development which help foster the creation of engaging, high Flow experiences.

  4. Modelling the costs of natural hazards in games

    NASA Astrophysics Data System (ADS)

    Bostenaru-Dan, M.

    2012-04-01

    We will present the application of (socio-)economic models coming from games theory to urban planning and to large scale architectural tasks, the most frequent one presented being that of the church. The importance of games will be seen as a continuation of the role played by toys for the development of skills of the architects. While toys dealt with the development of 3D viewing and more realistic "building" focusing, for example, on details, games use stylized construction management models with "symbols" for resources, being it in a board game or in a computer supported social environment. 22 October 1997 to 31 May 1998 the Canadian Centre of Architecture hosted the exhibition "Toy Town". Apart of architecture toys, a field where principles of city building apply are architecture games. City building games are a subgenre of construction and management games, the best know of each is SimCity. In its initial version of 1989 SimCity included disaster scenarios including the 1906 San Francisco earthquake, but also flooding, fire etc. During the further development only the fire remained as well implemented as the initial scenarios. It was a way to look at the role of disasters in urban planning, not only as way for a new begin, but also as mitigation and earthquake management. It is to be noted that disasters represented in SimCity 2000 are converted to such which develop in surface, such as fire and flood. Earthquake damage which occures at random buildings is not modelled. Also, the fight against the consequences of the disaster, fire and flood are done in a realtime first hand action game, not as construction management game. However, there are costs associated to mitigating the disaster, such as the costs for fire fighters. Today such city building games evolved to 3D applications, the semantic enrichment of which involves the economic model. The digital 3D model will be compared with the "hard copy" 3D model which architecture toys represent. Models for Sim

  5. Orchard Business Management. Unit II. Management and Analysis of the Orchard Operation.

    ERIC Educational Resources Information Center

    Mullinix, Shauna K.

    This guide is intended for use in providing in-depth formal classroom and on-site instruction in the principles of business and financial management as they apply to operating and managing orchards. Designed to be used with an accompanying Orchard Business Management Record Book, this unit is devoted to management and analysis of an orchard…

  6. Educational Gaming for Pharmacy Students - Design and Evaluation of a Diabetes-themed Escape Room.

    PubMed

    Eukel, Heidi N; Frenzel, Jeanne E; Cernusca, Dan

    2017-09-01

    Objective. To design an educational game that will increase third-year professional pharmacy students' knowledge of diabetes mellitus disease management and to evaluate their perceived value of the game. Methods. Faculty members created an innovative educational game, the diabetes escape room. An authentic escape room gaming environment was established through the use of a locked room, an escape time limit, and game rules within which student teams completed complex puzzles focused on diabetes disease management. To evaluate the impact, students completed a pre-test and post-test to measure the knowledge they've gained and a perception survey to identify moderating factors that could help instructors improve the game's effectiveness and utility. Results. Students showed statistically significant increases in knowledge after completion of the game. A one-sample t -test indicated that students' mean perception was statistically significantly higher than the mean value of the evaluation scale. This statically significant result proved that this gaming act offers a potential instructional benefit beyond its novelty. Conclusion. The diabetes escape room proved to be a valuable educational game that increased students' knowledge of diabetes mellitus disease management and showed a positive perceived overall value by student participants.

  7. A Classroom Entry and Exit Game of Supply with Price-Taking Firms

    ERIC Educational Resources Information Center

    Cheung, Stephen L.

    2005-01-01

    The author describes a classroom game demonstrating the process of adjustment to long-run equilibrium in a market consisting of price-taking firms. This game unites and extends key insights from several simpler games in a framework more consistent with the standard textbook model of a competitive industry. Because firms have increasing marginal…

  8. HydroUnits: A Python-based Physical Units Management Tool in Hydrologic Computing Systems

    NASA Astrophysics Data System (ADS)

    Celicourt, P.; Piasecki, M.

    2015-12-01

    While one objective of data management systems is to provide the units when annotating the collected data, another is that the units must be correctly manipulated during conversion steps. This is not a trivial task however and the units conversion time and errors for large datasets can be quite expensive. To date, more than a dozen Python modules have been developed to deal with units attached to quantities. However, they fall short in many ways and also suffer from not integrating with a units controlled vocabulary. Moreover, none of them permits the encoding of some complex units defined in the Consortium of Universities for the Advancement of Hydrologic Sciences, Inc.'s Observations Data Model (CUAHSI ODM) as a vectorial representation for storage demand reduction and does not incorporate provision to accommodate unforeseen standards-based units. We developed HydroUnits, a Python-based units management tool for three specific purposes: encoding of physical units in the Transducer Electronic Data Sheet (TEDS) as defined in the IEEE 1451.0 standard, performing dimensional analysis and on-the-fly conversion of time series allowing users to retrieve data from a data source in a desired equivalent unit while accommodating unforeseen and user-defined units. HydroUnits differentiates itself to existing tools by a number of factors including the implementation approach adopted, the adoption of standard-based units naming conventions and more importantly the emphasis on units controlled vocabularies which are a critical aspect of units treatment. Additionally, HydroUnits supports unit conversion for quantities with additive scaling factor, and natively supports time series conversion and takes leap years into consideration for units consisting of the time dimension (e.g., month, minute). Due to its overall implementation approach, HydroUnits exhibits a high level of versatility that no other tool we are aware of has achieved.

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

    PubMed

    Ceranoglu, Tolga Atilla

    2010-01-01

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

  10. The islands are different: human perceptions of game species in Hawaii.

    PubMed

    Lohr, Cheryl A; Lepczyk, Christopher A; Johnson, Edwin D

    2014-10-01

    Hawaii's game animals are all non-native species, which provokes human-wildlife conflict among stakeholders. The management of human-wildlife conflict in Hawaii is further complicated by the discrete nature of island communities. Our goal was to understand the desires and perceived values or impacts of game held by residents of Hawaii regarding six game species [pigs (Sus scrofa), goats (Capra hircus), mouflon (Ovis musimon), axis deer (Axis axis), turkeys (Melagris gallopavo), and doves (Geopelia striata)]. We measured the desired abundance of game on the six main Hawaiian Islands using the potential for conflict index and identified explanatory variables for those desires via recursive partitioning. In 2011 we surveyed 5,407 residents (2,360 random residents and 3,047 pre-identified stakeholders). Overall 54.5 and 27.6 % of the emailed and mailed surveys were returned (n = 1,510). A non-respondent survey revealed that respondents and non-respondents had similar interest in wildlife, and a similar education level. The desired abundance of game differed significantly among stakeholders, species, and islands. The desired abundance scores were higher for axis deer, mouflon, and turkeys compared to pigs, goats or doves. Enjoyment at seeing game and the cultural value of game were widespread explanatory variables for desired abundance. Models for Lanai emphasized the economic value of game, whereas models for Maui identified the potential for game to contaminate soil and water. Models for Oahu and Kauai revealed concern for human health and safety. Given our findings we recommend managers design separate management plans for each island taking into consideration the values of residents.

  11. The Islands Are Different: Human Perceptions of Game Species in Hawaii

    NASA Astrophysics Data System (ADS)

    Lohr, Cheryl A.; Lepczyk, Christopher A.; Johnson, Edwin D.

    2014-10-01

    Hawaii's game animals are all non-native species, which provokes human-wildlife conflict among stakeholders. The management of human-wildlife conflict in Hawaii is further complicated by the discrete nature of island communities. Our goal was to understand the desires and perceived values or impacts of game held by residents of Hawaii regarding six game species [pigs ( Sus scrofa), goats ( Capra hircus), mouflon ( Ovis musimon), axis deer ( Axis axis), turkeys ( Melagris gallopavo), and doves ( Geopelia striata)]. We measured the desired abundance of game on the six main Hawaiian Islands using the potential for conflict index and identified explanatory variables for those desires via recursive partitioning. In 2011 we surveyed 5,407 residents (2,360 random residents and 3,047 pre-identified stakeholders). Overall 54.5 and 27.6 % of the emailed and mailed surveys were returned ( n = 1,510). A non-respondent survey revealed that respondents and non-respondents had similar interest in wildlife, and a similar education level. The desired abundance of game differed significantly among stakeholders, species, and islands. The desired abundance scores were higher for axis deer, mouflon, and turkeys compared to pigs, goats or doves. Enjoyment at seeing game and the cultural value of game were widespread explanatory variables for desired abundance. Models for Lanai emphasized the economic value of game, whereas models for Maui identified the potential for game to contaminate soil and water. Models for Oahu and Kauai revealed concern for human health and safety. Given our findings we recommend managers design separate management plans for each island taking into consideration the values of residents.

  12. Community participation in natural resources management: reality or rhetoric? Lessons learnt from the Kasanka Game Management Area (GMA) communities, Serenje District, Zambia.

    PubMed

    Mutamba, Emmanuel

    2004-12-01

    In the developing world, the term 'participation' has in recent years become a household word in the same way that 'democracy' or 'gender' have. Development agencies are demanding increased participation in their programmes. The use of the word or its application has become a centre of debate. Due to the difficulties involved in measuring 'participation' or indeed determining levels at which participation should take place, who participates and when, many 'doubting Thomases' have questioned its effectiveness. It has, however been acknowledged in many areas that popular participation changes policies and enhances management and governance. In complex issues of natural resources management, participatory techniques have helped communities develop collective responsibilities towards management of their resources and projects. This paper discusses the complexities of community participation in natural resources management, ranging from interrelations among stakeholders to resource ownership based on the experiences in the Kasanka Game Management Area (KGMA).

  13. 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)

  14. Simulation-based modeling of building complexes construction management

    NASA Astrophysics Data System (ADS)

    Shepelev, Aleksandr; Severova, Galina; Potashova, Irina

    2018-03-01

    The study reported here examines the experience in the development and implementation of business simulation games based on network planning and management of high-rise construction. Appropriate network models of different types and levels of detail have been developed; a simulation model including 51 blocks (11 stages combined in 4 units) is proposed.

  15. Culture-dependent strategies in coordination games.

    PubMed

    Jackson, Matthew O; Xing, Yiqing

    2014-07-22

    We examine different populations' play in coordination games in online experiments with over 1,000 study participants. Study participants played a two-player coordination game that had multiple equilibria: two equilibria with highly asymmetric payoffs and another equilibrium with symmetric payoffs but a slightly lower total payoff. Study participants were predominantly from India and the United States. Study participants residing in India played the strategies leading to asymmetric payoffs significantly more frequently than study participants residing in the United States who showed a greater play of the strategy leading to the symmetric payoffs. In addition, when prompted to play asymmetrically, the population from India responded even more significantly than those from the United States. Overall, study participants' predictions of how others would play were more accurate when the other player was from their own populations, and they coordinated significantly more frequently and earned significantly higher payoffs when matched with other study participants from their own population than when matched across populations.

  16. Culture-dependent strategies in coordination games

    PubMed Central

    Jackson, Matthew O.; Xing, Yiqing

    2014-01-01

    We examine different populations’ play in coordination games in online experiments with over 1,000 study participants. Study participants played a two-player coordination game that had multiple equilibria: two equilibria with highly asymmetric payoffs and another equilibrium with symmetric payoffs but a slightly lower total payoff. Study participants were predominantly from India and the United States. Study participants residing in India played the strategies leading to asymmetric payoffs significantly more frequently than study participants residing in the United States who showed a greater play of the strategy leading to the symmetric payoffs. In addition, when prompted to play asymmetrically, the population from India responded even more significantly than those from the United States. Overall, study participants’ predictions of how others would play were more accurate when the other player was from their own populations, and they coordinated significantly more frequently and earned significantly higher payoffs when matched with other study participants from their own population than when matched across populations. PMID:25024196

  17. New Directions for Academic Video Game Collections: Strategies for Acquiring, Supporting, and Managing Online Materials

    ERIC Educational Resources Information Center

    Robson, Diane; Durkee, Patrick

    2012-01-01

    The work of collection development in academic video game collections is at a crucial point of transformation--gaming librarians are ready to expand beyond console games collected in disc and cartridge format to the world of Internet games. At the same time, forms and genres of video games such as serious and independent games are increasingly…

  18. Lakota Woskate. Curriculum Materials Resource Unit 6.

    ERIC Educational Resources Information Center

    Red Cloud Indian School, Inc., Pine Ridge, SD. Oglala Sioux Culture Center.

    The instructional material in this last of 6 units is directed to the 9th graders of the Oglala Sioux people. The material focuses on games and sports, and the origin of the games is discussed. The document explains that Lakota games, besides being fun, teach values. The games teach children the values of endurance, of risk, of taking a chance and…

  19. Countermeasures for Time-Cheat Detection in Multiplayer Online Games

    NASA Astrophysics Data System (ADS)

    Ferretti, Stefano

    Cheating is an important issue in games. Depending on the system over which the game is deployed, several types of malicious actions may be accomplished so as to take an unfair and unexpected advantage over the game and over the (digital, human) adversaries. When the game is a standalone application, cheats typically just relate to the specific software code being developed to build the application. It is not a surprise to find (in the Web and in specialized magazines) people that explain cheats on specific games stating, for instance, which configuration files can be altered (and how to do it) to automatically gain some bonus during the game. To avoid this, game developers are hence motivated to build stable code, with related data that should be securely managed and made difficult to alter.

  20. Problematic video game use scale: initial psychometric properties with psychiatrically hospitalized adolescents.

    PubMed

    Topor, David R; Swenson, Lance P; Liguori, Gina M; Spirito, Anthony; Lowenhaupt, Elizabeth A; Hunt, Jeffrey I

    2011-12-01

    Excessive video game use among youth has been a growing concern in the United States and elsewhere. The aims of this study are to establish validity of a video game measure in a large adolescent inpatient sample, identify clinical factors underlying problem video game use, and identify associations with measures of psychopathology. Three hundred eighty participants admitted to an adolescent inpatient psychiatric unit between November 2007 and March 2009 were administered a battery of self-report measures, including a questionnaire developed for this study that assessed reinforcers and consequences of past-year video game use (ie, Problematic Video Game Use Scale). Factor analysis was used to identify the underlying structure of behaviors associated with problem video game use. A factor analysis of the Problematic Video Game Use Scale indicated 2 primary factors. One was associated with engaging in problem behaviors that impaired the adolescent's functioning as a result of playing video games and one reflected the reinforcing effects of playing video games. Both factors were associated with measures of psychopathology, although associations were generally stronger for impairment in functioning than for reinforcing effects. Both factors were significantly correlated with self-reported daily video game use (P < .001). Two underlying factors emerged to account for problem video game playing: impairment in functioning and reinforcing effects. Initial evidence of the content validity of the video game measure was established. Findings highlight the importance of assessing video game use among an adolescent population, the factors associated with video game use, and associations with symptoms of psychopathology. Limitations include a common reporter for multiple measures and cross-sectional data that do not allow for causal links to be made. © Copyright 2011 Physicians Postgraduate Press, Inc.

  1. FLES Games and Activities.

    ERIC Educational Resources Information Center

    Irujo, Suzanne, Ed.

    A number of activities for teaching foreign language in the elementary school (FLES) are presented. The activities were developed by participants in a FLES teacher training workshop, Project INTERACT, in the Boston area. The first section contains games, thematic units, and other activities specifically related to French language instruction,…

  2. Violence in E-rated video games.

    PubMed

    Thompson, K M; Haninger, K

    2001-08-01

    Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of

  3. Multi-language naming game

    NASA Astrophysics Data System (ADS)

    Zhou, Jianfeng; Lou, Yang; Chen, Guanrong; Tang, Wallace K. S.

    2018-04-01

    Naming game is a simulation-based experiment used to study the evolution of languages. The conventional naming game focuses on a single language. In this paper, a novel naming game model named multi-language naming game (MLNG) is proposed, where the agents are different-language speakers who cannot communicate with each other without a translator (interpreter) in between. The MLNG model is general, capable of managing k different languages with k ≥ 2. For illustration, the paper only discusses the MLNG with two different languages, and studies five representative network topologies, namely random-graph, WS small-world, NW small-world, scale-free, and random-triangle topologies. Simulation and analysis results both show that: 1) using the network features and based on the proportion of translators the probability of establishing a conversation between two or three agents can be theoretically estimated; 2) the relationship between the convergence speed and the proportion of translators has a power-law-like relation; 3) different agents require different memory sizes, thus a local memory allocation rule is recommended for saving memory resources. The new model and new findings should be useful for further studies of naming games and for better understanding of languages evolution from a dynamical network perspective.

  4. Disabler: a game occupational health nurses cannot afford to play.

    PubMed

    Walker, Jasen M

    2003-10-01

    The dynamics of the Disabler game are complex, not always recognizable, and less than easily manageable. Awareness of the game and a willingness to avoid direct participation can enhance injured worker rehabilitation and decrease costs associated with lost time and productivity. Not playing the Disabler game can make the role of the occupational health nurse more rewarding. The game requires the field upon which to play, and effectively supported DMPs can help eliminate those playing fields.

  5. 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

  6. Orientations to Video Games among Gender and Age Groups

    ERIC Educational Resources Information Center

    Greenberg, Bradley S.; Sherry, John; Lachlan, Kenneth; Lucas, Kristen; Holmstrom, Amanda

    2010-01-01

    Questionnaires were completed by 5th-, 8th-, and 11th-grade public schools students in rural and suburban school districts and by undergraduates at two universities in the United States (n = 1,242). They were asked about their orientation to video games--the amount of time they played, their motives for doing so, and the game types they…

  7. Theme Unit: Veggie Power.

    ERIC Educational Resources Information Center

    Flagg, Ann

    2000-01-01

    Presents a selection of activities for a cross-curricular unit based on vegetables. Activities address vocabulary, language arts, social studies, and health education. A student reproducible presents a tossed salad game. Game cards can be incorporated into the other activities. A poster describes plant parts that are edible. A sidebar offers…

  8. Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention.

    PubMed

    Saunders, John B; Hao, Wei; Long, Jiang; King, Daniel L; Mann, Karl; Fauth-Bühler, Mira; Rumpf, Hans-Jürgen; Bowden-Jones, Henrietta; Rahimi-Movaghar, Afarin; Chung, Thomas; Chan, Elda; Bahar, Norharlina; Achab, Sophia; Lee, Hae Kook; Potenza, Marc; Petry, Nancy; Spritzer, Daniel; Ambekar, Atul; Derevensky, Jeffrey; Griffiths, Mark D; Pontes, Halley M; Kuss, Daria; Higuchi, Susumu; Mihara, Satoko; Assangangkornchai, Sawitri; Sharma, Manoj; Kashef, Ahmad El; Ip, Patrick; Farrell, Michael; Scafato, Emanuele; Carragher, Natacha; Poznyak, Vladimir

    2017-09-01

    Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.

  9. Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention

    PubMed Central

    Saunders, John B.; Hao, Wei; Long, Jiang; King, Daniel L.; Mann, Karl; Fauth-Bühler, Mira; Rumpf, Hans-Jürgen; Bowden-Jones, Henrietta; Rahimi-Movaghar, Afarin; Chung, Thomas; Chan, Elda; Bahar, Norharlina; Achab, Sophia; Lee, Hae Kook; Potenza, Marc; Petry, Nancy; Spritzer, Daniel; Ambekar, Atul; Derevensky, Jeffrey; Griffiths, Mark D.; Pontes, Halley M.; Kuss, Daria; Higuchi, Susumu; Mihara, Satoko; Assangangkornchai, Sawitri; Sharma, Manoj; Kashef, Ahmad El; Ip, Patrick; Farrell, Michael; Scafato, Emanuele; Carragher, Natacha; Poznyak, Vladimir

    2017-01-01

    Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%–15% among young people in several Asian countries and of 1%–10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11. PMID:28816494

  10. Challenging Notions of Gendered Game Play: Teenagers Playing the Sims

    ERIC Educational Resources Information Center

    Beavis, Catherine; Charles, Claire

    2005-01-01

    This paper challenges notions of gendered game playing practice implicit in much research into young women's involvement with the computer gaming culture. It draws on a study of Australian teenagers playing "The Sims Deluxe" as part of an English curriculum unit and insights from feminist media studies to explore relationships between…

  11. Forest carbon management in the United States: 1600-2100

    Treesearch

    Richard A. Birdsey; Kurt Pregitzer; Alan Lucier

    2006-01-01

    This paper reviews the effects of past forest management on carbon stocks in the United States, and the challenges for managing forest carbon resources in the 21st century. Forests in the United States were in approximate carbon balance with the atmosphere from 1600-1800. Utilization and land clearing caused a large pulse of forest carbon emissions during the 19th...

  12. Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness

    PubMed Central

    Birner, Ulrich Walter; Oberhauser, Cornelia; Nowak, Dennis; Sabariego, Carla

    2017-01-01

    Background To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited. Objective The objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work. Methods We describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years. Results We found a positive impact of the Web-based training program on managers’ knowledge of mental health and mental illness (P<.001), on attitudes toward people with mental health problems (P<.01), and on their self-efficacy to deal with mental health situations at work (P<.001), with the exception of intentions to promote employee mental health, which was initially high. Conclusions Results provide first evidence of the effectiveness of LMHP to positively affect managers’ skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work. PMID:28778839

  13. 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.

  14. Pediatric Obesity: Is There Room for Active Video Games in Prevention or Management?

    PubMed

    Thivel, David; OʼMalley, Grace

    2016-01-01

    Children and adolescents spend a considerable amount of time engaged in sedentary behaviors that have been shown to favor weight gain and impaired physical fitness. Active video games have been proposed to increase physical activity levels. Although active video games may offer an interesting alternative to reducing sedentary time for children, the present commentary aimed to determine whether there is adequate evidence that compared active video gaming to real-life play and exercise. Given the dearth of data, it is not possible at present to support the use of active video games as substitutes for traditional forms of active play and health-enhancing physical activity. Further research should be encouraged and therapists should not consider active video games exclusively for intervention in children with obesity.

  15. 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.

  16. Explaining How to Play Real-Time Strategy Games

    NASA Astrophysics Data System (ADS)

    Metoyer, Ronald; Stumpf, Simone; Neumann, Christoph; Dodge, Jonathan; Cao, Jill; Schnabel, Aaron

    Real-time strategy games share many aspects with real situations in domains such as battle planning, air traffic control, and emergency response team management which makes them appealing test-beds for Artificial Intelligence (AI) and machine learning. End user annotations could help to provide supplemental information for learning algorithms, especially when training data is sparse. This paper presents a formative study to uncover how experienced users explain game play in real-time strategy games. We report the results of our analysis of explanations and discuss their characteristics that could support the design of systems for use by experienced real-time strategy game users in specifying or annotating strategy-oriented behavior.

  17. The benefits of playing video games.

    PubMed

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

    2014-01-01

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

  18. An educational board game for learning and teaching burn care: A preliminary evaluation.

    PubMed

    Whittam, Alexander M; Chow, Whitney

    2017-01-01

    Timely and effective assessment, resuscitation and transfer of patients with severe burns has been demonstrated to improve outcome. A dedicated one-day course exists to equip all frontline emergency healthcare workers with the necessary knowledge and skills to manage severe burn injuries. More recently, a board game has been developed which aims to act as a learning and practice development tool for those managing burn injuries. We present the findings of our preliminary evaluation of this game. We played this game with a multidisciplinary group of staff including doctors, nurses and therapists. A proportion of these participants had previously completed the Emergency Management of Severe Burns (EMSB) course. We obtained subjective results from a questionnaire, using both Likert-type ratings and open-ended questions. The styling of the game and ease of instructions was rated from 'average' to 'excellent'. The relevance of questions was rated from 'good' to 'excellent'. The usefulness of the game to increase knowledge and stimulate discussion was rated between 'good' and 'excellent'. All participants stated that they would recommend the game to other healthcare professionals. This is the only burns and plastic surgery-related educational game in the literature. Educational games adhere to principles of adult learning but there is insufficient evidence in the literature to either confirm or refute their utility. Our preliminary evaluation of this game has shown that it achieves its main aims, namely to increase knowledge in burn care and to stimulate discussion. Further work is required to assess the board game.

  19. A Master Class for nursing unit managers: an Australian example.

    PubMed

    Duffield, Christine

    2005-01-01

    To design and provide a Master Class leadership course for nursing unit managers. The selection and development of nursing unit managers is important to the profession and to the units they manage given their critical role in staff retention. While many in these positions are well-qualified academically they may require ongoing professional development in a cycle of continuous learning that challenges and motivates them to maintain skill mastery. A review of the literature found examples of a Master Class conducted in the arts but none in leadership development. The elements of a Master Class have been distilled from the literature and applied to the development of a programme for 18 nursing unit managers employed at four hospitals in an area health service in New South Wales (Australia). A Delphi survey using participants determined the 20 most important topics from which to construct the programme. The programme was positively evaluated by participants in aspects such as allowing the expression of opinions, networking, stretching their minds and time to reflect on their own experiences. Nursing unit managers occupy a pivotal role in health care institutions. Investing resources into the ongoing development of their leadership skills may provide significant benefits for the individuals themselves, their staff and the organization.

  20. Violence in Teen-Rated Video Games

    PubMed Central

    Haninger, Kevin; Ryan, M. Seamus; Thompson, Kimberly M

    2004-01-01

    Context: Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for “Teen”) by the Entertainment Software Rating Board (ESRB) has not been quantified. Objective: To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. Design: We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Main Outcome Measures: Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Results: Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2

  1. Violence in teen-rated video games.

    PubMed

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  2. 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

  3. The management of animal bites in the United kingdom.

    PubMed

    Evgeniou, E; Markeson, D; Iyer, S; Armstrong, A

    2013-01-01

    Animal bites represent a significant global health issue. The evidence in the literature regarding their management in many areas is conflicting and unclear. This project attempts to identify current evidence in the literature on the management of animal bites and assess if current practice in the United Kingdom is evidence based. A literature review on the management of animal bites was performed, and a national UK survey was contacted using a questionnaire based on the available evidence in the literature. The results from this survey show that 98% of plastic surgery units routinely use prophylactic antibiotics in all animal bite wounds; 58% close low-risk injuries primarily after initial washout, and there are conflicting opinions regarding the management of associated fractures and soft tissue injuries. The available data in the literature suggest that appropriate wound management is the most important factor for prevention of infection in animal bites. Antibiotic prophylaxis should only be given in high-risk wounds and primary closure should be performed in low-risk wounds. The management protocols of many plastic surgery units often diverge from the available evidence within the literature. On the basis of a thorough literature review, a guideline for the management of animal bites is presented. Future studies should investigate the management of associated fractures and soft tissue injuries.

  4. ENGAGE: A Game Based Learning and Problem Solving Framework

    DTIC Science & Technology

    2012-07-13

    Gamification Summit 2012  Mensa Colloquium 2012.2: Social and Video Games  Seattle Science Festival  TED Salon Vancouver : http...From - To) 6/1/2012 – 6/30/2012 4. TITLE AND SUBTITLE ENGAGE: A Game Based Learning and Problem Solving Framework 5a. CONTRACT NUMBER N/A 5b...Popović ENGAGE: A Game Based Learning and Problem Solving Framework (Task 1 Month 4) Progress, Status and Management Report Monthly Progress

  5. Smoke-free legislation and charitable gaming in Kentucky.

    PubMed

    Pyles, M K; Hahn, E J

    2009-02-01

    To determine the effect of municipal smoke-free laws in Kentucky on gross and/or net revenues from charitable gaming activities. Between January 2000 and June 2007, 13 Kentucky communities implemented smoke-free legislation; only three specifically exempted charitable gaming facilities and compliance in several communities was not consistent. Kentucky is a tobacco-growing state that has the highest smoking rate in the United States. A fixed-effects time series design to estimate the impact of municipal smoke-free laws on charitable gaming. 13 Kentucky counties that implemented smoke-free laws during the study period of January 2000 through June 2007. All charitable gaming facilities in 13 counties in which a smoke-free ordinance was enacted during the study period. Gross and net revenues from charitable gaming activities in each county for each quarter of the study period, obtained from the Kentucky Department of Charitable Gaming. When controlling for economic variables, county-specific effects and time trends using a robust statistical framework, there was no significant relation between smoke-free laws and charitable gaming revenues. Municipal smoke-free legislation had no effect on charitable gaming revenues. No significant harm to charitable gaming revenues was associated with the smoke-free legislation during the 7.5-year study period, despite the fact that Kentucky is a tobacco-producing state with higher-than-average smoking rates.

  6. A Plug and Play Pathway Approach for Operations Management Games Development

    ERIC Educational Resources Information Center

    Tan, Kim Hua; Tse, Ying Kei; Chung, Pui Ling

    2010-01-01

    Many researchers have advocated the use of games (and simulations) to enhance students' learning. Research has shown that in order to promote a deeper understanding of material, students ought to be engaged with what they are doing. However, there are limited interactive games for classroom teaching, especially within the operations management…

  7. Business Simulation Games: Current Usage Levels--An Update.

    ERIC Educational Resources Information Center

    Faria, A. J.

    1998-01-01

    Updates a 1987 survey of business-school deans, business faculty, and training-and-development managers in industry that examined the extent to which simulation games were used in academia and business training programs. Findings show that simulation-game usage has grown over the past ten years with expectations for further growth. Contains 29…

  8. Adjustment of trendy, gaming and less assimilated tweens in the United States

    PubMed Central

    Comulada, W. Scott; Rotheram-Borus, Mary Jane; Carey, George; Poris, Michelle; Lord, Lynwood R.; Mayfield Arnold, Elizabeth

    2014-01-01

    Youth transitioning from childhood to adolescence (tweens) are exposed to increasing amounts of media and advertisement. Tweens have also emerged as a major marketing segment for corporate America with increasing buying power.We examine how tweens relate to popular culture messages and the association of different orientations to popular culture on adjustment. A secondary data analysis was conducted on a marketing survey of 3527 tweens, aged 10–14 years, obtained from 49 schools using stratified sampling methods. A sample of children nationwide described their preferences on popular culture and measures of psychosocial adjustment. Using cluster analysis, we identified three main clusters or adaptation styles of tweens: (1) those who enjoyed gaming, (2) trendy youth and (3) youth less assimilated into popular culture. There were differences in clusters based on adjustment indices. Gaming and trendy tweens reported higher self-perceptions of being smart, caring and confident compared to less assimilated tweens. However, gaming and trendy tweens worried more about fitting in than less assimilated tweens. Gaming and trendy tweens also endorsed future goals and traditional values more strongly than less assimilated tweens. Trendy tweens reported the strongest positive feelings about substance use. Results suggest that for each method of adaptation (gamer, trendy and less assimilated), there are unique differences in adjustment that can impact the child’s future. Parents and service providers must recognize the complexity of these decisions and be sensitive to the unique needs of youth as they move from childhood to adolescence. PMID:25580153

  9. Adjustment of trendy, gaming and less assimilated tweens in the United States.

    PubMed

    Comulada, W Scott; Rotheram-Borus, Mary Jane; Carey, George; Poris, Michelle; Lord, Lynwood R; Mayfield Arnold, Elizabeth

    2011-09-01

    Youth transitioning from childhood to adolescence (tweens) are exposed to increasing amounts of media and advertisement. Tweens have also emerged as a major marketing segment for corporate America with increasing buying power.We examine how tweens relate to popular culture messages and the association of different orientations to popular culture on adjustment. A secondary data analysis was conducted on a marketing survey of 3527 tweens, aged 10-14 years, obtained from 49 schools using stratified sampling methods. A sample of children nationwide described their preferences on popular culture and measures of psychosocial adjustment. Using cluster analysis, we identified three main clusters or adaptation styles of tweens: (1) those who enjoyed gaming, (2) trendy youth and (3) youth less assimilated into popular culture. There were differences in clusters based on adjustment indices. Gaming and trendy tweens reported higher self-perceptions of being smart, caring and confident compared to less assimilated tweens. However, gaming and trendy tweens worried more about fitting in than less assimilated tweens. Gaming and trendy tweens also endorsed future goals and traditional values more strongly than less assimilated tweens. Trendy tweens reported the strongest positive feelings about substance use. Results suggest that for each method of adaptation (gamer, trendy and less assimilated), there are unique differences in adjustment that can impact the child's future. Parents and service providers must recognize the complexity of these decisions and be sensitive to the unique needs of youth as they move from childhood to adolescence.

  10. The Allocation of Runway Slots by Auction. Volume II. The Airline Management Game and Slot Auction Testing.

    DTIC Science & Technology

    1980-04-15

    schedule their air transportation networks, and learn the performance and financial results through simulation of the resulting traffic flows, costs...players in the role of airline management responsible for airline scheduling and market, fleet and financial planning. The Game Administrator created a...revenues and consequently the financial results for each airline. During this exercise the objective of each airline team was to schedule its flights so

  11. 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.

  12. 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

  13. 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.

  14. Strategies to address management challenges in larger intensive care units.

    PubMed

    Matlakala, M C; Bezuidenhout, M C; Botha, A D H

    2015-10-01

    To illustrate the need for and suggest strategies that will enhance sustainable management of a large intensive care unit (ICU). The challenges faced by intensive care nursing in South Africa are well documented. However, there appear to be no strategies available to assist nurses to manage large ICUs or for ICU managers to deal with problems as they arise. Data sources to illustrate the need for strategies were challenges described by ICU managers in the management of large ICUs. A purposive sample of managers was included in individual interviews during compilation of evidence regarding the challenges experienced in the management of large ICUs. The challenges were presented at the Critical Care Society of Southern Africa Congress held on 28 August to 2 September 2012 in Sun City North-West province, South Africa. Five strategies are suggested for the challenges identified: divide the units into sections; develop a highly skilled and effective nursing workforce to ensure delivery of quality nursing care; create a culture to retain an effective ICU nursing team; manage assets; and determine the needs of ICU nurses. ICUs need measures to drive the desired strategies into actions to continuously improve the management of the unit. Future research should be aimed at investigating the effectiveness of the strategies identified. This research highlights issues relating to large ICUs and the strategies will assist ICU managers to deal with problems related to large unit sizes, shortage of trained ICU nurses, use of agency nurses, shortage of equipment and supplies and stressors in the ICU. The article will make a contribution to the body of nursing literature on management of ICUs. © 2014 John Wiley & Sons Ltd.

  15. 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

  16. Physical Activity Levels and Motivational Responses of Boys and Girls: A Comparison of Direct Instruction and Tactical Games Models of Games Teaching in Physical Education

    ERIC Educational Resources Information Center

    Smith, Lindsey; Harvey, Stephen; Savory, Louise; Fairclough, Stuart; Kozub, Stephen; Kerr, Catherine

    2015-01-01

    The purpose of this study was to independently determine the levels of moderate-to-vigorous physical activity (MVPA) and self-determined motivation of both boys and girls as they participated in prolonged units of invasion games (i.e. 6-12 lessons) through two pedagogical models: direct instruction and the tactical games model (TGM). It was…

  17. 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

  18. Managing Highway Maintenance: Instructor's Manual for Management by Objectives Review, Unit 11, All Levels.

    ERIC Educational Resources Information Center

    Federal Highway Administration (DOT), Washington, DC. Offices of Research and Development.

    Part of the series "Managing Highway Maintenance," the unit is designed for the training group leader and contains selected highlights and suggested discussion questions from six units of training: maintenance activities, work units, and classifying work; maintenance feature inventories; how to conduct a maintenance feature inventory;…

  19. Exploring Students' Flow Experiences in Business Simulation Games

    ERIC Educational Resources Information Center

    Buil, I.; Catalán, S.; Martínez, E.

    2018-01-01

    Business simulation games are a motivational and engaging tool for teaching business management. However, relatively little is known about what factors contribute to their success. This study explores the role of flow experienced while using business simulation games. Specifically, this research investigates the influence of challenge, skills,…

  20. Cooperative Game-Based Energy Efficiency Management over Ultra-Dense Wireless Cellular Networks

    PubMed Central

    Li, Ming; Chen, Pengpeng; Gao, Shouwan

    2016-01-01

    Ultra-dense wireless cellular networks have been envisioned as a promising technique for handling the explosive increase of wireless traffic volume. With the extensive deployment of small cells in wireless cellular networks, the network spectral efficiency (SE) is improved with the use of limited frequency. However, the mutual inter-tier and intra-tier interference between or among small cells and macro cells becomes serious. On the other hand, more chances for potential cooperation among different cells are introduced. Energy efficiency (EE) has become one of the most important problems for future wireless networks. This paper proposes a cooperative bargaining game-based method for comprehensive EE management in an ultra-dense wireless cellular network, which highlights the complicated interference influence on energy-saving challenges and the power-coordination process among small cells and macro cells. Especially, a unified EE utility with the consideration of the interference mitigation is proposed to jointly address the SE, the deployment efficiency (DE), and the EE. In particular, closed-form power-coordination solutions for the optimal EE are derived to show the convergence property of the algorithm. Moreover, a simplified algorithm is presented to reduce the complexity of the signaling overhead, which is significant for ultra-dense small cells. Finally, numerical simulations are provided to illustrate the efficiency of the proposed cooperative bargaining game-based and simplified schemes. PMID:27649170

  1. Cooperative Game-Based Energy Efficiency Management over Ultra-Dense Wireless Cellular Networks.

    PubMed

    Li, Ming; Chen, Pengpeng; Gao, Shouwan

    2016-09-13

    Ultra-dense wireless cellular networks have been envisioned as a promising technique for handling the explosive increase of wireless traffic volume. With the extensive deployment of small cells in wireless cellular networks, the network spectral efficiency (SE) is improved with the use of limited frequency. However, the mutual inter-tier and intra-tier interference between or among small cells and macro cells becomes serious. On the other hand, more chances for potential cooperation among different cells are introduced. Energy efficiency (EE) has become one of the most important problems for future wireless networks. This paper proposes a cooperative bargaining game-based method for comprehensive EE management in an ultra-dense wireless cellular network, which highlights the complicated interference influence on energy-saving challenges and the power-coordination process among small cells and macro cells. Especially, a unified EE utility with the consideration of the interference mitigation is proposed to jointly address the SE, the deployment efficiency (DE), and the EE. In particular, closed-form power-coordination solutions for the optimal EE are derived to show the convergence property of the algorithm. Moreover, a simplified algorithm is presented to reduce the complexity of the signaling overhead, which is significant for ultra-dense small cells. Finally, numerical simulations are provided to illustrate the efficiency of the proposed cooperative bargaining game-based and simplified schemes.

  2. A Study of Traditional Circle Games of Five-Year-Old United States Public School Kindergarten Children.

    ERIC Educational Resources Information Center

    Rothlein, Liz; Einspruch, Eric

    A total of 203 teachers of 5-year-olds in public school kindergartens representing 35 states responded to a questionnaire about traditional circle games. The teachers were asked to identify three of the favorite traditional circle games used in their classrooms and to indicate how often and how long the games were played. In addition, teachers…

  3. Units of Instruction in Landscape and Nursery Management.

    ERIC Educational Resources Information Center

    Iowa State Univ. of Science and Technology, Ames. Dept. of Agricultural Education.

    This set of teacher-developed instructional units is intended for use in secondary-level vocational agriculture courses dealing with landscape and nursery management courses. The following topics are covered in the individual units: identification of landscape plants, selection of landscape plants, understanding soils and fertilizers, water…

  4. Learning decision making through serious games.

    PubMed

    Kaczmarczyk, Joseph; Davidson, Richard; Bryden, Daniele; Haselden, Stephen; Vivekananda-Schmidt, Pirashanthie

    2016-08-01

    In Serious Games (SGs), educational content is integrated into a game so that learning is intrinsic to play, thereby motivating players and improving engagement. SGs enable learning by developing situated understanding in users and by enabling players to practise safe clinical decision making; however, the use of SGs in medical education is not well established. We aimed to design a game-based resource to teach clinical decision making to medical students, and to assess user perceptions of educational value, usability and the role for SGs in undergraduate training. An SG focusing on the acute management of tachyarrhythmias was developed. Third- and fourth-year medical students at the medical school were invited to use and evaluate the game using questionnaires and focus groups. We invited 479 students, and 281 accessed the game. Only 47 students completed the questionnaire and 31 students participated in the focus groups. The data suggest that SGs: (1) can allow students to rehearse taking responsibility for decision making; (2) are fun and motivational; (3) have a role in revising and consolidating knowledge; and (4) could be formative assessment tools. Serious Games enable learning by developing situated understanding in users SGs could be employed as adjuvant learning resources to develop students' skills and knowledge. Further empirical research is required to assess the added value of games in medical education. © 2015 John Wiley & Sons Ltd.

  5. Game-Based Approaches' Pedagogical Principles: Exploring Task Constraints in Youth Soccer.

    PubMed

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-06-27

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.

  6. Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer

    PubMed Central

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-01-01

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668

  7. Nurse manager perspective of staff participation in unit level shared governance.

    PubMed

    Cox Sullivan, Sheila; Norris, Mitzi R; Brown, Lana M; Scott, Karen J

    2017-11-01

    To examine the nurse manager perspective surrounding implementation of unit level shared governance in one Veterans Health Administration facility. Nursing shared governance is a formal model allowing nursing staff decision-making input into clinical practice, quality improvement, evidence-based practice and staff professional development. Unit level shared governance is a management process where decision authority is delegated to nursing staff at the unit level. Convenience sampling was used to recruit ten nurse managers who participated in face-to-face semi-structured interviews. Data were analysed using content analysis and constant comparison techniques. Demographic data were described using descriptive statistics. The participants included seven female and three male nurse managers with seven Caucasian and three African American. Participant quotes were clustered to identify sub-themes that were then grouped into four global themes to describe unit level shared governance. The global themes were: (1) motivation, (2) demotivation, (3) recommendations for success, and (4) outcomes. These research findings resonate with previous studies that shared governance may be associated with increased nurse empowerment, self-management, engagement, and satisfaction. These findings reflect the need for nurse managers to promote and recognize staff participation in unit level shared governance. © 2017 John Wiley & Sons Ltd.

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

    PubMed

    Duke, R D; Cary, R

    1977-01-01

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

  9. 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

  10. To dare or not to dare? Risk management by owls in a predator-prey foraging game.

    PubMed

    Embar, Keren; Raveh, Ashael; Burns, Darren; Kotler, Burt P

    2014-07-01

    In a foraging game, predators must catch elusive prey while avoiding injury. Predators manage their hunting success with behavioral tools such as habitat selection, time allocation, and perhaps daring-the willingness to risk injury to increase hunting success. A predator's level of daring should be state dependent: the hungrier it is, the more it should be willing to risk injury to better capture prey. We ask, in a foraging game, will a hungry predator be more willing to risk injury while hunting? We performed an experiment in an outdoor vivarium in which barn owls (Tyto alba) were allowed to hunt Allenby's gerbils (Gerbillus andersoni allenbyi) from a choice of safe and risky patches. Owls were either well fed or hungry, representing the high and low state, respectively. We quantified the owls' patch use behavior. We predicted that hungry owls would be more daring and allocate more time to the risky patches. Owls preferred to hunt in the safe patches. This indicates that owls manage risk of injury by avoiding the risky patches. Hungry owls doubled their attacks on gerbils, but directed the added effort mostly toward the safe patch and the safer, open areas in the risky patch. Thus, owls dared by performing a risky action-the attack maneuver-more times, but only in the safest places-the open areas. We conclude that daring can be used to manage risk of injury and owls implement it strategically, in ways we did not foresee, to minimize risk of injury while maximizing hunting success.

  11. ­­Estimating Forest Management Units from Road Network Maps in the Southeastern U.S.

    NASA Astrophysics Data System (ADS)

    Yang, D.; Hall, J.; Fu, C. S.; Binford, M. W.

    2015-12-01

    The most important factor affecting forest structure and function is the type of management undertaken in forest stands. Owners manage forests using appropriately sized areas to meet management objectives, which include economic return, sustainability, recreation, or esthetic enjoyment. Thus, the socio-environmental unit of study for forests should be the management unit. To study the ecological effects of different kinds of management activities, we must identify individual management units. Road networks, which provide access for human activities, are widely used in managing forests in the southeastern U.S. Coastal Plain and Piedmont (SEUS). Our research question in this study is: How can we identify individual forest management units in an entire region? To answer it, we hypothesize that the road network defines management units on the landscape. Road-caused canopy openings are not always captured by satellite sensors, so it is difficult to delineate ecologically relevant patches based only on remote sensing data. We used a reliable, accurate and freely available road network data, OpenStreetMap (OSM), and the National Land Cover Database (NLCD) to delineate management units in a section of the SEUS defined by Landsat Wprldwide Reference System (WRS) II footprint path 17 row 39. The spatial frequency distributions of forest management units indicate that while units < 0.5 Ha comprised 64% of the units, these small units covered only 0.98% of the total forest area. Management units ≥ 0.5 Ha ranged from 0.5 to 160,770 Ha (the Okefenokee National Wildlife Refuge). We compared the size-frequency distributions of management units with four independently derived management types: production, ecological, preservation, and passive management. Preservation and production management had the largest units, at 40.5 ± 2196.7 (s.d.) and 41.3 ± 273.5 Ha, respectively. Ecological and passive averaged about half as large at 19.2 ± 91.5 and 22.4 ± 96.0 Ha, respectively

  12. 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…

  13. The Effectiveness of Gaze-Contingent Control in Computer Games.

    PubMed

    Orlov, Paul A; Apraksin, Nikolay

    2015-01-01

    Eye-tracking technology and gaze-contingent control in human-computer interaction have become an objective reality. This article reports on a series of eye-tracking experiments, in which we concentrated on one aspect of gaze-contingent interaction: Its effectiveness compared with mouse-based control in a computer strategy game. We propose a measure for evaluating the effectiveness of interaction based on "the time of recognition" the game unit. In this article, we use this measure to compare gaze- and mouse-contingent systems, and we present the analysis of the differences as a function of the number of game units. Our results indicate that performance of gaze-contingent interaction is typically higher than mouse manipulation in a visual searching task. When tested on 60 subjects, the results showed that the effectiveness of gaze-contingent systems over 1.5 times higher. In addition, we obtained that eye behavior stays quite stabile with or without mouse interaction. © The Author(s) 2015.

  14. 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.

  15. Serious Games for Home-based Stroke Rehabilitation.

    PubMed

    Friedrich, Raoul; Hiesel, Patrick; Peters, Sebastian; Siewiorek, Daniel P; Smailagic, Asim; Brügge, Bernd

    2015-01-01

    On average, two thousand residents in the United States experience a stroke every day. These circumstances account for $28 billion direct costs annually and given the latest predictions, these costs will more than triple by 2030. In our research, we propose a portfolio of serious games for home-based stroke rehabilitation. The objective of the game approach is to enrich the training experience and establish a higher level of compliance to prescribed exercises, while maintaining a supportive training environment as found in common therapy sessions. Our system provides a collection of mini games based on rehabilitation exercises used in conventional physical therapy, monitors the patient's performance while exercising and provides clinicians with an interface to personalize the training. The clinician can set the current state of rehabilitation and change the playable games over time to drive diversification. While the system still has to be evaluated, an early stage case study with one patient offered positive indications towards this concept.

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

    PubMed

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

    2018-03-01

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

  17. Designing an International Joint Venture Negotiation Game.

    ERIC Educational Resources Information Center

    Kenkel, Phil; And Others

    1996-01-01

    Evaluates a simulation game that models management problems encountered in negotiating and managing international joint ventures. Designed to instruct executives of state-owned agribusinesses in Indonesia in abstract concepts such as partner rapport, transfer price conflicts, and marketing disagreements, its success suggests that simulation games…

  18. 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.

  19. Unintentional strangulation deaths from the "choking game" among youths aged 6-19 years - United States, 1995-2007.

    PubMed

    Toblin, Robin L; Paulozzi, Leonard J; Gilchrist, Julie; Russell, Patricia J

    2008-01-01

    The "choking game" is defined as self-strangulation or strangulation by another person with the hands or a noose to achieve a brief euphoric state caused by cerebral hypoxia. Participants in this activity typically are youths (Andrew & Fallon, 2007). Serious neurologic injury or death can result from engaging in this activity. Recent news media reports have described numerous deaths among youths attributed to the choking game. Because no traditional public health dataset collects data on this practice, CDC used news media reports to estimate the incidence of deaths from the choking game. This report describes the results of that analysis, which identified 82 probable choking-game deaths among youths aged 6-19 years during 1995-2007. Seventy-one (86.6%) of the decedents were male, and the mean age was 13.3 years. Parents, educators, and health-care providers should become familiar with warning signs that youths are playing the choking game (Urkin & Merrick, 2006). Impact of industry: By learning about the risk factors for and warning signs of the choking game, parents, educators, and health-care providers may be able to identify youth at risk for playing the game and prevent future deaths.

  20. Strategic exploration of battery waste management: A game-theoretic approach.

    PubMed

    Kaushal, Rajendra Kumar; Nema, Arvind K; Chaudhary, Jyoti

    2015-07-01

    Electronic waste or e-waste is the fastest growing stream of solid waste today. It contains both toxic substances as well as valuable resources. The present study uses a non-cooperative game-theoretic approach for efficient management of e-waste, particularly batteries that contribute a major portion of any e-waste stream and further analyses the economic consequences of recycling of these obsolete, discarded batteries. Results suggest that the recycler would prefer to collect the obsolete batteries directly from the consumer rather than from the manufacturer, only if, the incentive return to the consumer is less than 33.92% of the price of the battery, the recycling fee is less than 6.46% of the price of the battery, and the price of the recycled material is more than 31.08% of the price of the battery. The manufacturer's preferred choice of charging a green tax from the consumer can be fruitful for the battery recycling chain. © The Author(s) 2015.

  1. A bargaining game analysis of international climate negotiations

    NASA Astrophysics Data System (ADS)

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

    2014-06-01

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

  2. Type of unit and population served matters when implementing a smoke-free policy in mental health settings: Perceptions of unit managers across England.

    PubMed

    Zabeen, Sara; Tsourtos, George; Campion, Jonathan; Lawn, Sharon

    2015-11-01

    Globally, smoking remains a significant issue for mental health populations. Many mental health trusts in England are facing challenges of implementing the National Institute for Health and Care Excellence guidance according to which all mental health settings, no matter the type, should be entirely smoke-free and provide comprehensive smoking cessation support. The aim of this paper was to determine if unit type and unit manager smoking status influence mental health smoke-free policy implementation. This paper reports on the secondary analysis of data from a cross-sectional survey of 147 mental health inpatient settings in England, in 2010. The original study's main aim was to understand unit managers' perceived reasons for success or failure of smoke-free policy. Unit managers (n = 131) held a positive stance towards supporting smoke-free policy and most perceived that the policy was successful. Non-smoker unit managers were more likely to adopt complete bans than smoker unit managers, whereas smoker unit managers were more likely than non-smoker unit managers to think that stopping smoking aggravated patients' mental illness. Smoking rates for staff and patients remain high, as perceived by unit managers, regardless of unit type. Proportion of units offering nicotine replacement therapy and peer support to patients was significantly higher in locked units compared to semi-locked or residential rehabilitation. Applied strategies significantly vary by type of unit, whereas unit managers' knowledge, attitude and practices vary by their smoking status. There are nuanced differences in how smoke-free policy is enacted which vary by unit type. These variations recognise the differing contexts of care provision in different types of units serving different patient groups. Addressing staff smoking rates, promoting consistency of staff response to patients' smoking and providing staff education and support continue to be key strategies to successful smoke

  3. Using Lean principles to manage throughput on an inpatient rehabilitation unit.

    PubMed

    Chiodo, Anthony; Wilke, Ruste; Bakshi, Rishi; Craig, Anita; Duwe, Doug; Hurvitz, Edward

    2012-11-01

    Performance improvement is a mainstay of operations management and maintenance of certification. In this study at a University Hospital inpatient rehabilitation unit, Lean management techniques were used to manage throughput of patients into and out of the inpatient rehabilitation unit. At the start of this process, the average admission time to the rehabilitation unit was 5:00 p.m., with a median time of 3:30 p.m., and no patients received therapy on the day of admission. Within 8 mos, the mean admission time was 1:22 p.m., 50% of the patients were on the rehabilitation unit by 1:00 p.m., and more than 70% of all patients received therapy on the day of admission. Negative variance from this performance was evaluated, the identification of inefficient discharges holding up admissions as a problem was identified, and a Lean workshop was initiated. Once this problem was tackled, the prime objective of 70% of patients receiving therapy on the date of admission was consistently met. Lean management tools are effective in improving throughput on an inpatient rehabilitation unit.

  4. Health Education Video Games for Children and Adolescents: Theory, Design, and Research Findings.

    ERIC Educational Resources Information Center

    Lieberman, Debra A.

    This study examined whether video games could be effective health education and therapeutic interventions for children and adolescents with diabetes. KIDZ Health Software developed a game about diabetes self-management, and tested its effectiveness for children with diabetes. The Packy and Marlon Super Nintendo video game promotes fun,…

  5. Investigations in quantum games using EPR-type set-ups

    NASA Astrophysics Data System (ADS)

    Iqbal, Azhar

    2006-04-01

    Research in quantum games has flourished during recent years. However, it seems that opinion remains divided about their true quantum character and content. For example, one argument says that quantum games are nothing but 'disguised' classical games and that to quantize a game is equivalent to replacing the original game by a different classical game. The present thesis contributes towards the ongoing debate about quantum nature of quantum games by developing two approaches addressing the related issues. Both approaches take Einstein-Podolsky-Rosen (EPR)-type experiments as the underlying physical set-ups to play two-player quantum games. In the first approach, the players' strategies are unit vectors in their respective planes, with the knowledge of coordinate axes being shared between them. Players perform measurements in an EPR-type setting and their payoffs are defined as functions of the correlations, i.e. without reference to classical or quantum mechanics. Classical bimatrix games are reproduced if the input states are classical and perfectly anti-correlated, as for a classical correlation game. However, for a quantum correlation game, with an entangled singlet state as input, qualitatively different solutions are obtained. The second approach uses the result that when the predictions of a Local Hidden Variable (LHV) model are made to violate the Bell inequalities the result is that some probability measures assume negative values. With the requirement that classical games result when the predictions of a LHV model do not violate the Bell inequalities, our analysis looks at the impact which the emergence of negative probabilities has on the solutions of two-player games which are physically implemented using the EPR-type experiments.

  6. Rules of the Game: Effects of a Game-based Metaphor on Instructional Activity Design and the Use of Student Mentors on Learning Outcomes in a Middle School General Science Class

    NASA Astrophysics Data System (ADS)

    Dowling, Angie

    This study investigated the effects of a game-like environment on instructional activity design and the use of student mentors on learning outcomes in a middle school general science class. The participants for this study were 165 students, ages 13-14 years old, who were enrolled in 8th grade at a mid-Atlantic middle school. Two research questions were used to conduct the research: 1. Can science content be designed and successfully delivered instructionally using a game-like learning environment? 2. Does the use of student mentors/assistants help direct and maintain the flow of the class away from the technological issues toward the necessary learning outcomes while also increasing the science content understanding acquired by the mentors while also increasing class and student engagement? For this study an introductory biology unit was designed using a game-like curricular structure. Student mentors were utilized in order to aid focus on the content and not the technology. The results indicated that the instructional design of the unit using a game-like environment was successful and students exhibited learning. The mentor students were instrumental in steering their fellow students away from the “Siren’s Call” of the instrument (in this case StarLogo) and enabled increased focus on the content. Keywords: Trivial games, Serious Games, Epistemic Games, Student Mentors, StarLogo, Elaboration Theory.

  7. 50 CFR 600.320 - National Standard 3-Management Units.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... comprehensive approach to fishery management. The geographic scope of the fishery, for planning purposes, should....320 National Standard 3—Management Units. (a) Standard 3. To the extent practicable, an individual... portion of a fishery identified in an FMP as relevant to the FMP's management objectives. (1) Basis. The...

  8. 50 CFR 600.320 - National Standard 3-Management Units.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... comprehensive approach to fishery management. The geographic scope of the fishery, for planning purposes, should....320 National Standard 3—Management Units. (a) Standard 3. To the extent practicable, an individual... portion of a fishery identified in an FMP as relevant to the FMP's management objectives. (1) Basis. The...

  9. 50 CFR 20.109 - Extended seasons, limits, and hours for taking migratory game birds by falconry.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... taking migratory game birds by falconry. 20.109 Section 20.109 Wildlife and Fisheries UNITED STATES FISH... taking migratory game birds by falconry. This section provides annual regulations by which falconers may take permitted migratory game birds. [44 FR 7148, Feb. 6, 1979] Editorial Note: For Federal Register...

  10. 50 CFR 20.109 - Extended seasons, limits, and hours for taking migratory game birds by falconry.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... taking migratory game birds by falconry. 20.109 Section 20.109 Wildlife and Fisheries UNITED STATES FISH... taking migratory game birds by falconry. This section provides annual regulations by which falconers may take permitted migratory game birds. [44 FR 7148, Feb. 6, 1979] Editorial Note: For Federal Register...

  11. 50 CFR 20.109 - Extended seasons, limits, and hours for taking migratory game birds by falconry.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... taking migratory game birds by falconry. 20.109 Section 20.109 Wildlife and Fisheries UNITED STATES FISH... taking migratory game birds by falconry. This section provides annual regulations by which falconers may take permitted migratory game birds. [44 FR 7148, Feb. 6, 1979] Editorial Note: For Federal Register...

  12. 50 CFR 20.109 - Extended seasons, limits, and hours for taking migratory game birds by falconry.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... taking migratory game birds by falconry. 20.109 Section 20.109 Wildlife and Fisheries UNITED STATES FISH... taking migratory game birds by falconry. This section provides annual regulations by which falconers may take permitted migratory game birds. [44 FR 7148, Feb. 6, 1979] Editorial Note: For Federal Register...

  13. 50 CFR 20.109 - Extended seasons, limits, and hours for taking migratory game birds by falconry.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... taking migratory game birds by falconry. 20.109 Section 20.109 Wildlife and Fisheries UNITED STATES FISH... taking migratory game birds by falconry. This section provides annual regulations by which falconers may take permitted migratory game birds. [44 FR 7148, Feb. 6, 1979] Editorial Note: For Federal Register...

  14. 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…

  15. 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.

  16. The ultimatum game: Discrete vs. continuous offers

    NASA Astrophysics Data System (ADS)

    Dishon-Berkovits, Miriam; Berkovits, Richard

    2014-09-01

    In many experimental setups in social-sciences, psychology and economy the subjects are requested to accept or dispense monetary compensation which is usually given in discrete units. Using computer and mathematical modeling we show that in the framework of studying the dynamics of acceptance of proposals in the ultimatum game, the long time dynamics of acceptance of offers in the game are completely different for discrete vs. continuous offers. For discrete values the dynamics follow an exponential behavior. However, for continuous offers the dynamics are described by a power-law. This is shown using an agent based computer simulation as well as by utilizing an analytical solution of a mean-field equation describing the model. These findings have implications to the design and interpretation of socio-economical experiments beyond the ultimatum game.

  17. 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…

  18. Effects of the Contextual Variables of Racing Games on Risky Driving Behavior.

    PubMed

    Deng, Mingming; Chan, Alan H S; Wu, Feng; Liu, Shulin

    2017-08-01

    This research conducted experimental studies to investigate the effects of the contextual variables of racing games on risky driving behavior. Three experiments were conducted. In Experiment 1, the effect of racing game violence on the driving-related risk-taking inclination of racing game players was examined. Experiment 2 investigated the impact of the competitiveness of racing games on risk-taking inclination, and Experiment 3 investigated the impact of the rewarded/punitive characteristics of racing games on the risk-taking inclination of racing game players. The Vienna Risk-Taking Test was used to measure risk-taking inclination of participants. The game violence, competitiveness, and the reward characteristics of racing games, all had significant impacts in increasing risky driving behavior. The punitive characteristics of racing games had a significant effect, which decreases risky driving behavior. The contextual variables of game violence, competitiveness, and rewarded/punitive characteristics of racing games investigated in this study were all shown to influence the risk-taking inclination of game players, which increased risky driving behavior. This study provides a useful reference for the classification and graded management of racing games.

  19. Social network games uncovered: motivations and their attitudinal and behavioral outcomes.

    PubMed

    Lee, Jieun; Lee, Mira; Choi, In Hyok

    2012-12-01

    This study explores motivations for playing games on social network sites as well as attitudinal and behavioral outcomes of those motivations. A total of 324 college students in the United States participated in an online survey. Found were the six motivations for playing social network games (SNG): social interaction, self-presentation, fantasy/role playing, passing time/escapism, entertainment, and challenge/competition. Further, the findings demonstrated that different types of motivations influenced attitudes toward playing SNG and intentions to engage in different social network gaming activities differentially.

  20. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    During opening ceremonies of the 2000 International Law Enforcement Games, astronaut Sam Durrance addresses an audience of 1,850 participants and their families. Held in the KSC Visitor Complex Rocket Garden, the ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  1. Nurses' knowledge and barriers regarding pain management in intensive care units.

    PubMed

    Wang, Hsiang-Ling; Tsai, Yun-Fang

    2010-11-01

    To explore nurses' knowledge and barriers regarding pain management in intensive care units. Pain is a common and treatable condition among intensive care patients. Quality care of these patients depends on the pain knowledge and pain management skills of critical care nurses. However, no single study has explored these nurses' knowledge of and perceived barriers to pain management in Taiwan. A cross-sectional study. Intensive care unit nurses (n = 370) were recruited from 16 hospitals chosen by stratified sampling across Taipei County in Taiwan. Data were collected on nurses' knowledge of pain management using the Nurses' Knowledge and Attitudes Survey-Taiwanese version, on perceived barriers to pain management using a researcher-developed scale and on background information. The overall average correct response rate for the knowledge scale was 53.4%, indicating poor knowledge of pain management. The top barrier to managing pain identified by these nurses was 'giving proper pain prescription needs doctor's approval; can't depend on me'. Knowledge of pain management was significantly and negatively related to perceived barriers to pain management. In addition, scores for knowledge and perceived barriers differed significantly by specific intensive care unit. Knowledge also differed significantly by nurses' education level, clinical competence level (nursing ladder) and hospital accreditation category. Our results indicate an urgent need to strengthen pain education by including case analysis for intensive care nurses in Taiwan. Pain education should target knowledge deficits and barriers to changing pain management approaches for Taiwanese nurses in intensive care units. © 2010 Blackwell Publishing Ltd.

  2. The Arab-Israeli Conflict: A Decision-Making Game. Revised Edition. Supplementary Empirical Teaching Units in Political Science.

    ERIC Educational Resources Information Center

    Feste, Karen Ann

    The Middle East decision making game has been developed to provide college level political science students with some indication of the complexities of international political situations. The central issue examined in the game is the way in which perceptions of a conflict relate to foreign policy decision. The game is divided into two sections. In…

  3. Using a community advisory board to develop a serious game for older adults undergoing treatment for cancer.

    PubMed

    Loerzel, Victoria; Clochesy, John; Geddie, Patricia

    2018-02-01

    Older adults undergoing treatment for cancer are at risk for serious complications such as chemotherapy-induced nausea and vomiting (CINV). Older adults are often overwhelmed by information and under-manage cancer treatment-related side effects. New educational strategies such as serious gaming may help teach or reinforce key symptom self-management strategies. This paper describes how a community advisory board of older adults, their caregivers, and oncology nurses were consulted to develop a serious game for CINV. A formative evaluation process using a community advisory board (CAB) and a series of three focus groups were used to develop this serious game about managing CINV at home. The formative evaluation process and involvement of the CAB allowed researchers to learn about the experience of having CINV from an older adult perspective. Common themes related to CINV onset, severity and self-management formed the basis for the serious games' script and scenarios. Themes were validated and CAB members provided feedback on a game prototype. Feedback from CAB members indicated that the serious game was realistic and reflective of their CINV experience. Including older adults in the development of a serious game was instrumental in creating a relevant educational opportunity. Serious gaming should be considered as a way to add to the educational experiences of older adults as generic teaching methods may not address the needs of all age groups. Exploring for new ways to emphasize key points related to symptom management and prioritize learning may impact outcomes for older adults. Copyright © 2017 Elsevier Inc. All rights reserved.

  4. An Overview of Structural Characteristics in Problematic Video Game Playing.

    PubMed

    Griffiths, Mark D; Nuyens, Filip

    2017-01-01

    There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative.

  5. Simulating the Tragedy of the Commons with the Fishing Game

    NASA Astrophysics Data System (ADS)

    Prothero, W. A.

    2009-12-01

    The "Tragedy of the Commons" (Garrett Hardin) exemplifies the challenges and conflicts that occur when a common resource is shared by multiple users whose motive is profit. The global fisheries provide a timely example of the over-exploitation of a shared resource. The "Fishing Game" was inspired by the "Fishbanks Game" of Dennis Meadows. The student plays against two virtual fishing companies in an effort to make as much money as possible, while exploring the management issues that arise when trying to sustain the fish population for future profits. The game is played with four realistic management scenarios. These are 1) free for all, 2) limited fishing season, 3) marine reserves, and 4) catch shares. For each scenario the student makes decisions about how many ships to build and how many to send to each of two fishing areas. A simple population model works in the background to determine the catch and number of new fish that are added to the population through birth each year. The student sets the management parameters for each of the scenarios. Each of the scenarios can be modeled by the student to determine the optimum parameters. The player will quickly find that a single aggressive player whose profit motive trumps concern over the sustainability of the population will almost always win under all scenarios except the 4’th. When the season is limited, everybody fishes harder. With marine reserves, catches will drop, but the population will not disappear completely. Only catch shares sustain the population while providing reasonable long term profit for the fishing companies. For each management scenario, the player is asked a pre and a post thought question asking what issues they think are relevant. After all scenarios are played, the student can edit the post versions of the thought questions, plus several added questions about their experience with the game. The game results and answers to the questions are then automatically emailed to the instructor, or

  6. Effective intervention or child's play? A review of video games for diabetes education.

    PubMed

    DeShazo, Jonathan; Harris, Lynne; Pratt, Wanda

    2010-10-01

    The purpose of this study is (1) to identify diabetes education video games and pilot studies in the literature, (2) to review themes in diabetes video game design and evaluation, and (3) to evaluate the potential role of educational video games in diabetes self-management education. Studies were systematically identified for inclusion from Medline, Web of Science, CINAHL, EMBASE, Psychinfo, IEEE Xplore, and ACM Digital Library. Features of each video game intervention were reviewed and coded based on an existing taxonomy of diabetes interventions framework. Nine studies featuring 11 video games for diabetes care were identified. Video games for diabetes have typically targeted children with type 1 diabetes mellitus and used situation problem-solving methods to teach diet, exercise, self-monitored blood glucose, and medication adherence. Evaluations have shown positive outcomes in knowledge, disease management adherence, and clinical outcomes. Video games for diabetes education show potential as effective educational interventions. Yet we found that improvements are needed in expanding the target audience, tailoring the intervention, and using theoretical frameworks. In the future, the reach and effectiveness of educational video games for diabetes education could be improved by expanding the target audience beyond juvenile type 1 diabetes mellitus, the use of tailoring, and increased use of theoretical frameworks.

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

    NASA Astrophysics Data System (ADS)

    Jordaan, M.

    2012-07-01

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

  8. Investigation and management of gastro-oesophageal reflux in United Kingdom neonatal intensive care units.

    PubMed

    Rossor, Thomas; Andradi, Gwendolyn; Bhat, Ravindra; Greenough, Anne

    2018-01-01

    In 2004, wide variation in the investigation and management of gastro-oesophageal reflux (GOR) of infants on UK major neonatal units was demonstrated. Our aim was to resurvey neonatal practitioners to determine current practice and whether it was now evidence based. A questionnaire was sent to all 207 UK neonatal units. Responses were obtained from 84% of units. The most frequent 'investigation' was a trial of therapy (83% of units); pH studies were used in 38%, upper GI contrast studies in 19% and multichannel intraluminal impedance (MII)/pH studies in 5%. Only six units suggested a threshold for an abnormal pH study and two units for an abnormal MII study. Infants were commenced on antireflux medication without investigation always in 32% of units, often in 29%, occasionally in 19% and only never in 1%. Gaviscon was used as first line treatment in 60% of units, and other medications included ranitidine in 53%, thickening agents in 27%, proton pump inhibitors in 23%, domperidone in 22% and erythromycin in 6%. There remains a wide variation in diagnostic and treatment strategies for infants with suspected GOR on neonatal intensive care units, emphasising the need for randomised trials to determine appropriate GOR management. ©2017 Foundation Acta Paediatrica. Published by John Wiley & Sons Ltd.

  9. Guided by Theory, Informed by Practice: Training and Support for the Good Behavior Game, a Classroom-Based Behavior Management Strategy

    ERIC Educational Resources Information Center

    Poduska, Jeanne M.; Kurki, Anja

    2014-01-01

    Moving evidence-based practices for classroom behavior management into real-world settings is a high priority for education and public health. This article describes the development and use of a model of training and support for the Good Behavior Game (GBG), one of the few preventive interventions shown to have positive outcomes for elementary…

  10. A study of time management: the correlation between video game usage and academic performance markers.

    PubMed

    Anand, Vivek

    2007-08-01

    This study analyzes the correlation between video game usage and academic performance. Scholastic Aptitude Test (SAT) and grade-point average (GPA) scores were used to gauge academic performance. The amount of time a student spends playing video games has a negative correlation with students' GPA and SAT scores. As video game usage increases, GPA and SAT scores decrease. A chi-squared analysis found a p value for video game usage and GPA was greater than a 95% confidence level (0.005 < p < 0.01). This finding suggests that dependence exists. SAT score and video game usage also returned a p value that was significant (0.01 < p < 0.05). Chi-squared results were not significant when comparing time spent studying and an individual's SAT score. This research suggests that video games may have a detrimental effect on an individual's GPA and possibly on SAT scores. Although these results show statistical dependence, proving cause and effect remains difficult, since SAT scores represent a single test on a given day. The effects of video games maybe be cumulative; however, drawing a conclusion is difficult because SAT scores represent a measure of general knowledge. GPA versus video games is more reliable because both involve a continuous measurement of engaged activity and performance. The connection remains difficult because of the complex nature of student life and academic performance. Also, video game usage may simply be a function of specific personality types and characteristics.

  11. Navajo Games.

    ERIC Educational Resources Information Center

    Cliff, Janet M.

    1990-01-01

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

  12. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

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

  13. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

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

  14. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

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

  15. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

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

  16. 76 FR 23624 - In the Matter of Certain Video Game Systems and Wireless Controllers and Components Thereof...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-04-27

    ... INTERNATIONAL TRADE COMMISSION [Inv. No. 337-TA-770] In the Matter of Certain Video Game Systems... importation of certain video game systems and wireless controllers and components thereof by reason of... sale within the United States after importation of certain video game systems and wireless controllers...

  17. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

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

  18. Playing Chemical Plant Environmental Protection Games with Historical Monitoring Data

    PubMed Central

    Reniers, Genserik; Zhang, Laobing; Qiu, Xiaogang

    2017-01-01

    The chemical industry is very important for the world economy and this industrial sector represents a substantial income source for developing countries. However, existing regulations on controlling atmospheric pollutants, and the enforcement of these regulations, often are insufficient in such countries. As a result, the deterioration of surrounding ecosystems and a quality decrease of the atmospheric environment can be observed. Previous works in this domain fail to generate executable and pragmatic solutions for inspection agencies due to practical challenges. In addressing these challenges, we introduce a so-called Chemical Plant Environment Protection Game (CPEP) to generate reasonable schedules of high-accuracy air quality monitoring stations (i.e., daily management plans) for inspection agencies. First, so-called Stackelberg Security Games (SSGs) in conjunction with source estimation methods are applied into this research. Second, high-accuracy air quality monitoring stations as well as gas sensor modules are modeled in the CPEP game. Third, simplified data analysis on the regularly discharging of chemical plants is utilized to construct the CPEP game. Finally, an illustrative case study is used to investigate the effectiveness of the CPEP game, and a realistic case study is conducted to illustrate how the models and algorithms being proposed in this paper, work in daily practice. Results show that playing a CPEP game can reduce operational costs of high-accuracy air quality monitoring stations. Moreover, evidence suggests that playing the game leads to more compliance from the chemical plants towards the inspection agencies. Therefore, the CPEP game is able to assist the environmental protection authorities in daily management work and reduce the potential risks of gaseous pollutants dispersion incidents. PMID:28961188

  19. Playing Chemical Plant Environmental Protection Games with Historical Monitoring Data.

    PubMed

    Zhu, Zhengqiu; Chen, Bin; Reniers, Genserik; Zhang, Laobing; Qiu, Sihang; Qiu, Xiaogang

    2017-09-29

    The chemical industry is very important for the world economy and this industrial sector represents a substantial income source for developing countries. However, existing regulations on controlling atmospheric pollutants, and the enforcement of these regulations, often are insufficient in such countries. As a result, the deterioration of surrounding ecosystems and a quality decrease of the atmospheric environment can be observed. Previous works in this domain fail to generate executable and pragmatic solutions for inspection agencies due to practical challenges. In addressing these challenges, we introduce a so-called Chemical Plant Environment Protection Game (CPEP) to generate reasonable schedules of high-accuracy air quality monitoring stations (i.e., daily management plans) for inspection agencies. First, so-called Stackelberg Security Games (SSGs) in conjunction with source estimation methods are applied into this research. Second, high-accuracy air quality monitoring stations as well as gas sensor modules are modeled in the CPEP game. Third, simplified data analysis on the regularly discharging of chemical plants is utilized to construct the CPEP game. Finally, an illustrative case study is used to investigate the effectiveness of the CPEP game, and a realistic case study is conducted to illustrate how the models and algorithms being proposed in this paper, work in daily practice. Results show that playing a CPEP game can reduce operational costs of high-accuracy air quality monitoring stations. Moreover, evidence suggests that playing the game leads to more compliance from the chemical plants towards the inspection agencies. Therefore, the CPEP game is able to assist the environmental protection authorities in daily management work and reduce the potential risks of gaseous pollutants dispersion incidents.

  20. Two sampling techniques for game meat.

    PubMed

    van der Merwe, Maretha; Jooste, Piet J; Hoffman, Louw C; Calitz, Frikkie J

    2013-03-20

    A study was conducted to compare the excision sampling technique used by the export market and the sampling technique preferred by European countries, namely the biotrace cattle and swine test. The measuring unit for the excision sampling was grams (g) and square centimetres (cm2) for the swabbing technique. The two techniques were compared after a pilot test was conducted on spiked approved beef carcasses (n = 12) that statistically proved the two measuring units correlated. The two sampling techniques were conducted on the same game carcasses (n = 13) and analyses performed for aerobic plate count (APC), Escherichia coli and Staphylococcus aureus, for both techniques. A more representative result was obtained by swabbing and no damage was caused to the carcass. Conversely, the excision technique yielded fewer organisms and caused minor damage to the carcass. The recovery ratio from the sampling technique improved 5.4 times for APC, 108.0 times for E. coli and 3.4 times for S. aureus over the results obtained from the excision technique. It was concluded that the sampling methods of excision and swabbing can be used to obtain bacterial profiles from both export and local carcasses and could be used to indicate whether game carcasses intended for the local market are possibly on par with game carcasses intended for the export market and therefore safe for human consumption.

  1. 75 FR 68379 - In the Matter of: Certain Video Game Systems and Controllers; Notice of Investigation

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-05

    ... INTERNATIONAL TRADE COMMISSION [Inv. No. 337-TA-743] In the Matter of: Certain Video Game Systems... within the United States after importation of certain video game systems and controllers by reason of... certain video game systems and controllers that infringe one or more of claims 16, 27-32, 44, 57, 68, 81...

  2. [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.

  3. Rural nursing unit managers: education and support for the role.

    PubMed

    Paliadelis, Penny S

    2005-01-01

    Nursing unit managers (NUMs) occupy the often unenviable position of first-line management in many health services in Australia. As such, their role is complex and multifaceted requiring an intertwining of their clinical and managerial responsibilities. While there is an abundance of studies that explore and describe the various management roles in many professions and industries, little is known about the experiences of nurses as managers, particularly in rural settings. This article focuses on the education and support needs of rural nursing unit managers. A qualitative study design was used to explore the stories of a number of nursing unit managers in rural New South Wales, Australia. Data was collected using semi-structured individual interviews. Data was analysed using a voice-relational method as a framework for more clearly hearing the voices of participants. This method of data analysis is particularly useful for hearing from those who do not usually have a 'strong' voice, for gaining an understanding of the context of the interviews, and for acknowledging the role of the researcher in the research process. All NUMs employed in a single regional health authority in rural Australia were invited to participate. Out of 42 NUMs in the region, 20 agreed to be interviewed. Nursing unit managers were asked to reflect on their experiences prior to and during the early days within the position. In summary, all the NUMs: believed they were promoted because of their clinical expertise; felt unprepared for the managerial and administrative aspects of their role; continued to identify as nurses rather than as managers; found the role isolated them from their former peer group. Those employed in small facilities had limited opportunities for education and peer support. Based on the NUMs' experiences and suggestions, the following information would have helped them to cope with the demands of their new role: information and discussions about the role expectations of

  4. The influence of game genre on Internet gaming disorder

    PubMed Central

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

    2017-01-01

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre. PMID:28658960

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

    PubMed

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

    2017-06-29

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

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

    PubMed

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

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps < 0.001). Type of game played or preferred the most was not associated with addiction severity, ps > .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  7. Electronic gaming machines and gambling disorder: a cross-cultural comparison between Brazil and the United States

    PubMed Central

    Medeiros, Gustavo Costa; Leppink, Eric W.; Yaemi, Ana; Mariani, Mirella; Tavares, Hermano; Grant, Jon E.

    2015-01-01

    Aims The objective of this paper is to perform a cross-cultural comparison of gambling disorder (GD) due to electronic gaming machines (EGM), a form of gambling that may have a high addictive potential. Our goal is to investigate two treatment-seeking samples of adults collected in Brazil and the United States, countries with different socio-cultural backgrounds. This comparison may lead to a better understanding of cultural influences on GD. Methods The total studied sample involved 733 treatment-seeking subjects: 353 men and 380 women (average age = 45.80, standard deviation ±10.9). The Brazilian sample had 517 individuals and the American sample 216. Subjects were recruited by analogous strategies. Results We found that the Brazilian sample was younger, predominantly male, less likely to be Caucasian, more likely to be partnered, had a faster progression from recreational gambling to GD, and were more likely to endorse chasing losses. Conclusion This study demonstrated that there are significant differences between treatment-seeking samples of adults presenting GD due to EGM in Brazil and in the United States. These findings suggest that cultural aspects may have a relevant role in GD due to EGM. PMID:26474662

  8. Educational games for health professionals.

    PubMed

    Akl, Elie A; Kairouz, Victor F; Sackett, Kay M; Erdley, William S; Mustafa, Reem A; Fiander, Michelle; Gabriel, Carolynne; Schünemann, Holger

    2013-03-28

    group that was randomized to the game had statistically higher scores on the knowledge test (P = 0.02). The second study compared game-based learning ("Snakes and Ladders" board game) with traditional case-based learning of stroke prevention and management. The effect on knowledge was not statistically different between the two groups immediately and 3 months after the intervention. The level of reported enjoyment was higher in the game-based group. The findings of this systematic review neither confirm nor refute the utility of games as a teaching strategy for health professionals. There is a need for additional high-quality research to explore the impact of educational games on patient and performance outcomes.

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

    PubMed Central

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

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  10. 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.

  11. 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.

  12. 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.

  13. Games as Tools to Address Conservation Conflicts.

    PubMed

    Redpath, Steve M; Keane, Aidan; Andrén, Henrik; Baynham-Herd, Zachary; Bunnefeld, Nils; Duthie, A Bradley; Frank, Jens; Garcia, Claude A; Månsson, Johan; Nilsson, Lovisa; Pollard, Chris R J; Rakotonarivo, O Sarobidy; Salk, Carl F; Travers, Henry

    2018-06-01

    Conservation conflicts represent complex multilayered problems that are challenging to study. We explore the utility of theoretical, experimental, and constructivist approaches to games to help to understand and manage these challenges. We show how these approaches can help to develop theory, understand patterns in conflict, and highlight potentially effective management solutions. The choice of approach should be guided by the research question and by whether the focus is on testing hypotheses, predicting behaviour, or engaging stakeholders. Games provide an exciting opportunity to help to unravel the complexity in conflicts, while researchers need an awareness of the limitations and ethical constraints involved. Given the opportunities, this field will benefit from greater investment and development. Copyright © 2018 Elsevier Ltd. All rights reserved.

  14. 40 CFR 264.552 - Corrective Action Management Units (CAMU).

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... disposal treatment standards of part 268 of this chapter, or applicable unit design requirements of this part, or applicable unit design requirements of part 265 of this chapter, or that non-compliance with... for CAMU-eligible waste management to include the specification of applicable design, operation...

  15. Variations on a Simple Dice Game

    ERIC Educational Resources Information Center

    Heafner, Joe

    2018-01-01

    I begin my introductory astronomy course with a unit on critical thinking that focuses on, among other things, the differences between the "scientific method" as frequently presented in textbooks and actual scientific practice. One particular classroom activity uses a simple dice game to simulate observation of a natural phenomenon and…

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

    PubMed

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

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

  17. Joint Real-Time Energy and Demand-Response Management using a Hybrid Coalitional-Noncooperative Game

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

    He, Fulin; Gu, Yi; Hao, Jun

    In order to model the interactions among utility companies, building demands and renewable energy generators (REGs), a hybrid coalitional-noncooperative game framework has been proposed. We formulate a dynamic non-cooperative game to study the energy dispatch within multiple utility companies, while we take a coalitional perspective on REGs and buildings demands through a hedonic coalition formation game approach. In this case, building demands request different power supply from REGs, then the building demands can be organized into an ultimate coalition structure through a distributed hedonic shift algorithm. At the same time, utility companies can also obtain a stable power generation profile.more » In addition, the interactive progress among the utility companies and building demands which cannot be supplied by REGs is implemented by distributed game theoretic algorithms. Numerical results illustrate that the proposed hybrid coalitional-noncooperative game scheme reduces the cost of both building demands and utility companies compared with the initial scene.« less

  18. 75 FR 53226 - Migratory Bird Hunting; Early Seasons and Bag and Possession Limits for Certain Migratory Game...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-08-31

    ... Limits for Certain Migratory Game Birds in the Contiguous United States, Alaska, Hawaii, Puerto Rico, and...; sandhill cranes; sea ducks; early (September) waterfowl seasons; migratory game birds in Alaska, Hawaii... regulations for hunting migratory game birds under Sec. Sec. 20.101 through 20.107, 20.109, and 20.110 of...

  19. [Computer game addiction: a psychopathological symptom complex in adolescence].

    PubMed

    Wölfling, Klaus; Thalemann, Ralf; Grüsser-Sinopoli, Sabine M

    2008-07-01

    Cases of excessive computer gaming are increasingly reported by practitioners in the psychiatric field. Since there is no standardized definition of this symptom complex, the aim of this study is to access excessive computer gaming in German adolescents as an addictive disorder and its potential negative consequences. Psychopathological computer gaming behavior was diagnosed by applying the adapted diagnostic criteria of substance-related-addictions as defined by the ICD-10. At the same time demographic variables, state of clinical anxiety and underlying cognitive mechanisms were analyzed. 6.3 % of the 221 participating pupils - mostly boys with a low educational background - fulfilled the diagnostic criteria of a behavioral addiction. Clinically diagnosed adolescents exhibited limited cognitive flexibility and were identified to utilize computer gaming as a mood management strategy. These results can be interpreted as a first hint for a prevalence estimation of psychopathological computer gaming in German adolescents.

  20. Gaming used as an informal instructional technique: effects on learner knowledge and satisfaction.

    PubMed

    Webb, Travis P; Simpson, Deborah; Denson, Steven; Duthie, Edmund

    2012-01-01

    Jeopardy!, Concentration, quiz bowls, and other gaming formats have been incorporated into health sciences classroom and online education. However, there is limited information about the impact of these strategies on learner engagement and outcomes. To address this gap, we hypothesized that gaming would lead to a significant increase in retained short- and long-term medical knowledge with high learner session satisfaction. Using the Jeopardy! game show model as a primary instructional technique to teach geriatrics, 8 PGY2 General Surgery residents were divided into 2 teams and competed to provide the "question" to each stated "answer" during 5 protected block curriculum units (1-h/U). A surgical faculty facilitator acted as the game host and provided feedback and brief elaboration of quiz answers/questions as necessary. Each quiz session contained two 25-question rounds. Paper-based pretests and posttests contained questions related to all core curriculum unit topics with 5 geriatric gaming questions per test. Residents completed the pretests 3 days before the session and a delayed posttest of geriatric topics on average 9.2 weeks (range, 5-12 weeks) after the instructional session. The cumulative average percent correct was compared between pretests and posttests using the Student t test. The residents completed session evaluation forms using Likert scale ratings after each gaming session and each protected curriculum block to assess educational value. A total of 25 identical geriatric preunit and delayed postunit questions were administered across the instructional sessions. The combined pretest average score across all 8 residents was 51.5% for geriatric topics compared with 59.5% (p = 0.12) for all other unit topics. Delayed posttest geriatric scores demonstrated a statistically significant increase in retained medical knowledge with an average of 82.6% (p = 0.02). The difference between delayed posttest geriatric scores and posttest scores of all other unit

  1. Digital Game-Based Learning: A Supplement for Medication Calculation Drills in Nurse Education

    ERIC Educational Resources Information Center

    Foss, Brynjar; Lokken, Atle; Leland, Arne; Stordalen, Jorn; Mordt, Petter; Oftedal, Bjorg F.

    2014-01-01

    Student nurses, globally, appear to struggle with medication calculations. In order to improve these skills among student nurses, the authors developed The Medication Game--an online computer game that aims to provide simple mathematical and medical calculation drills, and help students practise standard medical units and expressions. The aim of…

  2. Habitat Demonstration Unit Project Leadership and Management Strategies

    NASA Technical Reports Server (NTRS)

    Kennedy, Kriss J.

    2011-01-01

    This paper gives an overview of the National Aeronautics and Space Administration (NASA) led multi-center Habitat Demonstration Unit (HDU) project leadership and management strategies. The HDU project team constructed and tested an analog prototype lunar surface habitat/laboratory called the Pressurized Excursion Module (PEM) during 2010. The prototype unit subsystems were integrated in a short amount of time, utilizing a tiger team approach that brought together over 20 habitation-related technologies and innovations from a variety of NASA centers. This paper describes the leadership and management strategies as well as lessons learned pertaining to leading and managing a multi-center diverse team in a rapid prototype environment. The PEM configuration went from a paper design to an operational surface habitat demonstration unit in less than 12 months. The HDU project is part of the strategic plan from the Exploration Systems Mission Directorate (ESMD) Directorate Integration Office (DIO) and the Exploration Mission Systems Office (EMSO) to test destination elements in analog environments. The 2011 HDU-Deep Space Habitat (DSH) configuration will build upon the PEM work, and emphasize validity of crew operations (remote working and living), EVA operations, mission operations, logistics operations, and science operations that might be required in a deep space context for Near Earth Object (NEO) exploration mission architectures. The 2011 HDU-DSH will be field-tested during the 2011 Desert Research and Technologies Studies (DRaTS) field tests. The HDU project is a "technology-pull" project that integrates technologies and innovations from multiple NASA centers. This project will repurpose the HDU 2010 demo unit that was field tested in the 2010 DRaTS, adding habitation functionality to the prototype unit. This paper will describe the strategy of establishing a multi-center project management team that put in place the key multi-center leadership skills and

  3. The patch distributed producer-scrounger game.

    PubMed

    Ohtsuka, Yasunori; Toquenaga, Yukihiko

    2009-09-21

    Grouping in animals is ubiquitous and thought to provide group members antipredatory advantages and foraging efficiency. However, parasitic foraging strategy often emerges in a group. The optimal parasitic policy has given rise to the producer-scrounger (PS) game model, in which producers search for food patches, and scroungers parasitize the discovered patches. The N-persons PS game model constructed by Vickery et al. (1991. Producers, scroungers, and group foraging. American Naturalist 137, 847-863) predicts the evolutionarily stable strategy (ESS) of frequency of producers (q;) that depends on the advantage of producers and the number of foragers in a group. However, the model assumes that the number of discovered patches in one time unit never exceeds one. In reality, multiple patches could be found in one time unit. In the present study, we relax this assumption and assumed that the number of discovered patches depends on the producers' variable encounter rate with patches (lambda). We show that q; strongly depends on lambda within a feasible range, although it still depends on the advantage of producer and the number of foragers in a group. The basic idea of PS game is the same as the information sharing (parasitism), because scroungers are also thought to parasitize informations of locations of food patches. Horn (1968) indicated the role of information-parasitism in animal aggregation (Horn, H.S., 1968. The adaptive significance of colonial nesting in the Brewer's blackbird (euphagus cyanocephalus). Ecology 49, 682-646). Our modified PS game model shows the same prediction as the Horn's graphical animal aggregation model; the proportion of scroungers will increase or animals should adopt colonial foraging when resource is spatiotemporally clumped, but scroungers will decrease or animals should adopt territorial foraging if the resource is evenly distributed.

  4. 50 CFR 21.42 - Authority to issue depredating orders to permit the killing of migratory game birds.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... permit the killing of migratory game birds. 21.42 Section 21.42 Wildlife and Fisheries UNITED STATES FISH... permit the killing of migratory game birds. Upon the receipt of evidence clearly showing that migratory game birds have accumulated in such numbers in a particular area as to cause or about to cause serious...

  5. 50 CFR 21.42 - Authority to issue depredating orders to permit the killing of migratory game birds.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... permit the killing of migratory game birds. 21.42 Section 21.42 Wildlife and Fisheries UNITED STATES FISH... permit the killing of migratory game birds. Upon the receipt of evidence clearly showing that migratory game birds have accumulated in such numbers in a particular area as to cause or about to cause serious...

  6. 50 CFR 21.42 - Authority to issue depredating orders to permit the killing of migratory game birds.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... permit the killing of migratory game birds. 21.42 Section 21.42 Wildlife and Fisheries UNITED STATES FISH... permit the killing of migratory game birds. Upon the receipt of evidence clearly showing that migratory game birds have accumulated in such numbers in a particular area as to cause or about to cause serious...

  7. 50 CFR 21.42 - Authority to issue depredating orders to permit the killing of migratory game birds.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... permit the killing of migratory game birds. 21.42 Section 21.42 Wildlife and Fisheries UNITED STATES FISH... permit the killing of migratory game birds. Upon the receipt of evidence clearly showing that migratory game birds have accumulated in such numbers in a particular area as to cause or about to cause serious...

  8. 50 CFR 21.42 - Authority to issue depredating orders to permit the killing of migratory game birds.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... permit the killing of migratory game birds. 21.42 Section 21.42 Wildlife and Fisheries UNITED STATES FISH... permit the killing of migratory game birds. Upon the receipt of evidence clearly showing that migratory game birds have accumulated in such numbers in a particular area as to cause or about to cause serious...

  9. Electronic Gaming and the Obesity Crisis

    ERIC Educational Resources Information Center

    Calvert, Sandra L.; Staiano, Amanda E.; Bond, Bradley J.

    2013-01-01

    Children and adolescents in the United States and in many countries are projected to have shorter life spans than their parents, partly because of the obesity crisis engulfing the developed world. Exposure to electronic media is often implicated in this crisis because media use, including electronic game play, may promote sedentary behavior and…

  10. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Canadian police officers gather in the KSC Visitor Complex Rocket Garden during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  11. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    A crowd of police officers and their families attend opening ceremonies of the 2000 International Law Enforcement Games. Held in the KSC Visitor Complex Rocket Garden, the ceremony hosted more than 1,850 participants and their families for events that included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  12. Extended Parrondo's game and Brownian ratchets: strong and weak Parrondo effect.

    PubMed

    Wu, Degang; Szeto, Kwok Yip

    2014-02-01

    Inspired by the flashing ratchet, Parrondo's game presents an apparently paradoxical situation. Parrondo's game consists of two individual games, game A and game B. Game A is a slightly losing coin-tossing game. Game B has two coins, with an integer parameter M. If the current cumulative capital (in discrete unit) is a multiple of M, an unfavorable coin p(b) is used, otherwise a favorable p(g) coin is used. Paradoxically, a combination of game A and game B could lead to a winning game, which is the Parrondo effect. We extend the original Parrondo's game to include the possibility of M being either M(1) or M(2). Also, we distinguish between strong Parrondo effect, i.e., two losing games combine to form a winning game, and weak Parrondo effect, i.e., two games combine to form a better-performing game. We find that when M(2) is not a multiple of M(1), the combination of B(M(1)) and B(M(2)) has strong and weak Parrondo effect for some subsets in the parameter space (p(b),p(g)), while there is neither strong nor weak effect when M(2) is a multiple of M(1). Furthermore, when M(2) is not a multiple of M(1), a stochastic mixture of game A may cancel the strong and weak Parrondo effect. Following a discretization scheme in the literature of Parrondo's game, we establish a link between our extended Parrondo's game with the analysis of discrete Brownian ratchet. We find a relation between the Parrondo effect of our extended model to the macroscopic bias in a discrete ratchet. The slope of a ratchet potential can be mapped to the fair game condition in the extended model, so that under some conditions, the macroscopic bias in a discrete ratchet can provide a good predictor for the game performance of the extended model. On the other hand, our extended model suggests a design of a ratchet in which the potential is a mixture of two periodic potentials.

  13. Content and ratings of teen-rated video games.

    PubMed

    Haninger, Kevin; Thompson, Kimberly M

    2004-02-18

    Children's exposure to violence, blood, sexual themes, profanity, substances, and gambling in the media remains a source of public health concern. However, content in video games played by older children and adolescents has not been quantified or compared with the rating information provided to consumers by the Entertainment Software Rating Board (ESRB). To quantify and characterize the content in video games rated T (for "Teen") and to measure the agreement between the content observed in game play and the ESRB-assigned content descriptors displayed on the game box. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of ESRB-assigned content descriptors. We randomly sampled 80 video game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, quantitatively assessed the content, and compared the content we observed with the content descriptors assigned by the ESRB. Depictions of violence, blood, sexual themes, gambling, and alcohol, tobacco, or other drugs; whether injuring or killing characters is rewarded or is required to advance in the game; characterization of gender associated with sexual themes; and use of profanity in dialogue, lyrics, or gestures. Analysis of all content descriptors assigned to the 396 T-rated video game titles showed 373 (94%) received content descriptors for violence, 102 (26%) for blood, 60 (15%) for sexual themes, 57 (14%) for profanity, 26 (7%) for comic mischief, 6 (2%) for substances, and none for gambling. In the random sample of 81 games we played, we found that 79 (98%) involved intentional violence for an average of 36% of game play, 73 (90%) rewarded or required the player to injure characters, 56 (69%) rewarded or required the player to kill, 34 (42%) depicted blood, 22 (27%) depicted sexual themes

  14. Simulation and management games for training command and control in emergencies.

    PubMed

    Levi, Leon; Bregman, David

    2003-01-01

    The aim of our project was to introduce and implement simulation techniques in a problematic field of increasing health care system preparedness for disasters. This field was chosen as knowledge is gained by few experienced staff members who need to disperse it to others during the busy routine work of the system personnel. Knowledge management techniques ranging from classifying the current data, centralized organizational knowledge storage and using it for decision making and dispersing it through the organization--were used in this project. In the first stage we analyzed the current system of building a preparedness protocol (set of orders). We identified the pitfalls of changing personnel and loosing knowledge gained through lessons from local and national experience. For this stage we developed a database of resources and objects (casualties) to be used in the simulation in different possibilities. One of those was the differentiation between drills with trainer and those in front of computers enable to set the needed solution. The model rules for different scenarios of multi-casualty incidents from conventional warfare trauma to combined chemical/toxicological as well as, levels of care pre and inside hospitals--were incorporated to the database management system (we used Microsoft Access' DBMS). The hardware for management game was comprised of serial computers with network and possibility of projection of scenes. For prehospital phase the possibility of portable PC's and connections to central server was used to assess bidirectional flow of information. Simulation software (ARENA) and graphical interfase (Visual Basic, GUI) as shown in the attached figure. We hereby conclude that our system provides solutions which are in use in different levels of healthcare system to assess and improve management command and control for different scenarios of multi-casualty incidents.

  15. 77 FR 47514 - Management Contracts-Background Investigations

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-08-09

    ... DEPARTMENT OF THE INTERIOR National Indian Gaming Commission 25 CFR Part 537 Management Contracts... management responsibility for, a management contract, and to update the forms of payment that may be accepted... interest in, or management responsibility for, a management contract for class II gaming, and in the case...

  16. The cooperative research unit program and wildlife education: Historic development, future challenges

    USGS Publications Warehouse

    Bissonette, J.A.; Loftin, C.S.; Leslie, David M.; Nordstrom, L.A.; Fleming, W.J.

    2000-01-01

    In 1932, J. N. 'Ding' Darling proposed a 3-year tripartite arrangement between the Iowa Fish and Game Commission, Iowa State University, and himself to establish the first Cooperative Wildlife Research Unit. Three years later, the Cooperative Wildlife Research Unit Program was broadened to include 9 land-grant colleges representing recognized ecoregions in the United States. In 1960, the Units were given statutory recognition by Public Law 86-686 that also included provision for establishing Cooperative Fishery Units. The Cooperative Research Unit idea has evolved to 39 Units in 2000. Today, the main cooperators of the Unit program are the land-grant university, the state fish and game or conservation agency, the U.S. Geological Survey, and the Wildlife Management Institute. The Cooperative Units mission, as stated in Public Law 86-686, remains: 'To facilitate cooperation between the Federal Government, colleges and universities, and private organizations for cooperative unit programs of research and education relating to fish and wildlife and for other purposes.' Graduate research and education continue to be the program's primary missions. In any given year >600 graduate and post-graduate students are involved. Post-graduate employment of Unit-afffiliated students is >90%. Perhaps the primary benefit to the education process is the Units' formal connection to the state cooperator and to their federal agency that might not otherwise be available to university faculty and students. Units are conduits to state and federal funding for research projects conducted by university faculty and students. The CRU program is well positioned to educate a multitalented, ethnically diverse cadre of graduate students who will be prepared not only for their first professional job but also for their career by having been instilled with a desire for life-long professional accomplishment.

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

    PubMed Central

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

    2013-01-01

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

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

    PubMed

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

    2013-01-01

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

  19. A Game Plan for Teaching Logic.

    ERIC Educational Resources Information Center

    Woloshin, Phyllis Lerman

    An experiment using game-theory to teach a unit on "fallacies" in logic was conducted at Oakton Community College. One experimental and two control group lecture-style classes were taught by three teachers using the same text and final test. The experimental class, after an introductory segment presented in lecture style, were involved in a…

  20. Systems identification and the adaptive management of waterfowl in the United States

    USGS Publications Warehouse

    Williams, B.K.; Nichols, J.D.

    2001-01-01

    Waterfowl management in the United States is one of the more visible conservation success stories in the United States. It is authorized and supported by appropriate legislative authorities, based on large-scale monitoring programs, and widely accepted by the public. The process is one of only a limited number of large-scale examples of effective collaboration between research and management, integrating scientific information with management in a coherent framework for regulatory decision-making. However, harvest management continues to face some serious technical problems, many of which focus on sequential identification of the resource system in a context of optimal decision-making. The objective of this paper is to provide a theoretical foundation of adaptive harvest management, the approach currently in use in the United States for regulatory decision-making. We lay out the legal and institutional framework for adaptive harvest management and provide a formal description of regulatory decision-making in terms of adaptive optimization. We discuss some technical and institutional challenges in applying adaptive harvest management and focus specifically on methods of estimating resource states for linear resource systems.

  1. A Stock-Market Game Using Mining Stocks for Economic-Geology Students.

    ERIC Educational Resources Information Center

    Mossman, David John

    1988-01-01

    Described is a game especially for senior economic geology students. The game challenges them to test their skills under present market conditions in an area of high consumer risk. Discussed are preparation and management of a portfolio, conducting research on various mining companies, and final accounting for results achieved in light of…

  2. 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

  3. 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.

  4. Combat games

    NASA Technical Reports Server (NTRS)

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

    1985-01-01

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

  5. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Hong Kong police officers gather in the KSC Visitor Complex Rocket Garden during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  6. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    A crowd of police officers and their families cheer a presentation of flags during opening ceremonies of the 2000 International Law Enforcement Games. Held in the KSC Visitor Complex Rocket Garden, the ceremony hosted more than 1,850 participants and their families for events that included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  7. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    An international gathering of police officers march in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony includes parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  8. 76 FR 69285 - Certain Game Devices, Components Thereof, and Products Containing the Same; Determination Not To...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-11-08

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-757] Certain Game Devices, Components Thereof, and Products Containing the Same; Determination Not To Review An Initial Determination Granting... the United States after importation of certain game devices, components thereof, and products...

  9. 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.

  10. Gossip Revisited: A Game for Concept Review.

    ERIC Educational Resources Information Center

    Edwards, Barbara

    1989-01-01

    Describes a class activity based on the game of "Gossip" in which a group of students paraphrases a major concept in an instructional unit, then passes only the paraphrase to the next group. Notes that this activity encourages critical thinking and helps review and summarize key lesson concepts. (RS)

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

    ERIC Educational Resources Information Center

    Bredemeier, Mary E.; And Others

    1981-01-01

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

  12. Factors correlated with violent video game use by adolescent boys and girls.

    PubMed

    Olson, Cheryl K; Kutner, Lawrence A; Warner, Dorothy E; Almerigi, Jason B; Baer, Lee; Nicholi, Armand M; Beresin, Eugene V

    2007-07-01

    To compare the video and computer game play patterns of young adolescent boys and girls, including factors correlated with playing violent games. Data collected in November/December, 2004 from children in grades 7 and 8 at two demographically diverse schools in Pennsylvania and South Carolina, using a detailed written self-reported survey. Of 1254 participants (53% female, 47% male), only 80 reported playing no electronic games in the previous 6 months. Of 1126 children who listed frequently played game titles, almost half (48.8%) played at least one violent (mature-rated) game regularly (67.9% of boys and 29.2% of girls). One third of boys and 10.7% of girls play games nearly every day; only 1 in 20 plays often or always with a parent. Playing M-rated games is positively correlated (p < .001) with being male, frequent game play, playing with strangers over the Internet, having a game system and computer in one's bedroom, and using games to manage anger. Most young adolescent boys and many girls routinely play M-rated games. Implications for identifying atypical and potentially harmful patterns of electronic game use are discussed, as well as the need for greater media literacy among parents.

  13. The game theory in thoracic surgery: from the intuitions of Luca Pacioli to the operating rooms management.

    PubMed

    Ciocci, Argante; Viti, Andrea; Terzi, Alberto; Bertolaccini, Luca

    2015-11-01

    Game theory is a formal way to analyze the interactions among groups of subjects who behave each other. It has historically been of great interest in the economic fields in which decisions are made in a competitive environment. Game theory has fascinating potential if applied in the medical science. Few papers have been written about the application of game theory in surgery. The majority of scenarios of game theory in surgery fall into two main groups: cooperative and no cooperative games.

  14. The game theory in thoracic surgery: from the intuitions of Luca Pacioli to the operating rooms management

    PubMed Central

    Ciocci, Argante; Viti, Andrea; Terzi, Alberto

    2015-01-01

    Game theory is a formal way to analyze the interactions among groups of subjects who behave each other. It has historically been of great interest in the economic fields in which decisions are made in a competitive environment. Game theory has fascinating potential if applied in the medical science. Few papers have been written about the application of game theory in surgery. The majority of scenarios of game theory in surgery fall into two main groups: cooperative and no cooperative games. PMID:26716049

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

    PubMed

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

    2009-04-01

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

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

    PubMed

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

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

    PubMed

    Kafai, Yasmin B; Burke, Quinn

    2015-10-02

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions-namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures.

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

    PubMed Central

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

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

    PubMed

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

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

    PubMed Central

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

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

    ERIC Educational Resources Information Center

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

    2012-01-01

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

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

    PubMed

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

    2015-01-01

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

  3. 9 CFR 95.30 - Restrictions on entry of products and byproducts of poultry, game birds, or other birds from...

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... byproducts of poultry, game birds, or other birds from regions where highly pathogenic avian influenza (HPAI... THE UNITED STATES § 95.30 Restrictions on entry of products and byproducts of poultry, game birds, or...) Products or byproducts, including feathers, birds' nests, and bird trophies, of poultry, game birds, or...

  4. 9 CFR 95.30 - Restrictions on entry of products and byproducts of poultry, game birds, or other birds from...

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... byproducts of poultry, game birds, or other birds from regions where highly pathogenic avian influenza (HPAI... THE UNITED STATES § 95.30 Restrictions on entry of products and byproducts of poultry, game birds, or...) Products or byproducts, including feathers, birds' nests, and bird trophies, of poultry, game birds, or...

  5. A game plan: Gamification design principles in mHealth applications for chronic disease management.

    PubMed

    Miller, Aaron S; Cafazzo, Joseph A; Seto, Emily

    2016-06-01

    Effective chronic disease management is essential to improve positive health outcomes, and incentive strategies are useful in promoting self-care with longevity. Gamification, applied with mHealth (mobile health) applications, has the potential to better facilitate patient self-management. This review article addresses a knowledge gap around the effective use of gamification design principles, or mechanics, in developing mHealth applications. Badges, leaderboards, points and levels, challenges and quests, social engagement loops, and onboarding are mechanics that comprise gamification. These mechanics are defined and explained from a design and development perspective. Health and fitness applications with gamification mechanics include: bant which uses points, levels, and social engagement, mySugr which uses challenges and quests, RunKeeper which uses leaderboards as well as social engagement loops and onboarding, Fitocracy which uses badges, and Mango Health, which uses points and levels. Specific design considerations are explored, an example of the efficacy of a gamified mHealth implementation in facilitating improved self-management is provided, limitations to this work are discussed, a link between the principles of gaming and gamification in health and wellness technologies is provided, and suggestions for future work are made. We conclude that gamification could be leveraged in developing applications with the potential to better facilitate self-management in persons with chronic conditions. © The Author(s) 2014.

  6. Hunting with lead: association between blood lead levels and wild game consumption.

    PubMed

    Iqbal, Shahed; Blumenthal, Wendy; Kennedy, Chinaro; Yip, Fuyuen Y; Pickard, Stephen; Flanders, W Dana; Loringer, Kelly; Kruger, Kirby; Caldwell, Kathleen L; Jean Brown, Mary

    2009-11-01

    Wild game hunting is a popular activity in many regions of the United States. Recently, the presence of lead fragments in wild game meat, presumably from the bullets or shot used for hunting, has raised concerns about health risks from meat consumption. This study examined the association between blood lead levels (PbB) and wild game consumption. We recruited 742 participants, aged 2-92 years, from six North Dakota cities. Blood lead samples were collected from 736 persons. Information on socio-demographic background, housing, lead exposure source, and types of wild game consumption (i.e., venison, other game such as moose, birds) was also collected. Generalized estimating equations (GEE) were used to determine the association between PbB and wild game consumption. Most participants reported consuming wild game (80.8%) obtained from hunting (98.8%). The geometric mean PbB were 1.27 and 0.84 microg/dl among persons who did and did not consume wild game, respectively. After adjusting for potential confounders, persons who consumed wild game had 0.30 microg/dl (95% confidence interval: 0.16-0.44 microg/dl) higher PbB than persons who did not. For all game types, recent (<1 month) wild game consumption was associated with higher PbB. PbB was also higher among those who consumed a larger serving size (> or = 2 oz vs. <2 oz); however, this association was significant for 'other game' consumption only. Participants who consumed wild game had higher PbB than those who did not consume wild game. Careful review of butchering practices and monitoring of meat-packing processes may decrease lead exposure from wild game consumption.

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

    PubMed

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

    2013-05-01

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

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

    PubMed

    Starcevic, Vladan; Billieux, Joël

    2018-06-13

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

  9. Moving Beyond the Stigma: Systematic Review of Video Games and Their Potential to Combat Obesity

    PubMed Central

    Guy, Stacey; Ratzki-Leewing, Alexandria; Gwadry-Sridhar, Femida

    2011-01-01

    Increasing epidemic proportions of overweight children in the United States presents formidable challenges for education and healthcare. Given the popularity and pervasiveness of video gaming culture in North American children, the perfect opportunity arises to investigate the potential of video games to promote healthful behaviour. Our objective was to systematically review the literature for possible benefits of active and educational video games targeting diet and physical activity in children. A review of English-language journal articles from 1998 to 2011 using EMBASE and PubMed was conducted. Thirty-four studies concerned with children, video games, physical, and/or nutritional outcomes were included. Results of these studies that showed some benefit (increased physical activity and nutritional knowledge as a result of gaming) demonstrate the possibility of video games to combat childhood obesity—looking beyond the stigma attached to gaming. PMID:21629863

  10. Moving beyond the stigma: systematic review of video games and their potential to combat obesity.

    PubMed

    Guy, Stacey; Ratzki-Leewing, Alexandria; Gwadry-Sridhar, Femida

    2011-01-01

    Increasing epidemic proportions of overweight children in the United States presents formidable challenges for education and healthcare. Given the popularity and pervasiveness of video gaming culture in North American children, the perfect opportunity arises to investigate the potential of video games to promote healthful behaviour. Our objective was to systematically review the literature for possible benefits of active and educational video games targeting diet and physical activity in children. A review of English-language journal articles from 1998 to 2011 using EMBASE and PubMed was conducted. Thirty-four studies concerned with children, video games, physical, and/or nutritional outcomes were included. Results of these studies that showed some benefit (increased physical activity and nutritional knowledge as a result of gaming) demonstrate the possibility of video games to combat childhood obesity-looking beyond the stigma attached to gaming.

  11. A State-of-the-Art Systematic Content Analysis of Games for Health.

    PubMed

    Lu, Amy Shirong; Kharrazi, Hadi

    2018-02-01

    As the field of games for health continues to gain momentum, it is crucial to document the field's scale of growth, identify design patterns, and to address potential design issues for future health game development. Few studies have explored the attributes and usability features of games for health as a whole over time. We offer the first comprehensive systematic content analysis of digital games for health by examining 1743 health games released between 1983 and 2016 in 23 countries extracted from nine international English health game databases and directories. The majority of these games were developed in the United States (67.18%) and France (18.59%). The most popular platforms included web browsers (72.38%) and Windows (14.41%). Approximately four out of five (79.12%) of the games were available at no cost. We coded 1553 accessible games for an in-depth analysis and further assessed 1303 for usability. Popular health topics represented included: cognitive training (37.41%), indirect health education (13.33%), and medical care provision (9.98%). Most games (75.66%) could be completed within 60 minutes. The main game usability problems identified included a lack of customization, nonskippable contents, and a lack of feedback and instruction to the players. While most of the usability problems have improved as did the software and hardware technology, the players' ability to skip nonplayable contents has become slightly more restricted overtime. Comparison with game efficacy publications suggested that a further understanding of the scope for games for health is needed on a global level.

  12. Video games.

    PubMed

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  13. Game theory.

    PubMed

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  14. Use of game-theoretical methods in biochemistry and biophysics.

    PubMed

    Schuster, Stefan; Kreft, Jan-Ulrich; Schroeter, Anja; Pfeiffer, Thomas

    2008-04-01

    Evolutionary game theory can be considered as an extension of the theory of evolutionary optimisation in that two or more organisms (or more generally, units of replication) tend to optimise their properties in an interdependent way. Thus, the outcome of the strategy adopted by one species (e.g., as a result of mutation and selection) depends on the strategy adopted by the other species. In this review, the use of evolutionary game theory for analysing biochemical and biophysical systems is discussed. The presentation is illustrated by a number of instructive examples such as the competition between microorganisms using different metabolic pathways for adenosine triphosphate production, the secretion of extracellular enzymes, the growth of trees and photosynthesis. These examples show that, due to conflicts of interest, the global optimum (in the sense of being the best solution for the whole system) is not always obtained. For example, some yeast species use metabolic pathways that waste nutrients, and in a dense tree canopy, trees grow taller than would be optimal for biomass productivity. From the viewpoint of game theory, the examples considered can be described by the Prisoner's Dilemma, snowdrift game, Tragedy of the Commons and rock-scissors-paper game.

  15. Examining the relationships between span of control and manager job and unit performance outcomes.

    PubMed

    Wong, Carol A; Elliott-Miller, Pat; Laschinger, Heather; Cuddihy, Michael; Meyer, Raquel M; Keatings, Margaret; Burnett, Camille; Szudy, Natalie

    2015-03-01

    Our aim was to examine the combination of frontline manager (FLM) personal characteristics and span of control (SOC) on their job and unit performance outcomes. Healthcare downsizing and reform have contributed to larger spans for FLMs in Canadian hospitals and increased concerns about manager workload. Despite a heightened awareness of SOC issues among decision makers, there is limited empirical evidence related to the effects of SOC on outcomes. A non-experimental predictive survey design was used to examine FLM SOC in 14 Canadian academic hospitals. Managers (n = 121) completed an online survey of work characteristics and The Ottawa Hospital (TOH) SOC tool. Unit turnover data were collected from organisational databases. The combination of SOC and core self-evaluation significantly predicted role overload, work control and job satisfaction, but only SOC predicted unit adverse outcomes and neither significantly predicted unit turnover. The findings contribute to an understanding of connections between the combination of SOC and core self-evaluation and manager job and unit performance outcomes. Organisational strategies to create manageable FLM SOC are essential to ensure exemplary job and unit outcomes. Core self-evaluation is a personality characteristic that may enhance manager performance in the face of high spans of control. © 2013 John Wiley & Sons Ltd.

  16. A Mobile Game to Support Smoking Cessation: Prototype Assessment.

    PubMed

    Raiff, Bethany R; Fortugno, Nicholas; Scherlis, Daniel R; Rapoza, Darion

    2018-06-07

    Cigarette smoking results in an estimated seven million deaths annually. Almost half of all smokers attempt to quit each year, yet only approximately 6% are successful. Although there are multiple effective interventions that can increase these odds, substantial room remains for improvement. One effective approach to helping smokers quit is contingency management, where quitting is incentivized with the delivery of monetary rewards in exchange for objective evidence (eg, exhaled carbon monoxide levels) of abstinence. We assessed the feasibility and promise of Inspired, a contingency management mobile app for smoking cessation that uses game-based rewards to incentivize abstinence from smoking instead of the monetary (or material) rewards typically used. We sought participant feedback and limited objective data on: the features and design of Inspired, interest in using Inspired when it becomes available, the likelihood of Inspired being an effective cessation aid, and the rank order preference of Inspired relative to other familiar smoking cessation aids. Twenty-eight treatment-seeking smokers participated in this study. Participants attended a single one-hour session in which they received an overview of the goals of the Inspired mobile game, practiced submitting breath carbon monoxide (CO) samples, and played representative levels of the game. Participants were then told that they could play an extra level, or they could stop, complete an outcome survey, receive payment, and be dismissed. A sign-up sheet requesting personal contact information was available for those who wished to be notified when the full version of Inspired becomes available. Using binary criteria for endorsement, participants indicated that, assuming it was currently available and fully developed, they would be more likely to use Inspired than: any other smoking cessation aid (21/28, 75%), the nicotine patch (23/28, 82%), a drug designed to reduce smoking cravings (23/28, 82%), or a program

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

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

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

    1992-06-01

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

  18. 9 CFR 95.30 - Restrictions on entry of products and byproducts of poultry, game birds, or other birds from...

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... byproducts of poultry, game birds, or other birds from regions where highly pathogenic avian influenza (HPAI... UNITED STATES § 95.30 Restrictions on entry of products and byproducts of poultry, game birds, or other..., including feathers, birds' nests, and bird trophies, of poultry, game birds, or other birds may be imported...

  19. 9 CFR 95.30 - Restrictions on entry of products and byproducts of poultry, game birds, or other birds from...

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... byproducts of poultry, game birds, or other birds from regions where highly pathogenic avian influenza (HPAI... UNITED STATES § 95.30 Restrictions on entry of products and byproducts of poultry, game birds, or other..., including feathers, birds' nests, and bird trophies, of poultry, game birds, or other birds may be imported...

  20. 9 CFR 95.30 - Restrictions on entry of products and byproducts of poultry, game birds, or other birds from...

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... byproducts of poultry, game birds, or other birds from regions where highly pathogenic avian influenza (HPAI... UNITED STATES § 95.30 Restrictions on entry of products and byproducts of poultry, game birds, or other..., including feathers, birds' nests, and bird trophies, of poultry, game birds, or other birds may be imported...

  1. WWC Review of the Report "The Effects of Math Video Games on Learning." What Works Clearinghouse Single Study Review

    ERIC Educational Resources Information Center

    What Works Clearinghouse, 2015

    2015-01-01

    In the 2014 study, "The Effects of Math Video Games on Learning," researchers examined the impacts of math video games on the fractions knowledge of 1,468 sixth-grade students in 23 schools. The video games focused on fractions concepts including: whole units, numerator and denominator, understanding the number line, fractions…

  2. The implementation and evaluation of teacher training in gaming instruction for secondary science: An action research project

    NASA Astrophysics Data System (ADS)

    Sanders, Veronica

    This study implemented and evaluated gaming instruction as a professional development for science teachers at a Georgia high school. It was guided by four research questions that (a) assessed the impact of training in gaming instruction and evaluation of that training on science teachers' ability to use games; (b) examined evidence showing that science teachers used games; (c) assessed the impact of the implementation and subsequent evaluation of games-based training on how science teachers instruct their students; and (d) explored the use of change management principles to help teachers transition from traditional to gaming instruction. The study included a purposive sampling of 10 volunteer science teachers who received the professional development of training in gaming instruction and were observed as they used games to instruct their students. Quantitative data were collected from interviews, observations, and reviews of student assignments and teacher plans, and were statistically analyzed to answer the research questions. These same methods were used to obtain qualitative data, which were also analyzed to answer the research questions as well as to understand the meaning, beliefs and experience behind the numbers. Ultimately, data analysis revealed that the science teachers not only used gaming instruction but also that the training helped them to use gaming instruction and that they considered gaming instruction a viable instruction methodology. Finally, data analysis revealed that change management was successfully used in the study.

  3. Differential games.

    NASA Technical Reports Server (NTRS)

    Varaiya, P. P.

    1972-01-01

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

  4. 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.

  5. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    U.S. Police officers join the KSC Space Man in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony includes parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  6. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    British police officers carry their country's flag while marching in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  7. [Continuing training plan in a clinical management unit].

    PubMed

    Gamboa Antiñolo, Fernando Miguel; Bayol Serradilla, Elia; Gómez Camacho, Eduardo

    2011-01-01

    Continuing Care Unit (UCA) focused the attention of frail patients, polypathological patients and palliative care. UCA attend patients at home, consulting, day unit, telephone consulting and in two hospitals of the health area. From 2002 UCA began as a management unit, training has been a priority for development. Key elements include: providing education to the workplace, including key aspects of the most prevalent health care problems in daily work, directing training to all staff including organizational aspects of patient safety and the environment, improved working environment, development of new skills and knowledge supported by the evidence-based care for the development of different skills. The unit can be the ideal setting to undertake the reforms necessary conceptual training of professionals to improve the quality of care. 2010 SESPAS. Published by Elsevier Espana. All rights reserved.

  8. "Supply Chain-Marketing Shark Tank" Experiential Lab Game in Interdisciplinary Business Education: Qualitative and Quantitative Analyses

    ERIC Educational Resources Information Center

    Arora, A.; Arora, A. Saxena

    2015-01-01

    This article provides educators in business schools with a new interdisciplinary experiential lab game called Supply Chain-Marketing (SC-Mark) Shark Tank game, which can be implemented in both Supply Chain Management (SCM) and Marketing courses. The SC-Mark experiential lab game is a real-life business environment simulation that explores…

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

    PubMed

    Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John

    2016-05-01

    We study a generalization of non-local games-which we call extended non-local games -in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués-Pironio-Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al.  concerning monogamy-of-entanglement games.

  10. 76 FR 28954 - International Conservation and Management Measures Recognized by the United States

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-05-19

    ... concluded under the framework of the Convention on the Conservation of Migratory Species of Wild Animals... International Conservation and Management Measures Recognized by the United States AGENCY: National Marine... international conservation and management measures recognized by the United States. To fulfill this requirement...

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

    PubMed

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  12. Fleet Arctic Operations Game: Game Report

    DTIC Science & Technology

    2011-09-01

    By: Director: CDR Christopher Gray Designer : Prof. Leif Bergey Analyst: Prof. Walter A. Berbrick Report Documentation Page Form ApprovedOMB No...7 II. GAME DESIGN & RESEARCH...METHODOLOGY ......................................................................... 9 Discussion of Game Design

  13. Learning by gaming - evaluation of an online game for children.

    PubMed

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  14. Role of Video Games in Improving Health-Related Outcomes

    PubMed Central

    Primack, Brian A.; Carroll, Mary V.; McNamara, Megan; Klem, Mary Lou; King, Brandy; Rich, Michael O.; Chan, Chun W.; Nayak, Smita

    2012-01-01

    Context Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it may also be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. Evidence acquisition Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Central Register of Controlled Trials. Reference lists were hand-searched to identify additional studies. Only RCTs that tested the effect of video games on a positive, clinically relevant health consequence were included. Study selection criteria were strictly defined and applied by two researchers working independently. Study background information (e.g., location, funding source), sample data (e.g., number of study participants, demographics), intervention and control details, outcomes data, and quality measures were abstracted independently by two researchers. Evidence synthesis Of 1452 articles retrieved using the current search strategy, 38 met all criteria for inclusion. Eligible studies used video games to provide physical therapy, psychological therapy, improved disease self-management, health education, distraction from discomfort, increased physical activity, and skills training for clinicians. Among the 38 studies, a total of 195 health outcomes were examined. Video games improved 69% of psychological therapy outcomes, 59% of physical therapy outcomes, 50% of physical activity outcomes, 46% of clinician skills outcomes, 42% of health education outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes. Study quality was generally poor; for example, two thirds (66%) of studies had follow-up periods of <12 weeks, and only 11% of studies blinded researchers. Conclusions There is potential promise for video games to improve

  15. Evaluation of a Game-Based Simulation During Distributed Exercises

    DTIC Science & Technology

    2010-09-01

    the management team guiding development of the software. The questionnaires have not been used enough to collect data sufficient for factor...capable of internationally distributed exercises without excessive time lags or technical problems, given that commercial games seem to manage while...established by RDECOM-STTC military liaison and managers . Engineering constraints combined to limit the number of participants and the possible roles that

  16. Games and Learning

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2006-01-01

    From a very early age, people learn from games and play. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage everyone, capturing their attention. People willingly spend time on task. Although students in high school and college continue to play games, games rarely…

  17. The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements.

    ERIC Educational Resources Information Center

    Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia

    1999-01-01

    Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)

  18. Effects of playing video games on pain response during a cold pressor task.

    PubMed

    Raudenbush, Bryan; Koon, Jerrod; Cessna, Trevor; McCombs, Kristin

    2009-04-01

    Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age = 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age = 19.7 yr., SD = 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.

  19. Status and management of moose in the northeastern United States

    USGS Publications Warehouse

    Wattles, David W.; DeStefano, Stephen

    2011-01-01

    Moose (Alces alces) populations have recolonized much of their historic range in the northeastern United States in the past 30 years, with their southern range edge extending to southern New England and northern New York. This southerly expansion occurred when certain other populations in the United States were in decline along the southern range edge, with climate change often cited as a probable cause. The areas that moose have recently occupied in the northeastern United States are some of the most densely human populated in moose range, which has raised concern about human safety and moose-vehicle collisions (MVC). We conducted a literature search about moose in the northeastern United States, and distributed a questionnaire and conducted phone interviews with regional biologists responsible for moose management to determine the status of moose, management activity, and research deficiencies and needs. Moose numbers appear stable throughout much of the region, with slow population growth in northern New York. Management activity ranges from regulated harvest of moose in Maine, New Hampshire, and Vermont, to no active management in southern New England and New York. The combined annual harvest in Maine, New Hampshire, and Vermont is >3,000. MVCs are a widespread regional concern with >1,000 occurring annually involving several human fatalities. Research should address impacts of parasitism by winter tick (Dermacentor albipictus) and brain-worm (Parelaphostrongylus tenuis) on productivity and mortality of moose, influence of climate change on population dynamics and range, and conflicts in areas with high human population density.

  20. Using game format to teach psychopharmacology to medical students.

    PubMed

    Shiroma, Paulo R; Massa, Alfredo A; Alarcon, Renato D

    2011-01-01

    Most psychiatric programs provide lectures on basic principles of psychopharmacology. Yet, this traditional approach has been criticized due to excessive information and passive transfer of expert knowledge. An alternative teaching method is the use of "academic games." To investigate medical students' acquisition of knowledge on psychopharmacology, and their perception of a game playing approach compared to traditional lectures. Two senior residents designed, implemented, and executed a randomized pretest-posttest study to teach psychopharmacology, using an academic game and a lecture format, to third-year medical students during a 6-week Psychiatry clerkship. Both didactic interventions were delivered concurrently for five consecutive weeks covering five psychopharmacology modules: antidepressants I (selective serotonin reuptake inhibitors and atypical antidepressants), antidepressants II (monoamine oxidase inhibitors and tricyclic antidepressants), mood stabilizers, antipsychotics, and anti-anxiety agents/sedatives/hypnotics. The game follows similar rules of the famous TV show, "Jeopardy" using a power point grid and a multiple choice question format. Forty-three medical students participated (29 assigned to the game approach, 14 to the traditional lecture approach). None of the demographic variables (age, gender, years after graduation, Graduate Point Averages, and United States Medical Licensing Examination 1) were significantly associated with the pre/posttest score difference between groups. Both groups improved their knowledge on psychotropic drugs [(game group t = 10.86, p < 0.001); control t = 4.82, p < 0.001)] throughout the 6-week Psychiatry rotation. Students in the game group had a better perception of this educational method as measured by perceived enjoyment, increased knowledge of psychopharmacology, and stimulating interest in the subject compared to those in the lecture group (p < 0.05). Teaching psychopharmacology in medical students by using

  1. Mixed Nash equilibria in Eisert-Lewenstein-Wilkens (ELW) games

    NASA Astrophysics Data System (ADS)

    Bolonek-Lasoń, Katarzyna; Kosiński, Piotr

    2017-01-01

    The classification of all mixed Nash equilibria for the original ELW game is presented. It is based on the quaternionic form of the game proposed by Landsburg (Proc. Am. Math. Soc. 139 (2011), 4423; Rochester Working Paper No 524 (2006); Wiley Encyclopedia of Operations Research and Management Science (Wiley and Sons, New York, (2011)). This approach allows to reduce the problem of finding the Nash equilibria to relatively simple analysis of the extrema of certain quadratic forms.

  2. Educational Games as a Teaching Tool in Pharmacy Curriculum

    PubMed Central

    Mohamed, Heba Moustafa

    2015-01-01

    The shift in the pharmacist’s role from simply dispensing medications to effective delivery of pharmaceutical care interventions and drug therapy management has influenced pharmacy education.1-3 The educational focus has shifted from basic sciences to clinical and integrated courses that require incorporating active-learning strategies to provide pharmacy graduates with higher levels of competencies and specialized skills. As opposed to passive didactic lectures, active-learning strategies address the educational content in an interactive learning environment to develop interpersonal, communication, and problem-solving skills needed by pharmacists to function effectively in their new roles.4-6 One such strategy is using educational games. The aim of this paper is to review educational games adopted in different pharmacy schools and to aid educators in replicating the successfully implemented games and overcoming deficiencies in educational games. This review also highlights the main pitfalls within this research area. PMID:26089568

  3. Educational Games as a Teaching Tool in Pharmacy Curriculum.

    PubMed

    Aburahma, Mona Hassan; Mohamed, Heba Moustafa

    2015-05-25

    The shift in the pharmacist's role from simply dispensing medications to effective delivery of pharmaceutical care interventions and drug therapy management has influenced pharmacy education.(1-3) The educational focus has shifted from basic sciences to clinical and integrated courses that require incorporating active-learning strategies to provide pharmacy graduates with higher levels of competencies and specialized skills. As opposed to passive didactic lectures, active-learning strategies address the educational content in an interactive learning environment to develop interpersonal, communication, and problem-solving skills needed by pharmacists to function effectively in their new roles.(4-6) One such strategy is using educational games. The aim of this paper is to review educational games adopted in different pharmacy schools and to aid educators in replicating the successfully implemented games and overcoming deficiencies in educational games. This review also highlights the main pitfalls within this research area.

  4. Medical care delivery at the Beijing 2008 Olympic Games

    PubMed Central

    Zhang, Jin-jun; Wang, Li-dong; Chen, Zhi; Ma, Jun; Dai, Jian-ping

    2011-01-01

    BACKGROUND: Beijing successfully hosted the 2008 Olympic Games, and the services including medical services were widely appreciated by both participants and visitors. We retrospectively analyzed the quality of the medical services provided to athletes, spectators, VIPs, and the workforce during the Beijing 2008 Olympic Games. The information thus gathered would be useful for planning strategies for managing mass gatherings. METHODS: Medical encounter forms filled during the Beijing 2008 Olympic Games were retrospectively reviewed. Descriptive statistics was used to characterize the data by accreditation and diagnostic categories. RESULTS: A total of 22 892 medical encounters were documented during the Beijing 2008 Olympic Games. Among them, 10 549 (46.08%) involved the workforce, 3 365 (14.70%) athletes, 3 019 (13.19%) spectators, 585 (2.56%) members of the media, 1 065 (4.65%) VIPs, and 4 309 (18.82%) others. Of the 22 892 cases, physical injury accounted for 27.90% (6 386), respiratory disease 18.21% (4 169), and heat-related illnesses 2.68% (615). CONCLUSIONS: Preparations of the medical service for the Beijing 2008 Olympic Games were made for 7 years, and the service provided has been praised worldwide. This study provides valuable information that may be useful for planning medical services for upcoming Olympic Games, including the London 2012 Olympic Games and other mass gatherings. PMID:25215021

  5. Green wireless body area nanonetworks: energy management and the game of survival.

    PubMed

    Misra, Sudip; Islam, Nabiul; Mahapatro, Judhistir; Rodrigues, Joel Jose P C

    2014-03-01

    In this paper, we envisage the architecture of Green Wireless Body Area Nanonetwork (GBAN) as a collection of nanodevices, in which each device is capable of communicating in both the molecular and wireless electromagnetic communication modes. The term green refers to the fact that the nanodevices in such a network can harvest energy from their surrounding environment, so that no nanodevice gets old solely due to the reasons attributed to energy depletion. However, the residual energy of a nanodevice can deplete substantially with the lapse of time, if the rate of energy consumption is not comparable with the rate of energy harvesting. It is observed that the rate of energy harvesting is nonlinear and sporadic in nature. So, the management of energy of the nanodevices is fundamentally important. We specifically address this problem in a ubiquitous healthcare monitoring scenario and formulate it as a cooperative Nash Bargaining game. The optimal strategy obtained from the Nash equilibrium solution provides improved network performance in terms of throughput and delay.

  6. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Children representing the Brevard Police Athletic League carry the U.S. Flag as they march in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  7. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Members of KSC's Native America International Tribal Council and the Space Coast Indian Association (Brevard County) gather in the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  8. Games, Gaming, and Gamification: Some Aspects of Motivation

    ERIC Educational Resources Information Center

    Hanson-Smith, Elizabeth

    2016-01-01

    Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.

  9. How the United States exports managed care to developing countries.

    PubMed

    Waitzkin, H; Iriart, C

    2001-01-01

    As their expansion slows in the United States, managed care organizations will continue to enter new markets abroad. Investors view the opening of managed care in Latin America as a lucrative business opportunity. As public-sector services and social security funds are cut back, privatized, and reorganized under managed care, with the support of international lending agencies such as the World Bank, the effects of these reforms on access to preventive and curative services will hold great importance throughout the developing world. Many groups in Latin America are working on alternative projects that defend health as a public good, and similar movements have begun in Africa and Asia. Increasingly, this organizing is being recognized not only as part of a class struggle but also as part of a struggle against economic imperialism--which has now taken on the new appearance of rescuing less developed countries from rising health care costs and inefficient bureaucracies through the imposition of neoliberal managed-care solutions exported from the United States.

  10. Nursing management and organizational ethics in the intensive care unit.

    PubMed

    Wlody, Ginger Schafer

    2007-02-01

    This article describes organizational ethics issues involved in nursing management of an intensive care unit. The intensive care team and medical center management have the dual responsibility to create an ethical environment in which to provide optimum patient care. Addressing organizational ethics is key to creating that ethical environment in the intensive care unit. During the past 15-20 yrs, increasing costs in health care, competitive markets, the effect of high technology, and global business changes have set the stage for business and healthcare organizational conflicts that affect the ethical environment. Studies show that critical care nurses experience moral distress and are affected by the ethical climate of both the intensive care unit and the larger organization. Thus, nursing moral distress may result in problems related to recruitment and retention of staff. Other issues with organizational ethics ramifications that may occur in the intensive care unit include patient safety issues (including those related to disruptive behavior), intensive care unit leadership style, research ethics, allocation of resources, triage, and other economic issues. Current organizational ethics conflicts are discussed, a professional practice model is described, and multidisciplinary recommendations are put forth.

  11. Energy expenditure and enjoyment during video game play: differences by game type.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P < 0.001). Fitness and dance games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P < 0.001). Body mass-corrected energy expenditure was greater in normal weight than in overweight participants in the two most active game types (P < 0.001). Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  12. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Bowling, J. Michael; Ribisl, Kurt M.; Kalyararaman, Sriram

    2012-01-01

    Purpose Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Methods Energy expenditure (metabolic equivalents [METs]) and enjoyment were measured across ten games in 100 young adults aged 18 to 35 (50 females). Results All games except shooter games significantly increased energy expenditure over rest (P < .001). Fitness and dance games increased energy expenditure by 322 (mean [SD] 3.10 [0.89] METs) and 298 (2.91 [0.87] METs) percent, which was greater than that produced by band simulation (73%, 1.28 [0.28] METs) and shooter games (23%, 0.91 [0.16] METs). However, enjoyment was higher in band simulation games than in other types (P < .001). Body mass-corrected energy expenditure was greater in normal weight than overweight participants in the two most active game types (P < .001). Conclusions Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior. PMID:21364477

  13. Metabolic responses to Wii Fit™ video games at different game levels.

    PubMed

    Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

    2011-03-01

    The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

  14. Case Study 3: Students' Experiences of Interdisciplinary Learning While Building Scientific Video Games

    ERIC Educational Resources Information Center

    Jennett, Charlene; Papadopoulou, Sofia; Himmelstein, Jesse; Vaugoux, Alexandre; Roger, Vincent; Cox, Anna L.

    2017-01-01

    Game jams, hackathons and similar group game creation events have become increasingly popular over the past decade (Fowler et al., 2015). They provide new and exciting opportunities for education and research. They foster creative thinking and innovation (Preston et al., 2012), and strengthen project management and communication skills (Smith…

  15. Game theory in epigenetic reprogramming. Comment on: ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    NASA Astrophysics Data System (ADS)

    Hsu, Fei-Man; Chen, Pao-Yang

    2017-03-01

    Von Neumann and Morgenstern published the Theory of Games and Economic Behavior in 1944, describing game theory as a model in which intelligent rational decision-makers manage to find their best strategies in conflict, cooperative or other mutualistic relationships to acquire the greatest benefit [1]. This model was subsequently incorporated in ecology to simulate the ;fitness; of a species during natural selection, designated evolutionary game theory (EGT) [2]. Wang et al. proposed ;epiGame;, taking paternal and maternal genomes as ;intelligent; players that compete, cooperate or both during embryogenesis to maximize the fitness of the embryo [3]. They further extended game theory to an individual or single cell environment. During early zygote development, DNA methylation is reprogrammed such that the paternal genome is demethylated before the maternal genome. After the reset, the blastocyst is re-methylated during embryogenesis. At that time, the paternal and maternal genomes have a conflict of interest related to the expression of their own genes. The proposed epiGame models such interactive regulation between the parental genomes to reach a balance for embryo development (equation (2)).

  16. Area Fish and Game Ecology [Sahuarita High School Career Curriculum Project.

    ERIC Educational Resources Information Center

    Esser, Robert

    This course entitled "Area Fish and Game Ecology" is one of a series of instructional guides prepared by teachers for the Sahuarita High School (Arizona) Career Curriculum Project. It consists of nine units of study, and 18 behavioral objectives relating to these units are stated. The topics covered include map projections, map symbols and…

  17. Patients' Acceptance of the Use of Serious Games in Physical Rehabilitation in Morocco.

    PubMed

    Bonnechère, Bruno; Van Vooren, Mélissa; Jansen, Bart; Van Sint, Jan S; Rahmoun, Mohamed; Fourtassi, Maryam

    2017-10-01

    The aim of this study was to determine whether serious games especially customized for physical rehabilitation could be used in daily clinics with patients who are not familiar with informatics and/or new technologies and whether such a clinical approach would be culturally acceptable within a North African population to plan further clinical distribution if the hypothesis appears to be positive. Twenty-one patients participated in this study. Experiments were performed in the University Hospital Mohammed VI Oujda in Morocco. Patients were asked to perform physical rehabilitation exercises with dedicated serious games after their conventional therapy session. A questionnaire was used to evaluate patients' habits to rehabilitation exercises and satisfaction and expectation about the use of serious games for physical rehabilitation. The same problem of low participation in at-home exercises was found in Morocco compared to Europe and the United States: 60 (30)% of the exercises was performed by the patients in Morocco and 48 (28)% in Europe and the United States. Results of this study show that serious games are well accepted by the patients (100%) and that it can help during rehabilitation (90%). Most of the patients prefer exercises with games than conventional rehabilitation exercises. Even in a context of low education (participants in this study attended school until the age of 10 years old), and low access and knowledge about new technology and informatics, rehabilitation exercises within serious games seem to be an interesting option to motivate patients during rehabilitation with a physiotherapist. Such a system could be installed also at home to increase patient's participation.

  18. Hazagora: will you survive the next disaster? - A serious game to raise awareness about geohazards and disaster risk reduction

    NASA Astrophysics Data System (ADS)

    Mossoux, S.; Delcamp, A.; Poppe, S.; Michellier, C.; Canters, F.; Kervyn, M.

    2016-01-01

    Natural disasters are too often presented as resulting from extreme natural phenomena affecting helpless populations, with people being insufficiently aware of the factors leading to disasters and of the existing strategies to mitigate their impacts. We developed a board game aimed at raising awareness about geohazards and disaster risk reduction strategies. The target groups are (1) secondary school students and citizens and (2) scientists and stakeholders involved in risk management activities. For the first group, the aim is to induce a better understanding of the geohazards and disasters they are confronted with in the media or in their daily lives; for the second, the objective is to generate discussion about risk management strategies. The game was tested with students in Belgium and with citizens, earth scientists, and risk managers in several African countries. Based on analysis of the most common game strategies observed, the players' reactions during the game, and their answers to a short questionnaire, we analyzed the main learning outcomes conveyed by this game. The game Hazagora appears to positively enhance the players' insights into processes involved in disasters. As such, the game is an effective, fun learning tool to introduce participants to the concepts of geohazards and disasters and to generate discussion.

  19. HAZAGORA: will you survive the next disaster? - a serious game to raise awareness about geohazards and disaster risk reduction

    NASA Astrophysics Data System (ADS)

    Mossoux, S.; Delcamp, A.; Poppe, S.; Michellier, C.; Canters, F.; Kervyn, M.

    2015-09-01

    Natural disasters are too often presented as resulting from extreme natural phenomena affecting helpless populations, with people being insufficiently aware of the factors leading to disasters and of the existing strategies to mitigate their impacts. We developed a board game aimed at raising awareness about geohazards and disaster risk reduction strategies. The target groups are (1) secondary school students and citizens, and (2) scientists and stakeholders involved in risk management activities. For the first group, the aim is to induce a better understanding of geohazards and disasters they are confronted with in the media or in their daily life; for the second, the objective is to generate discussion about risk management strategies. The game was tested with students in Belgium and with citizens, earth scientists and risk managers in several African countries. Based on the game strategies analysis, the players' reactions during the game and their answers to a short questionnaire, we analyzed the main learning outcomes conveyed by this game. The Hazagora game appears to positively enhance the players' insight in processes involved in disasters. As such, the game is an effective playful learning tool to introduce participants to the concept of geohazard and disaster and to generate discussion.

  20. Simulation, Gaming, and Conventional Instruction: An Experimental Comparison.

    ERIC Educational Resources Information Center

    Fennessey, Gail M.; And Others

    An environmental problems unit was organized to be taught with three approaches. One approach contained two simulation exercises, one contained a simulation game and a simulation exercise, and one contained no simulations. These approaches were compared for their effectiveness for teaching facts and relationships and for producing favorable…

  1. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    ERIC Educational Resources Information Center

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  2. Game Over?

    NASA Astrophysics Data System (ADS)

    Harteveld, Casper

    This level marks the ending of the book. After comparing the game design process to a children's book about designing a butterfly, it goes into how a balance is found when designing a game. To explain this, an analogy is made with the concept of Yin and Yang. This level further deals with the “so what” and “who cares” question of the Triadic Game Design (TGD) approach. It is concluded that it can be used as an “analytical lens,” “application tool,” or “puzzle frame” in the field of games. But to have a real impact on the actual practice, it is needed that people are familiar with the idea of TGD. Since game design is (generally) collaborative, it would be beneficial that more than one person knows about it. For this reason, a game-based workshop has been developed that can be employed at the beginning of a project. Besides making sure that a project runs smoothly during the design, considerations should also be made about what happens if the game is finished. From the observations of the “life after the design” it becomes clear that this is certainly an issue that should not be neglected. The main message of this level concerns, however, that although this book is “game over,” it is everything but “over” for the design and research of games. To bring the field to “the next level,” structural approaches are needed and TGD is one of them. With the insights of this approach in mind, people can start to “dance.” Because it takes two to tango, but it takes three to design a game with a meaningful purpose.

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

    PubMed

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

    2016-08-01

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

  4. Bench-to-bedside review: Leadership and conflict management in the intensive care unit

    PubMed Central

    Strack van Schijndel, Rob JM; Burchardi, Hilmar

    2007-01-01

    In the management of critical care units, leadership and conflict management are vital areas for the successful performance of the unit. In this article a practical approach to define competencies for leadership and principles and practices of conflict management are offered. This article is, by lack of relevant intensive care unit (ICU) literature, not evidence based, but it is the result of personal experience and a study of literature on leadership as well on conflicts and negotiations in non-medical areas. From this, information was selected that was recognisable to the authors and, thus, also seems to be useful knowledge for medical doctors in the ICU environment. PMID:18086322

  5. Bench-to-bedside review: leadership and conflict management in the intensive care unit.

    PubMed

    Strack van Schijndel, Rob J M; Burchardi, Hilmar

    2007-01-01

    In the management of critical care units, leadership and conflict management are vital areas for the successful performance of the unit. In this article a practical approach to define competencies for leadership and principles and practices of conflict management are offered. This article is, by lack of relevant intensive care unit (ICU) literature, not evidence based, but it is the result of personal experience and a study of literature on leadership as well on conflicts and negotiations in non-medical areas. From this, information was selected that was recognisable to the authors and, thus, also seems to be useful knowledge for medical doctors in the ICU environment.

  6. More Cooperative Games!

    ERIC Educational Resources Information Center

    Sobel, Jeffrey

    1993-01-01

    Details instructions for four cooperative games primarily for young children. The games are of low to moderate activity level and involve partners or a group circle. Descriptions include variations of the game and helpful hints for making the game more successful. (KS)

  7. Qualitative Evaluation of the Relevance and Acceptability of a Web-Based HIV Prevention Game for Rural Adolescents

    PubMed Central

    Enah, Comfort; Piper, Kendra; Moneyham, Linda

    2017-01-01

    African Americans in the rural Southern United States continue to experience disproportionate increases in new HIV/AIDS infections. Electronic gaming interventions hold promise but the use of HIV prevention games is limited. The purpose of this study was to assess the acceptability and relevance of a web-based HIV prevention game for African American rural adolescents. Findings from focus groups conducted with 42 participants suggested that the game was educational and somewhat entertaining but lacking in real-life scenarios and player-control. Findings are congruent with self-efficacy literature and constructivist approaches to learning. Findings have implications for gaming intervention development and further research. PMID:25245160

  8. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    PubMed

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07-3.75; P=.03). Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most strongly (negatively) associated with attitude with

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

    PubMed

    Gold, John R; Gold, Margaret M

    2007-05-01

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

  10. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

    PubMed

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.

  11. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

    PubMed Central

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681

  12. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    PubMed

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  13. The potential for gaming techniques in radiology education and practice.

    PubMed

    Reiner, Bruce; Siegel, Eliot

    2008-02-01

    Traditional means of communication, education and training, and research have been dramatically transformed with the advent of computerized medicine, and no other medical specialty has been more greatly affected than radiology. Of the myriad of newer computer applications currently available, computer gaming stands out for its unique potential to enhance end-user performance and job satisfaction. Research in other disciplines has demonstrated computer gaming to offer the potential for enhanced decision making, resource management, visual acuity, memory, and motor skills. Within medical imaging, video gaming provides a novel means to enhance radiologist and technologist performance and visual perception by increasing attentional capacity, visual field of view, and visual-motor coordination. These enhancements take on heightened importance with the increasing size and complexity of three-dimensional imaging datasets. Although these operational gains are important in themselves, psychologic gains intrinsic to video gaming offer the potential to reduce stress and improve job satisfaction by creating a fun and engaging means of spirited competition. By creating customized gaming programs and rewards systems, video game applications can be customized to the skill levels and preferences of individual users, thereby creating a comprehensive means to improve individual and collective job performance.

  14. Survival models for harvest management of mourning dove populations

    USGS Publications Warehouse

    Otis, D.L.

    2002-01-01

    Quantitative models of the relationship between annual survival and harvest rate of migratory game-bird populations are essential to science-based harvest management strategies. I used the best available band-recovery and harvest data for mourning doves (Zenaida macroura) to build a set of models based on different assumptions about compensatory harvest mortality. Although these models suffer from lack of contemporary data, they can be used in development of an initial set of population models that synthesize existing demographic data on a management-unit scale, and serve as a tool for prioritization of population demographic information needs. Credible harvest management plans for mourning dove populations will require a long-term commitment to population monitoring and iterative population analysis.

  15. Game playing.

    PubMed

    Rosin, Christopher D

    2014-03-01

    Game playing has been a core domain of artificial intelligence research since the beginnings of the field. Game playing provides clearly defined arenas within which computational approaches can be readily compared to human expertise through head-to-head competition and other benchmarks. Game playing research has identified several simple core algorithms that provide successful foundations, with development focused on the challenges of defeating human experts in specific games. Key developments include minimax search in chess, machine learning from self-play in backgammon, and Monte Carlo tree search in Go. These approaches have generalized successfully to additional games. While computers have surpassed human expertise in a wide variety of games, open challenges remain and research focuses on identifying and developing new successful algorithmic foundations. WIREs Cogn Sci 2014, 5:193-205. doi: 10.1002/wcs.1278 CONFLICT OF INTEREST: The author has declared no conflicts of interest for this article. For further resources related to this article, please visit the WIREs website. © 2014 John Wiley & Sons, Ltd.

  16. Polymorphic Evolutionary Games.

    PubMed

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  17. 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…

  18. Openlobby: an open game server for lobby and matchmaking

    NASA Astrophysics Data System (ADS)

    Zamzami, E. M.; Tarigan, J. T.; Jaya, I.; Hardi, S. M.

    2018-03-01

    Online Multiplayer is one of the most essential feature in modern games. However, while developing a multiplayer feature can be done with a simple computer networking programming, creating a balanced multiplayer session requires more player management components such as game lobby and matchmaking system. Our objective is to develop OpenLobby, a server that available to be used by other developers to support their multiplayer application. The proposed system acts as a lobby and matchmaker where queueing players will be matched to other player according to a certain criteria defined by developer. The solution provides an application programing interface that can be used by developer to interact with the server. For testing purpose, we developed a game that uses the server as their multiplayer server.

  19. The Living Room Celebration of the Olympic Games.

    ERIC Educational Resources Information Center

    Rothenbuhler, Eric W.

    1988-01-01

    Evaluates the pattern of celebratory activities in United States homes that accompanied television viewing of the 1984 Summer Olympic Games. Finds that those watching the Olympics were more likely to be in a group, to have visitors, to plan their viewing, and to pay close attention to the television. (MS)

  20. An Exploration of the Perspectives of Associate Nurse Unit Managers Regarding the Implementation of Smoke-free Policies in Adult Mental Health Inpatient Units.

    PubMed

    Dean, Tania D; Cross, Wendy; Munro, Ian

    2018-04-01

    In Adult Mental Health Inpatient Units, it is not unexpected that leadership of Associate Nurse Unit Managers contributes to successful implementation of smoke-free policies. In light of challenges facing mental health nursing, and limited research describing their leadership and the role it plays in addressing smoke-free policy implementation, the aim of this study is to explore Associate Nurse Unit Managers perspectives' regarding the implementation of smoke-free policies, which were introduced on 1 July, 2015. Individual in-depth semi-structured interviews were undertaken six months post the implementation of smoke-free policies. In this qualitative descriptive study, six Associate Nurse Unit Managers working in a Victorian public Adult Mental Health Inpatient Unit, were asked eight questions which targeted leadership and the implementation and enforcement of smoke-free policies. Associate Nurse Unit Managers provide leadership and role modeling for staff and they are responsible for setting the standards that govern the behavior of nurses within their team. All participants interviewed believed that they were leaders in the workplace. Education and consistency were identified as crucial for smoke-free policies to be successful. Participants acknowledged that the availability of therapeutic interventions, staff resources and the accessibility of nicotine replacement therapy were crucial to assist consumers to remain smoke-free while on the unit. The findings from this research may help to improve the understanding of the practical challenges that Associate Nurse Unit Manager's face in the implementation of smoke-free policies with implications for policies, nursing practice, education and research.