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Sample records for game reserve human

  1. Distribution and density of tsetse flies (Glossinidae: Diptera) at the game/people/livestock interface of the Nkhotakota Game Reserve human sleeping sickness focus in Malawi.

    PubMed

    Gondwe, Nkwachi; Marcotty, Tanguy; Vanwambeke, Sophie O; De Pus, Claudia; Mulumba, Misheck; Van den Bossche, Peter

    2009-06-01

    In large parts sub-Saharan Africa, tsetse flies, the vectors of African human or animal trypanosomiasis, are, or will in the foreseeable future, be confined to protected areas such as game or national parks. Challenge of people and livestock is likely to occur at the game/livestock/people interface of such infested areas. Since tsetse control in protected areas is difficult, management of trypanosomiasis in people and/or livestock requires a good understanding of tsetse population dynamics along such interfaces. The Nkhotakota Game Reserve, an important focus of human trypanosomiasis in Malawi, is a tsetse-infested protected area surrounded by a virtually tsetse-free zone. The abundance of tsetse (Glossina morsitans morsitans) along the interface, within and outside the game reserve, was monitored over 15 months using epsilon traps. A land cover map described the vegetation surrounding the traps. Few flies were captured outside the reserve. Inside, the abundance of tsetse at the interface was low but increased away from the boundary. This uneven distribution of tsetse inside the reserve is attributed to the uneven distribution of wildlife, the main host of tsetse, being concentrated deeper inside the reserve. Challenge of people and livestock at the interface is thus expected to be low, and cases of trypanosomiasis are likely due to people and/or livestock entering the reserve. Effective control of trypanosomiasis in people and livestock could be achieved by increasing the awareness among people of dangers associated with entering the reserve.

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

    USGS Publications Warehouse

    Ezenwa, V.O.

    2004-01-01

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

  3. 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.

  4. Modelling Human Emotions for Tactical Decision-Making Games

    ERIC Educational Resources Information Center

    Visschedijk, Gillian C.; Lazonder, Ard W.; van der Hulst, Anja; Vink, Nathalie; Leemkuil, Henny

    2013-01-01

    The training of tactical decision making increasingly occurs through serious computer games. A challenging aspect of designing such games is the modelling of human emotions. Two studies were performed to investigate the relation between fidelity and human emotion recognition in virtual human characters. Study 1 compared five versions of a virtual…

  5. Effects of playing video games on perceptions of one's humanity.

    PubMed

    Greitemeyer, Tobias

    2013-01-01

    According to self-perception theory, individuals infer their characteristics by observing their own behavior. In the present research, the hypothesis is examined whether helping behavior increases perceptions of one's own humanity even when help is given that does not benefit a real person. In fact, two studies revealed that playing a prosocial video game (where the goal is to help and care for other game characters) led to increased perceptions of the player's own humanity (in particular, for positive humanity traits). Results also revealed that playing a violent, relative to a neutral, video game decreased perceptions of humanity on positive humanity traits and increased perceptions of humanity on negative humanity traits. Taken together, it appears that being helpful while playing video games leads to the perception of being more human, whereas being harmful while playing video games leads players to perceive themselves negatively. PMID:23951954

  6. Effects of playing video games on perceptions of one's humanity.

    PubMed

    Greitemeyer, Tobias

    2013-01-01

    According to self-perception theory, individuals infer their characteristics by observing their own behavior. In the present research, the hypothesis is examined whether helping behavior increases perceptions of one's own humanity even when help is given that does not benefit a real person. In fact, two studies revealed that playing a prosocial video game (where the goal is to help and care for other game characters) led to increased perceptions of the player's own humanity (in particular, for positive humanity traits). Results also revealed that playing a violent, relative to a neutral, video game decreased perceptions of humanity on positive humanity traits and increased perceptions of humanity on negative humanity traits. Taken together, it appears that being helpful while playing video games leads to the perception of being more human, whereas being harmful while playing video games leads players to perceive themselves negatively.

  7. Home range utilisation and territorial behaviour of lions (Panthera leo) on Karongwe Game Reserve, South Africa.

    PubMed

    Lehmann, Monika B; Funston, Paul J; Owen, Cailey R; Slotow, Rob

    2008-01-01

    Interventionist conservation management of territorial large carnivores has increased in recent years, especially in South Africa. Understanding of spatial ecology is an important component of predator conservation and management. Spatial patterns are influenced by many, often interacting, factors making elucidation of key drivers difficult. We had the opportunity to study a simplified system, a single pride of lions (Panthera leo) after reintroduction onto the 85 km(2) Karongwe Game Reserve, from 1999-2005, using radio-telemetry. In 2002 one male was removed from the paired coalition which had been present for the first three years. A second pride and male were in a fenced reserve adjacent of them to the east. This made it possible to separate social and resource factors in both a coalition and single male scenario, and the driving factors these seem to have on spatial ecology. Male ranging behaviour was not affected by coalition size, being driven more by resource rather than social factors. The females responded to the lions on the adjacent reserve by avoiding the area closest to them, therefore females may be more driven by social factors. Home range size and the resource response to water are important factors to consider when reintroducing lions to a small reserve, and it is hoped that these findings lead to other similar studies which will contribute to sound decisions regarding the management of lions on small reserves.

  8. Casual Games and Casual Learning About Human Biological Systems

    NASA Astrophysics Data System (ADS)

    Price, C. Aaron; Gean, Katherine; Christensen, Claire G.; Beheshti, Elham; Pernot, Bryn; Segovia, Gloria; Person, Halcyon; Beasley, Steven; Ward, Patricia

    2016-02-01

    Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show modest improvement in scientific attitudes, ability to identify human biological systems and in the children's ability to describe how those systems work together in real-world scenarios. Interviews reveal that children drew upon their prior school learning as they played the game. Also, on the surface they perceived the game as mainly entertainment but were easily able to discern learning outcomes when prompted. Implications for the design of casual games and how they can be used to enhance transfer of knowledge from the classroom to everyday life are discussed.

  9. Rational maximizing by humans (Homo sapiens) in an ultimatum game.

    PubMed

    Smith, Phillip; Silberberg, Alan

    2010-07-01

    In the human mini-ultimatum game, a proposer splits a sum of money with a responder. If the responder accepts, both are paid. If not, neither is paid. Typically, responders reject inequitable distributions, favoring punishing over maximizing. In Jensen et al.'s (Science 318:107-109, 2007) adaptation with apes, a proposer selects between two distributions of raisins. Despite inequitable offers, responders often accept, thereby maximizing. The rejection response differs between the human and ape versions of this game. For humans, rejection is instantaneous; for apes, it requires 1 min of inaction. We replicate Jensen et al.'s procedure in humans with money. When waiting 1 min to reject, humans favor punishing over maximizing; however, when rejection requires 5 min of inaction, humans, like apes, maximize. If species differences in time horizons are accommodated, Jensen et al.'s ape data are reproducible in humans.

  10. Wildlife resource utilisation at Moremi Game Reserve and Khwai community area in the Okavango Delta, Botswana.

    PubMed

    Mbaiwa, Joseph E

    2005-10-01

    This paper uses the concept of sustainable development to examine the utilisation of wildlife resources at Moremi Game Reserve (MGR) and Khwai community area (NG 18/19) in the Okavango Delta, Botswana. Using both secondary and primary data sources, results show that the establishment of MGR in 1963 led to the displacement of Khwai residents from their land; affected Basarwa's hunting and gathering economy; marked the beginning of resource conflicts between Khwai residents and wildlife managers; and, led to the development of negative attitudes of Khwai residents towards wildlife conservation. Since the late 1980s, a predominantly foreign owned tourism industry developed in and around MGR, however, Khwai residents derive insignificant benefits from it and hence resource conflicts increased. In an attempt to address problems of resource conflicts and promote sustainable wildlife utilisation, the Botswana Government adopted the Community-Based Natural Resource Management (CBNRM) programme, which started operating at Khwai village in 2000. The CBNRM programme promotes local participation in natural resource management and rural development through tourism. It is beginning to have benefits to Khwai residents such as income generation, employment opportunities and local participation in wildlife management. These benefits from CBNRM are thus having an impact in the development of positive attitudes of Khwai residents towards wildlife conservation and tourism development. This paper argues that if extended to MGR, CBNRM has the potential of minimising wildlife conflicts between Khwai residents and the wildlife-tourism sectors. This approach may in the process promote the sustainable wildlife use in and around MGR.

  11. Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated

    ERIC Educational Resources Information Center

    Su, TzuFen; Cheng, Meng-Tzu; Lin, Shu-Hua

    2014-01-01

    This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students' understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th…

  12. Human Communication Handbook: Simulations and Games.

    ERIC Educational Resources Information Center

    Ruben, Brent D.; Budd, Richard W.

    This book provides a basic, interdisciplinary framework for thinking about human communication, and contains a collection of carefully selected and ordered experience-based learning activities designed to clarify the communication process. The 24 chapters cover aspects of communication in a number of disciplines, including anthropology, art,…

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

    PubMed

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

    2016-01-01

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

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

    PubMed Central

    Thompson, S.; Doughty, L. S.

    2016-01-01

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

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

    PubMed

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

    2016-01-01

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

  16. Statistical physics of human beings in games: Controlled experiments

    NASA Astrophysics Data System (ADS)

    Liang, Yuan; Huang, Ji-Ping

    2014-07-01

    It is important to know whether the laws or phenomena in statistical physics for natural systems with non-adaptive agents still hold for social human systems with adaptive agents, because this implies whether it is possible to study or understand social human systems by using statistical physics originating from natural systems. For this purpose, we review the role of human adaptability in four kinds of specific human behaviors, namely, normal behavior, herd behavior, contrarian behavior, and hedge behavior. The approach is based on controlled experiments in the framework of market-directed resource-allocation games. The role of the controlled experiments could be at least two-fold: adopting the real human decision-making process so that the system under consideration could reflect the performance of genuine human beings; making it possible to obtain macroscopic physical properties of a human system by tuning a particular factor of the system, thus directly revealing cause and effect. As a result, both computer simulations and theoretical analyses help to show a few counterparts of some laws or phenomena in statistical physics for social human systems: two-phase phenomena or phase transitions, entropy-related phenomena, and a non-equilibrium steady state. This review highlights the role of human adaptability in these counterparts, and makes it possible to study or understand some particular social human systems by means of statistical physics coming from natural systems.

  17. hpvPDB: An Online Proteome Reserve for Human Papillomavirus.

    PubMed

    Kumar, Satish; Jena, Lingaraja; Daf, Sangeeta; Mohod, Kanchan; Goyal, Peyush; Varma, Ashok K

    2013-12-01

    Human papillomavirus (HPV) infection is the leading cause of cancer mortality among women worldwide. The molecular understanding of HPV proteins has significant connotation for understanding their intrusion in the host and designing novel protein vaccines and anti-viral agents, etc. Genomic, proteomic, structural, and disease-related information on HPV is available on the web; yet, with trivial annotations and more so, it is not well customized for data analysis, host-pathogen interaction, strain-disease association, drug designing, and sequence analysis, etc. We attempted to design an online reserve with comprehensive information on HPV for the end users desiring the same. The Human Papillomavirus Proteome Database (hpvPDB) domiciles proteomic and genomic information on 150 HPV strains sequenced to date. Simultaneous easy expandability and retrieval of the strain-specific data, with a provision for sequence analysis and exploration potential of predicted structures, and easy access for curation and annotation through a range of search options at one platform are a few of its important features. Affluent information in this reserve could be of help for researchers involved in structural virology, cancer research, drug discovery, and vaccine design.

  18. hpvPDB: An Online Proteome Reserve for Human Papillomavirus

    PubMed Central

    Jena, Lingaraja; Daf, Sangeeta; Mohod, Kanchan; Goyal, Peyush; Varma, Ashok K.

    2013-01-01

    Human papillomavirus (HPV) infection is the leading cause of cancer mortality among women worldwide. The molecular understanding of HPV proteins has significant connotation for understanding their intrusion in the host and designing novel protein vaccines and anti-viral agents, etc. Genomic, proteomic, structural, and disease-related information on HPV is available on the web; yet, with trivial annotations and more so, it is not well customized for data analysis, host-pathogen interaction, strain-disease association, drug designing, and sequence analysis, etc. We attempted to design an online reserve with comprehensive information on HPV for the end users desiring the same. The Human Papillomavirus Proteome Database (hpvPDB) domiciles proteomic and genomic information on 150 HPV strains sequenced to date. Simultaneous easy expandability and retrieval of the strain-specific data, with a provision for sequence analysis and exploration potential of predicted structures, and easy access for curation and annotation through a range of search options at one platform are a few of its important features. Affluent information in this reserve could be of help for researchers involved in structural virology, cancer research, drug discovery, and vaccine design. PMID:24465243

  19. Denying humanness to others: a newly discovered mechanism by which violent video games increase aggressive behavior.

    PubMed

    Greitemeyer, Tobias; McLatchie, Neil

    2011-05-01

    Past research has provided abundant evidence that playing violent video games increases aggressive behavior. So far, these effects have been explained mainly as the result of priming existing knowledge structures. The research reported here examined the role of denying humanness to other people in accounting for the effect that playing a violent video game has on aggressive behavior. In two experiments, we found that playing violent video games increased dehumanization, which in turn evoked aggressive behavior. Thus, it appears that video-game-induced aggressive behavior is triggered when victimizers perceive the victim to be less human.

  20. Denying humanness to others: a newly discovered mechanism by which violent video games increase aggressive behavior.

    PubMed

    Greitemeyer, Tobias; McLatchie, Neil

    2011-05-01

    Past research has provided abundant evidence that playing violent video games increases aggressive behavior. So far, these effects have been explained mainly as the result of priming existing knowledge structures. The research reported here examined the role of denying humanness to other people in accounting for the effect that playing a violent video game has on aggressive behavior. In two experiments, we found that playing violent video games increased dehumanization, which in turn evoked aggressive behavior. Thus, it appears that video-game-induced aggressive behavior is triggered when victimizers perceive the victim to be less human. PMID:21422464

  1. Raoul Wallenberg in Budapest: The Human Rights Game.

    ERIC Educational Resources Information Center

    Kirman, Joseph M.

    1992-01-01

    Presents an educational game for helping secondary school students learn about the role of Raoul Wallenberg in protecting European Jews from Nazi abuse in Hungary. Explains game objectives, materials needed, and procedures. Includes a map of 1945 Budapest that serves as the game board. (SG)

  2. Games and the Design of Human-Computer Interfaces.

    ERIC Educational Resources Information Center

    Thomas, Peter; Macredie, Robert

    1994-01-01

    Discusses the relevance of computer games to the design of computer-based training materials. Highlights include intrinsic motivation and computer-based games; the cultural distinction between work and recreation; the transient motivational effect of games; the differences in use of computer systems; hypermedia authoring systems; and virtual…

  3. Towards Better Human Robot Interaction: Understand Human Computer Interaction in Social Gaming Using a Video-Enhanced Diary Method

    NASA Astrophysics Data System (ADS)

    See, Swee Lan; Tan, Mitchell; Looi, Qin En

    This paper presents findings from a descriptive research on social gaming. A video-enhanced diary method was used to understand the user experience in social gaming. From this experiment, we found that natural human behavior and gamer’s decision making process can be elicited and speculated during human computer interaction. These are new information that we should consider as they can help us build better human computer interfaces and human robotic interfaces in future.

  4. Modeling Multiple Human-Automation Distributed Systems using Network-form Games

    NASA Technical Reports Server (NTRS)

    Brat, Guillaume

    2012-01-01

    The paper describes at a high-level the network-form game framework (based on Bayes net and game theory), which can be used to model and analyze safety issues in large, distributed, mixed human-automation systems such as NextGen.

  5. Modeling Humans as Reinforcement Learners: How to Predict Human Behavior in Multi-Stage Games

    NASA Technical Reports Server (NTRS)

    Lee, Ritchie; Wolpert, David H.; Backhaus, Scott; Bent, Russell; Bono, James; Tracey, Brendan

    2011-01-01

    This paper introduces a novel framework for modeling interacting humans in a multi-stage game environment by combining concepts from game theory and reinforcement learning. The proposed model has the following desirable characteristics: (1) Bounded rational players, (2) strategic (i.e., players account for one anothers reward functions), and (3) is computationally feasible even on moderately large real-world systems. To do this we extend level-K reasoning to policy space to, for the first time, be able to handle multiple time steps. This allows us to decompose the problem into a series of smaller ones where we can apply standard reinforcement learning algorithms. We investigate these ideas in a cyber-battle scenario over a smart power grid and discuss the relationship between the behavior predicted by our model and what one might expect of real human defenders and attackers.

  6. Name that Contraceptive! A Game for the Human Sexuality Classroom

    ERIC Educational Resources Information Center

    Rosenthal, Martha S.

    2010-01-01

    There are many contraceptive choices available to people today. Learning about them can be dry, but the game "Name that Contraceptive!" can be a fun and interactive way to review, remember, and retain the details about contraceptive options. Name that Contraceptive is a card game in which students "bid" on the number of clues it will take them to…

  7. Casual Games and Casual Learning about Human Biological Systems

    ERIC Educational Resources Information Center

    Price, C. Aaron; Gean, Katherine; Christensen, Claire G.; Beheshti, Elham; Pernot, Bryn; Segovia, Gloria; Person, Halcyon; Beasley, Steven; Ward, Patricia

    2016-01-01

    Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human…

  8. Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated

    PubMed Central

    Su, TzuFen; Lin, Shu-Hua

    2014-01-01

    This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students’ understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders) were recruited for the first evaluation, and the second-semester group consisted of 72 students (also 11th graders). The results obtained indicate that students did learn from the educational card game. Moreover, students who learned from playing the game significantly outperformed their counterparts in terms of their understanding of the processes and connections among different lines of immunological defense (first semester: t = 2.92, p < 0.01; second semester: t = 3.45, p < 0.01) according to the qualitative analysis of an open-ended question. They generally had positive perceptions toward the game-based instruction and its learning efficiency, and they felt the game-based instruction was much more interesting than traditional didactic lectures (first semester: t = 2.79, p < 0.01; second semester: t = 2.41, p < 0.05). This finding is evidence that the educational card game has potential to facilitate students’ learning of how the immune system works. The implications and suggestions for future work are further discussed. PMID:25185233

  9. The Modeling of Human Intelligence in the Computer as Demonstrated in the Game of DIPLOMAT.

    ERIC Educational Resources Information Center

    Collins, James Edward; Paulsen, Thomas Dean

    An attempt was made to develop human-like behavior in the computer. A theory of the human learning process was described. A computer game was presented which simulated the human capabilities of reasoning and learning. The program was required to make intelligent decisions based on past experiences and critical analysis of the present situation.…

  10. 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.

  11. Cognitive Model of Trust Dynamics Predicts Human Behavior within and between Two Games of Strategic Interaction with Computerized Confederate Agents.

    PubMed

    Collins, Michael G; Juvina, Ion; Gluck, Kevin A

    2016-01-01

    When playing games of strategic interaction, such as iterated Prisoner's Dilemma and iterated Chicken Game, people exhibit specific within-game learning (e.g., learning a game's optimal outcome) as well as transfer of learning between games (e.g., a game's optimal outcome occurring at a higher proportion when played after another game). The reciprocal trust players develop during the first game is thought to mediate transfer of learning effects. Recently, a computational cognitive model using a novel trust mechanism has been shown to account for human behavior in both games, including the transfer between games. We present the results of a study in which we evaluate the model's a priori predictions of human learning and transfer in 16 different conditions. The model's predictive validity is compared against five model variants that lacked a trust mechanism. The results suggest that a trust mechanism is necessary to explain human behavior across multiple conditions, even when a human plays against a non-human agent. The addition of a trust mechanism to the other learning mechanisms within the cognitive architecture, such as sequence learning, instance-based learning, and utility learning, leads to better prediction of the empirical data. It is argued that computational cognitive modeling is a useful tool for studying trust development, calibration, and repair.

  12. Cognitive Model of Trust Dynamics Predicts Human Behavior within and between Two Games of Strategic Interaction with Computerized Confederate Agents

    PubMed Central

    Collins, Michael G.; Juvina, Ion; Gluck, Kevin A.

    2016-01-01

    When playing games of strategic interaction, such as iterated Prisoner's Dilemma and iterated Chicken Game, people exhibit specific within-game learning (e.g., learning a game's optimal outcome) as well as transfer of learning between games (e.g., a game's optimal outcome occurring at a higher proportion when played after another game). The reciprocal trust players develop during the first game is thought to mediate transfer of learning effects. Recently, a computational cognitive model using a novel trust mechanism has been shown to account for human behavior in both games, including the transfer between games. We present the results of a study in which we evaluate the model's a priori predictions of human learning and transfer in 16 different conditions. The model's predictive validity is compared against five model variants that lacked a trust mechanism. The results suggest that a trust mechanism is necessary to explain human behavior across multiple conditions, even when a human plays against a non-human agent. The addition of a trust mechanism to the other learning mechanisms within the cognitive architecture, such as sequence learning, instance-based learning, and utility learning, leads to better prediction of the empirical data. It is argued that computational cognitive modeling is a useful tool for studying trust development, calibration, and repair. PMID:26903892

  13. Cognitive Model of Trust Dynamics Predicts Human Behavior within and between Two Games of Strategic Interaction with Computerized Confederate Agents.

    PubMed

    Collins, Michael G; Juvina, Ion; Gluck, Kevin A

    2016-01-01

    When playing games of strategic interaction, such as iterated Prisoner's Dilemma and iterated Chicken Game, people exhibit specific within-game learning (e.g., learning a game's optimal outcome) as well as transfer of learning between games (e.g., a game's optimal outcome occurring at a higher proportion when played after another game). The reciprocal trust players develop during the first game is thought to mediate transfer of learning effects. Recently, a computational cognitive model using a novel trust mechanism has been shown to account for human behavior in both games, including the transfer between games. We present the results of a study in which we evaluate the model's a priori predictions of human learning and transfer in 16 different conditions. The model's predictive validity is compared against five model variants that lacked a trust mechanism. The results suggest that a trust mechanism is necessary to explain human behavior across multiple conditions, even when a human plays against a non-human agent. The addition of a trust mechanism to the other learning mechanisms within the cognitive architecture, such as sequence learning, instance-based learning, and utility learning, leads to better prediction of the empirical data. It is argued that computational cognitive modeling is a useful tool for studying trust development, calibration, and repair. PMID:26903892

  14. The Interactive Minority Game: a Web-based investigation of human market interactions

    NASA Astrophysics Data System (ADS)

    Laureti, Paolo; Ruch, Peter; Wakeling, Joseph; Zhang, Yi-Cheng

    2004-01-01

    The unprecedented access offered by the World Wide Web brings with it the potential to gather huge amounts of data on human activities. Here we exploit this by using a toy model of financial markets, the Minority Game (MG), to investigate human speculative trading behaviour and information capacity. Hundreds of individuals have played a total of tens of thousands of game turns against computer-controlled agents in the Web-based Interactive Minority Game. The analytical understanding of the MG permits fine-tuning of the market situations encountered, allowing for investigation of human behaviour in a variety of controlled environments. In particular, our results indicate a transition in players’ decision-making, as the markets become more difficult, between deductive behaviour making use of short-term trends in the market, and highly repetitive behaviour that ignores entirely the market history, yet outperforms random decision-making.

  15. Experimental Investigation of Human Adaptation to Change in Agent's Strategy through a Competitive Two-Player Game

    NASA Astrophysics Data System (ADS)

    Terada, Kazunori; Yamada, Seiji; Ito, Akira

    We conducted an experimental investigation on human adaptation to change in an agent's strategy through a competitive two-player game. Modeling the process of human adaptation to agents is important for designing intelligent interface agents and adaptive user interfaces that learn a user's preferences and behavior strategy. However, few studies on human adaptation to such an agent have been done. We propose a human adaptation model for a two-player game. We prepared an on-line experimental system in which a participant and an agent play a repeated penny-matching game with a bonus round. We then conducted experiments in which different opponent agents (human or robot) change their strategy during the game. The experimental results indicated that, as expected, there is an adaptation phase when a human is confronted with a change in the opponent agent's strategy, and adaptation is faster when a human is competing with robot than with another human.

  16. An Educational Game for Learning Human Immunology: What Do Students Learn and How Do They Perceive?

    ERIC Educational Resources Information Center

    Cheng, Meng-Tzu; Su, TzuFen; Huang, Wei-Yu; Chen, Jhih-Hao

    2014-01-01

    The scientific concepts of human immunology are inherently complicated and extremely difficult to understand. Hence, this study reports on the development of an educational game entitled "Humunology" and examines the impact of using "Humunology" for learning how the body's defense system works. A total of 132 middle school…

  17. The Human-Computer Interaction of Cross-Cultural Gaming Strategy

    ERIC Educational Resources Information Center

    Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander

    2015-01-01

    This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…

  18. 78 FR 10203 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-13

    ... III Tribal- State Gaming Compact between the Chippewa-Cree Tribe of the Rocky Boy's Indian Reservation... Chippewa-Cree Indians of the Rocky Boy's Reservation and the State of Montana submitted a Class III...

  19. Sexuality Education in Video Games: Recommendations for the Use of Video Games to Teach Human Sexuality Issues

    ERIC Educational Resources Information Center

    Gross, M. Scott

    2005-01-01

    This article provides a review of some of the currently available literature surrounding the academic study of video games. Many of these theoretical methods have been used to study film and television and are discussed here in order to frame the need for further examination of video games. Suggestions for the use of video games in the classroom…

  20. 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.

  1. Laughter in popular games and in sport. The other health of human play.

    PubMed

    Eichberg, Henning

    2013-01-01

    Hurling in Cornwall, la soule in Britanny, Shrovetide football in England: Popular games have normally been treated as forerunners of modern sport, sport having regulated the space and the time of the game, the (non-) violence of behaviour, the control of results, the planning, strategy, tactics, techniques and evaluation of the competitive action. This is told as a story of social improvement and progress--and about turning unhealthy wildness into civilized 'healthy' sport activity. What sociological analysis of game-playing tended to ignore was the laughter of the participants. With the seriousness of modern sport, as it was established in the nineteenth century, a culture of laughter disappeared. This study tries to counter this mainstream by a phenomenology of laughter in popular games. A contrasting attention is turned towards the seriousness of sporting competition, the smile in modern sport and fitness, and the 'underground' dimension of laughter in modern sports. By comparative analysis, laughter reveals as a bodily discourse about the imperfect human being. It tells an oppositional story about the perfectionism in the order of Western thinking--in sports as well as in health. The bodily 'physiology' of laughter, the exploding psychical energy, and the inter-bodily social relations in laughter and play and game point towards the multi-dimensionality of health, as it was formulated by WHO: as "physical, mental, and social well-being".

  2. Laughter in popular games and in sport. The other health of human play.

    PubMed

    Eichberg, Henning

    2013-01-01

    Hurling in Cornwall, la soule in Britanny, Shrovetide football in England: Popular games have normally been treated as forerunners of modern sport, sport having regulated the space and the time of the game, the (non-) violence of behaviour, the control of results, the planning, strategy, tactics, techniques and evaluation of the competitive action. This is told as a story of social improvement and progress--and about turning unhealthy wildness into civilized 'healthy' sport activity. What sociological analysis of game-playing tended to ignore was the laughter of the participants. With the seriousness of modern sport, as it was established in the nineteenth century, a culture of laughter disappeared. This study tries to counter this mainstream by a phenomenology of laughter in popular games. A contrasting attention is turned towards the seriousness of sporting competition, the smile in modern sport and fitness, and the 'underground' dimension of laughter in modern sports. By comparative analysis, laughter reveals as a bodily discourse about the imperfect human being. It tells an oppositional story about the perfectionism in the order of Western thinking--in sports as well as in health. The bodily 'physiology' of laughter, the exploding psychical energy, and the inter-bodily social relations in laughter and play and game point towards the multi-dimensionality of health, as it was formulated by WHO: as "physical, mental, and social well-being". PMID:24308265

  3. Ionic mechanisms limiting cardiac repolarization reserve in humans compared to dogs.

    PubMed

    Jost, Norbert; Virág, László; Comtois, Philippe; Ordög, Balázs; Szuts, Viktória; Seprényi, György; Bitay, Miklós; Kohajda, Zsófia; Koncz, István; Nagy, Norbert; Szél, Tamás; Magyar, János; Kovács, Mária; Puskás, László G; Lengyel, Csaba; Wettwer, Erich; Ravens, Ursula; Nánási, Péter P; Papp, Julius Gy; Varró, András; Nattel, Stanley

    2013-09-01

    The species-specific determinants of repolarization are poorly understood. This study compared the contribution of various currents to cardiac repolarization in canine and human ventricle. Conventional microelectrode, whole-cell patch-clamp, molecular biological and mathematical modelling techniques were used. Selective IKr block (50-100 nmol l(-1) dofetilide) lengthened AP duration at 90% of repolarization (APD90) >3-fold more in human than dog, suggesting smaller repolarization reserve in humans. Selective IK1 block (10 μmol l(-1) BaCl2) and IKs block (1 μmol l(-1) HMR-1556) increased APD90 more in canine than human right ventricular papillary muscle. Ion current measurements in isolated cardiomyocytes showed that IK1 and IKs densities were 3- and 4.5-fold larger in dogs than humans, respectively. IKr density and kinetics were similar in human versus dog. ICa and Ito were respectively ~30% larger and ~29% smaller in human, and Na(+)-Ca(2+) exchange current was comparable. Cardiac mRNA levels for the main IK1 ion channel subunit Kir2.1 and the IKs accessory subunit minK were significantly lower, but mRNA expression of ERG and KvLQT1 (IKr and IKs α-subunits) were not significantly different, in human versus dog. Immunostaining suggested lower Kir2.1 and minK, and higher KvLQT1 protein expression in human versus canine cardiomyocytes. IK1 and IKs inhibition increased the APD-prolonging effect of IKr block more in dog (by 56% and 49%, respectively) than human (34 and 16%), indicating that both currents contribute to increased repolarization reserve in the dog. A mathematical model incorporating observed human-canine ion current differences confirmed the role of IK1 and IKs in repolarization reserve differences. Thus, humans show greater repolarization-delaying effects of IKr block than dogs, because of lower repolarization reserve contributions from IK1 and IKs, emphasizing species-specific determinants of repolarization and the limitations of animal models for

  4. Early afterdepolarizations promote transmural reentry in ischemic human ventricles with reduced repolarization reserve

    PubMed Central

    Dutta, Sara; Mincholé, Ana; Zacur, Ernesto; Quinn, T. Alexander; Taggart, Peter; Rodriguez, Blanca

    2016-01-01

    Aims Acute ischemia is a major cause of sudden arrhythmic death, further promoted by potassium current blockers. Macro-reentry around the ischemic region and early afterdepolarizations (EADs) caused by electrotonic current have been suggested as potential mechanisms in animal and isolated cell studies. However, ventricular and human-specific arrhythmia mechanisms and their modulation by repolarization reserve remain unclear. The goal of this paper is to unravel multiscale mechanisms underlying the modulation of arrhythmic risk by potassium current (IKr) block in human ventricles with acute regional ischemia. Methods and results A human ventricular biophysically-detailed model, with acute regional ischemia is constructed by integrating experimental knowledge on the electrophysiological ionic alterations caused by coronary occlusion. Arrhythmic risk is evaluated by determining the vulnerable window (VW) for reentry following ectopy at the ischemic border zone. Macro-reentry around the ischemic region is the main reentrant mechanism in the ischemic human ventricle with increased repolarization reserve due to the ATP-sensitive potassium current (IK(ATP)) activation. Prolongation of refractoriness by 4% caused by 30% IKr reduction counteracts the establishment of macro-reentry and reduces the VW for reentry (by 23.5%). However, a further decrease in repolarization reserve (50% IKr reduction) is less anti-arrhythmic despite further prolongation of refractoriness. This is due to the establishment of transmural reentry enabled by electrotonically-triggered EADs in the ischemic border zone. EADs are produced by L-type calcium current (ICaL) reactivation due to prolonged low amplitude electrotonic current injected during the repolarization phase. Conclusions Electrotonically-triggered EADs are identified as a potential mechanism facilitating intramural reentry in a regionally-ischemic human ventricles model with reduced repolarization reserve. PMID:26850675

  5. Human population and socioeconomic modulators of conservation performance in 788 Amazonian and Atlantic Forest reserves.

    PubMed

    de Marques, Ana Alice B; Schneider, Mauricio; Peres, Carlos A

    2016-01-01

    Protected areas form a quintessential component of the global strategy to perpetuate tropical biodiversity within relatively undisturbed wildlands, but they are becoming increasingly isolated by rapid agricultural encroachment. Here we consider a network of 788 forest protected areas (PAs) in the world's largest tropical country to examine the degree to which they remain intact, and their responses to multiple biophysical and socioeconomic variables potentially affecting natural habitat loss under varying contexts of rural development. PAs within the complex Brazilian National System of Conservation Units (SNUC) are broken down into two main classes-strictly protected and sustainable use. Collectively, these account for 22.6% of the forest biomes within Brazil's national territory, primarily within the Amazon and the Atlantic Forest, but are widely variable in size, ecoregional representation, management strategy, and the degree to which they are threatened by human activities both within and outside reserve boundaries. In particular, we examine the variation in habitat conversion rates in both strictly protected and sustainable use reserves as a function of the internal and external human population density, and levels of land-use revenue in adjacent human-dominated landscapes. Our results show that PAs surrounded by heavily settled agro-pastoral landscapes face much greater challenges in retaining their natural vegetation, and that strictly protected areas are considerably less degraded than sustainable use reserves, which can rival levels of habitat degradation within adjacent 10-km buffer areas outside. PMID:27478703

  6. Human population and socioeconomic modulators of conservation performance in 788 Amazonian and Atlantic Forest reserves

    PubMed Central

    Schneider, Mauricio; Peres, Carlos A.

    2016-01-01

    Protected areas form a quintessential component of the global strategy to perpetuate tropical biodiversity within relatively undisturbed wildlands, but they are becoming increasingly isolated by rapid agricultural encroachment. Here we consider a network of 788 forest protected areas (PAs) in the world’s largest tropical country to examine the degree to which they remain intact, and their responses to multiple biophysical and socioeconomic variables potentially affecting natural habitat loss under varying contexts of rural development. PAs within the complex Brazilian National System of Conservation Units (SNUC) are broken down into two main classes—strictly protected and sustainable use. Collectively, these account for 22.6% of the forest biomes within Brazil’s national territory, primarily within the Amazon and the Atlantic Forest, but are widely variable in size, ecoregional representation, management strategy, and the degree to which they are threatened by human activities both within and outside reserve boundaries. In particular, we examine the variation in habitat conversion rates in both strictly protected and sustainable use reserves as a function of the internal and external human population density, and levels of land-use revenue in adjacent human-dominated landscapes. Our results show that PAs surrounded by heavily settled agro-pastoral landscapes face much greater challenges in retaining their natural vegetation, and that strictly protected areas are considerably less degraded than sustainable use reserves, which can rival levels of habitat degradation within adjacent 10-km buffer areas outside. PMID:27478703

  7. Human population and socioeconomic modulators of conservation performance in 788 Amazonian and Atlantic Forest reserves.

    PubMed

    de Marques, Ana Alice B; Schneider, Mauricio; Peres, Carlos A

    2016-01-01

    Protected areas form a quintessential component of the global strategy to perpetuate tropical biodiversity within relatively undisturbed wildlands, but they are becoming increasingly isolated by rapid agricultural encroachment. Here we consider a network of 788 forest protected areas (PAs) in the world's largest tropical country to examine the degree to which they remain intact, and their responses to multiple biophysical and socioeconomic variables potentially affecting natural habitat loss under varying contexts of rural development. PAs within the complex Brazilian National System of Conservation Units (SNUC) are broken down into two main classes-strictly protected and sustainable use. Collectively, these account for 22.6% of the forest biomes within Brazil's national territory, primarily within the Amazon and the Atlantic Forest, but are widely variable in size, ecoregional representation, management strategy, and the degree to which they are threatened by human activities both within and outside reserve boundaries. In particular, we examine the variation in habitat conversion rates in both strictly protected and sustainable use reserves as a function of the internal and external human population density, and levels of land-use revenue in adjacent human-dominated landscapes. Our results show that PAs surrounded by heavily settled agro-pastoral landscapes face much greater challenges in retaining their natural vegetation, and that strictly protected areas are considerably less degraded than sustainable use reserves, which can rival levels of habitat degradation within adjacent 10-km buffer areas outside.

  8. Old World monkeys are more similar to humans than New World monkeys when playing a coordination game.

    PubMed

    Brosnan, Sarah F; Wilson, Bart J; Beran, Michael J

    2012-04-22

    There is much debate about how humans' decision-making compares with that of other primates. One way to explore this is to compare species' performance using identical methodologies in games with strategical interactions. We presented a computerized Assurance Game, which was either functionally simultaneous or sequential, to investigate how humans, rhesus monkeys and capuchin monkeys used information in decision-making. All species coordinated via sequential play on the payoff-dominant Nash equilibrium, indicating that information about the partner's choice improved decisions. Furthermore, some humans and rhesus monkeys found the payoff-dominant Nash equilibrium in the simultaneous game, even when it was the first condition presented. Thus, Old World primates solved the task without any external cues to their partner's choice. Finally, when not explicitly prohibited, humans spontaneously used language to coordinate on the payoff-dominant Nash equilibrium, indicating an alternative mechanism for converting a simultaneous move game into a sequential move game. This phylogenetic distribution implies that no single mechanism drives coordination decisions across the primates, while humans' ability to spontaneously use language to change the structure of the game emphasizes that multiple mechanisms may be used even within the same species. These results provide insight into the evolution of decision-making strategies across the primates.

  9. Adding a Human Dimension to the College Numbers Game.

    ERIC Educational Resources Information Center

    Sagan, Catherine

    2002-01-01

    Considers how the College Essay Program, a long-standing tradition in the North Salem Central School District, helps students prepare a written personal statement essay for needs such as college admission applications. Concludes that college essays are engaging personal statements, difficult to write down, that bring a human dimension to the…

  10. Evolutionary game theory meets social science: is there a unifying rule for human cooperation?

    PubMed

    Rosas, Alejandro

    2010-05-21

    Evolutionary game theory has shown that human cooperation thrives in different types of social interactions with a PD structure. Models treat the cooperative strategies within the different frameworks as discrete entities and sometimes even as contenders. Whereas strong reciprocity was acclaimed as superior to classic reciprocity for its ability to defeat defectors in public goods games, recent experiments and simulations show that costly punishment fails to promote cooperation in the IR and DR games, where classic reciprocity succeeds. My aim is to show that cooperative strategies across frameworks are capable of a unified treatment, for they are governed by a common underlying rule or norm. An analysis of the reputation and action rules that govern some representative cooperative strategies both in models and in economic experiments confirms that the different frameworks share a conditional action rule and several reputation rules. The common conditional rule contains an option between costly punishment and withholding benefits that provides alternative enforcement methods against defectors. Depending on the framework, individuals can switch to the appropriate strategy and method of enforcement. The stability of human cooperation looks more promising if one mechanism controls successful strategies across frameworks.

  11. Human Migration and Agricultural Expansion: An Impending Threat to the Maya Biosphere Reserve

    NASA Technical Reports Server (NTRS)

    Sader, Steven; Reining, Conard; Sever, Thomas L.; Soza, Carlos

    1997-01-01

    Evidence is presented of the current threats to the Maya Biosphere Reserve in northern Guatemala as derived through time-series Landsat Thematic Mapper observations and analysis. Estimates of deforestation rates and trends are examined for different management units within the reserve and buffer zones. The satellite imagery was used to quantify and monitor rates, patterns, and trends of forest clearing during a time period corresponding to new road construction and significant human migration into the newly accessible forest region. Satellite imagery is appropriate technology in a vast and remote tropical region where aerial photography and extensive field-based methods are not cost-effective and current, timely data is essential for establishing conservation priorities.

  12. Non-cooperative game theory in biology and cooperative reasoning in humans.

    PubMed

    Kabalak, Alihan; Smirnova, Elena; Jost, Jürgen

    2015-06-01

    The readiness for spontaneous cooperation together with the assumptions that others share this cooperativity has been identified as a fundamental feature that distinguishes humans from other animals, including the great apes. At the same time, cooperativity presents an evolutionary puzzle because non-cooperators do better in a group of cooperators. We develop here an analysis of the process leading to cooperation in terms of rationality concepts, game theory and epistemic logic. We are, however, not attempting to reconstruct the actual evolutionary process. We rather want to provide the logical structure underlying cooperation in order to understand why cooperation is possible and what kind of reasoning and beliefs would lead to cooperative decision-making. Game theory depends on an underlying common belief in non-cooperative rationality of the players, and cooperativity similarly can utilize a common belief in cooperative rationality as its basis. We suggest a weaker concept of rational decision-making in games that encompasses both types of decision-making. We build this up in stages, starting from simple optimization, then using anticipation of the reaction of others, to finally arrive at reflexive and cooperative reasoning. While each stage is more difficult than the preceding, importantly, we also identify a reduction of complexity achieved by the consistent application of higher stage reasoning.

  13. Reserve capacity for ATP consumption during isometric contraction in human skeletal muscle fibers.

    PubMed

    Han, Y S; Proctor, D N; Geiger, P C; Sieck, G C

    2001-02-01

    Maximum velocity of the actomyosin ATPase reaction (V(max) ATPase) and ATP consumption rate during maximum isometric activation (ATP(iso)) were determined in human vastus lateralis (VL) muscle fibers expressing different myosin heavy chain (MHC) isoforms. We hypothesized that the reserve capacity for ATP consumption [1 -- (ratio of ATP(iso) to V(max) ATPase)] varies across VL muscle fibers expressing different MHC isoforms. Biopsies were obtained from 12 subjects (10 men and 2 women; age 21--66 yr). A quantitative histochemical procedure was used to measure V(max) ATPase. In permeabilized fibers, ATP(iso) was measured using an NADH-linked fluorometric procedure. The reserve capacity for ATP consumption was lower for fibers coexpressing MHC(2X) and MHC(2A) compared with fibers singularly expressing MHC(2A) and MHC(slow) (39 vs. 52 and 56%, respectively). Tension cost (ratio of ATP(iso) to generated force) also varied with fiber type, being highest in fibers coexpressing MHC(2X) and MHC(2A). We conclude that fiber-type differences in the reserve capacity for ATP consumption and tension cost reflect functional differences such as susceptibility to fatigue.

  14. Humans display a reduced set of consistent behavioral phenotypes in dyadic games

    PubMed Central

    Poncela-Casasnovas, Julia; Gutiérrez-Roig, Mario; Gracia-Lázaro, Carlos; Vicens, Julian; Gómez-Gardeñes, Jesús; Perelló, Josep; Moreno, Yamir; Duch, Jordi; Sánchez, Angel

    2016-01-01

    Socially relevant situations that involve strategic interactions are widespread among animals and humans alike. To study these situations, theoretical and experimental research has adopted a game theoretical perspective, generating valuable insights about human behavior. However, most of the results reported so far have been obtained from a population perspective and considered one specific conflicting situation at a time. This makes it difficult to extract conclusions about the consistency of individuals’ behavior when facing different situations and to define a comprehensive classification of the strategies underlying the observed behaviors. We present the results of a lab-in-the-field experiment in which subjects face four different dyadic games, with the aim of establishing general behavioral rules dictating individuals’ actions. By analyzing our data with an unsupervised clustering algorithm, we find that all the subjects conform, with a large degree of consistency, to a limited number of behavioral phenotypes (envious, optimist, pessimist, and trustful), with only a small fraction of undefined subjects. We also discuss the possible connections to existing interpretations based on a priori theoretical approaches. Our findings provide a relevant contribution to the experimental and theoretical efforts toward the identification of basic behavioral phenotypes in a wider set of contexts without aprioristic assumptions regarding the rules or strategies behind actions. From this perspective, our work contributes to a fact-based approach to the study of human behavior in strategic situations, which could be applied to simulating societies, policy-making scenario building, and even a variety of business applications. PMID:27532047

  15. Humans display a reduced set of consistent behavioral phenotypes in dyadic games.

    PubMed

    Poncela-Casasnovas, Julia; Gutiérrez-Roig, Mario; Gracia-Lázaro, Carlos; Vicens, Julian; Gómez-Gardeñes, Jesús; Perelló, Josep; Moreno, Yamir; Duch, Jordi; Sánchez, Angel

    2016-08-01

    Socially relevant situations that involve strategic interactions are widespread among animals and humans alike. To study these situations, theoretical and experimental research has adopted a game theoretical perspective, generating valuable insights about human behavior. However, most of the results reported so far have been obtained from a population perspective and considered one specific conflicting situation at a time. This makes it difficult to extract conclusions about the consistency of individuals' behavior when facing different situations and to define a comprehensive classification of the strategies underlying the observed behaviors. We present the results of a lab-in-the-field experiment in which subjects face four different dyadic games, with the aim of establishing general behavioral rules dictating individuals' actions. By analyzing our data with an unsupervised clustering algorithm, we find that all the subjects conform, with a large degree of consistency, to a limited number of behavioral phenotypes (envious, optimist, pessimist, and trustful), with only a small fraction of undefined subjects. We also discuss the possible connections to existing interpretations based on a priori theoretical approaches. Our findings provide a relevant contribution to the experimental and theoretical efforts toward the identification of basic behavioral phenotypes in a wider set of contexts without aprioristic assumptions regarding the rules or strategies behind actions. From this perspective, our work contributes to a fact-based approach to the study of human behavior in strategic situations, which could be applied to simulating societies, policy-making scenario building, and even a variety of business applications. PMID:27532047

  16. Humans display a reduced set of consistent behavioral phenotypes in dyadic games.

    PubMed

    Poncela-Casasnovas, Julia; Gutiérrez-Roig, Mario; Gracia-Lázaro, Carlos; Vicens, Julian; Gómez-Gardeñes, Jesús; Perelló, Josep; Moreno, Yamir; Duch, Jordi; Sánchez, Angel

    2016-08-01

    Socially relevant situations that involve strategic interactions are widespread among animals and humans alike. To study these situations, theoretical and experimental research has adopted a game theoretical perspective, generating valuable insights about human behavior. However, most of the results reported so far have been obtained from a population perspective and considered one specific conflicting situation at a time. This makes it difficult to extract conclusions about the consistency of individuals' behavior when facing different situations and to define a comprehensive classification of the strategies underlying the observed behaviors. We present the results of a lab-in-the-field experiment in which subjects face four different dyadic games, with the aim of establishing general behavioral rules dictating individuals' actions. By analyzing our data with an unsupervised clustering algorithm, we find that all the subjects conform, with a large degree of consistency, to a limited number of behavioral phenotypes (envious, optimist, pessimist, and trustful), with only a small fraction of undefined subjects. We also discuss the possible connections to existing interpretations based on a priori theoretical approaches. Our findings provide a relevant contribution to the experimental and theoretical efforts toward the identification of basic behavioral phenotypes in a wider set of contexts without aprioristic assumptions regarding the rules or strategies behind actions. From this perspective, our work contributes to a fact-based approach to the study of human behavior in strategic situations, which could be applied to simulating societies, policy-making scenario building, and even a variety of business applications.

  17. The dynamics of human behavior in the public goods game with institutional incentives.

    PubMed

    Dong, Yali; Zhang, Boyu; Tao, Yi

    2016-06-24

    The empirical research on the public goods game (PGG) indicates that both institutional rewards and institutional punishment can curb free-riding and that the punishment effect is stronger than the reward effect. Self-regarding models that are based on Nash equilibrium (NE) strategies or evolutionary game dynamics correctly predict which incentives are best at promoting cooperation, but individuals do not play these rational strategies overall. The goal of our study is to investigate the dynamics of human decision making in the repeated PGG with institutional incentives. We consider that an individual's contribution is affected by four factors, which are self-interest, the behavior of others, the reaction to rewards, and the reaction to punishment. We find that people on average do not react to rewards and punishment, and that self-interest and the behavior of others sufficiently explain the dynamics of human behavior. Further analysis suggests that institutional incentives promote cooperation by affecting the self-regarding preference and that the other-regarding preference seems to be independent of incentive schemes. Because individuals do not change their behavioral patterns even if they were not rewarded or punished, the mere potential to punish defectors and reward cooperators can lead to considerable increases in the level of cooperation.

  18. The dynamics of human behavior in the public goods game with institutional incentives

    PubMed Central

    Dong, Yali; Zhang, Boyu; Tao, Yi

    2016-01-01

    The empirical research on the public goods game (PGG) indicates that both institutional rewards and institutional punishment can curb free-riding and that the punishment effect is stronger than the reward effect. Self-regarding models that are based on Nash equilibrium (NE) strategies or evolutionary game dynamics correctly predict which incentives are best at promoting cooperation, but individuals do not play these rational strategies overall. The goal of our study is to investigate the dynamics of human decision making in the repeated PGG with institutional incentives. We consider that an individual’s contribution is affected by four factors, which are self-interest, the behavior of others, the reaction to rewards, and the reaction to punishment. We find that people on average do not react to rewards and punishment, and that self-interest and the behavior of others sufficiently explain the dynamics of human behavior. Further analysis suggests that institutional incentives promote cooperation by affecting the self-regarding preference and that the other-regarding preference seems to be independent of incentive schemes. Because individuals do not change their behavioral patterns even if they were not rewarded or punished, the mere potential to punish defectors and reward cooperators can lead to considerable increases in the level of cooperation. PMID:27339080

  19. The dynamics of human behavior in the public goods game with institutional incentives.

    PubMed

    Dong, Yali; Zhang, Boyu; Tao, Yi

    2016-01-01

    The empirical research on the public goods game (PGG) indicates that both institutional rewards and institutional punishment can curb free-riding and that the punishment effect is stronger than the reward effect. Self-regarding models that are based on Nash equilibrium (NE) strategies or evolutionary game dynamics correctly predict which incentives are best at promoting cooperation, but individuals do not play these rational strategies overall. The goal of our study is to investigate the dynamics of human decision making in the repeated PGG with institutional incentives. We consider that an individual's contribution is affected by four factors, which are self-interest, the behavior of others, the reaction to rewards, and the reaction to punishment. We find that people on average do not react to rewards and punishment, and that self-interest and the behavior of others sufficiently explain the dynamics of human behavior. Further analysis suggests that institutional incentives promote cooperation by affecting the self-regarding preference and that the other-regarding preference seems to be independent of incentive schemes. Because individuals do not change their behavioral patterns even if they were not rewarded or punished, the mere potential to punish defectors and reward cooperators can lead to considerable increases in the level of cooperation. PMID:27339080

  20. Coordination strategies of chimpanzees and human children in a Stag Hunt game

    PubMed Central

    Duguid, Shona; Wyman, Emily; Bullinger, Anke F.; Herfurth-Majstorovic, Katharina; Tomasello, Michael

    2014-01-01

    Much of human cooperation takes place in mutualistic contexts in which the main challenge for individuals is how to coordinate decisions. In the current studies, we compared the abilities of chimpanzees and young children to coordinate with a partner in two versions of a Stag Hunt game. When risks were low (the hare was of low value) and information was cheap (the partner's behaviour was readily observable), partners of both species were able to successfully coordinate on the higher value stag more than 90% of the time. By contrast, when the risks were raised and observing the partner was more difficult, the chimpanzees became less successful, whereas the children compensated, and so remained highly successful, by communicating more often and more specifically. This pattern of results is consistent with the hypothesis that humans evolved unique skills of coordination and communication in the context of especially risky coordination problems. PMID:25320165

  1. 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. PMID:26304308

  2. Rural Sprawl and the Impact of Human Land Use on the Pine Ridge Indian Reservation, South Dakota

    NASA Astrophysics Data System (ADS)

    Campbell, R.; Bennett, T.

    2005-12-01

    The most important impact on global land cover is human use and development. With the recent population growth occurring on the reservations in South Dakota, specifically Pine Ridge Indian Reservation, the towns and communities of the reservation are undergoing change. Although urban sprawl certainly is not a consideration on the reservations, the population explosion currently underway has seen a subsequent increase in rural sprawl. In this case, rural sprawl is defined as exponential population growth and geographic expansion of remote reservation communities. The capacity of satellite imagery to encompass large land tracts make the use of this technology a cost effective way to visualize and investigate population growth in rural communities. Likewise, integrating remotely sensed data into a Geographic Information Systems (GIS) can be a powerful tool to identify environmental and other land use issues that impact the people and communities in and around the Pine Ridge area. The objective of this research is to (1) observe and calculate land cover change around three communities on the Pine Ridge Indian reservation using remotely sensed data (Landsat MSS, TM and ETM+) and Geographic Information Systems over a 20 year span, and (2) to discuss the potential impacts of rural sprawl on the Pine Ridge Reservation, SD. Preliminary results indicate that land cover has changed in relationship to increased population growth within three communities on the reservation. New housing developments, roads and buildings have appeared and these changes were detectable using Landsat imagery. These results will be discussed along with the experiences and education through the NASA Goddard Internship sponsored by the North Dakota Association of Tribal Colleges.

  3. Human Computation in Visualization: Using Purpose Driven Games for Robust Evaluation of Visualization Algorithms.

    PubMed

    Ahmed, N; Zheng, Ziyi; Mueller, K

    2012-12-01

    Due to the inherent characteristics of the visualization process, most of the problems in this field have strong ties with human cognition and perception. This makes the human brain and sensory system the only truly appropriate evaluation platform for evaluating and fine-tuning a new visualization method or paradigm. However, getting humans to volunteer for these purposes has always been a significant obstacle, and thus this phase of the development process has traditionally formed a bottleneck, slowing down progress in visualization research. We propose to take advantage of the newly emerging field of Human Computation (HC) to overcome these challenges. HC promotes the idea that rather than considering humans as users of the computational system, they can be made part of a hybrid computational loop consisting of traditional computation resources and the human brain and sensory system. This approach is particularly successful in cases where part of the computational problem is considered intractable using known computer algorithms but is trivial to common sense human knowledge. In this paper, we focus on HC from the perspective of solving visualization problems and also outline a framework by which humans can be easily seduced to volunteer their HC resources. We introduce a purpose-driven game titled "Disguise" which serves as a prototypical example for how the evaluation of visualization algorithms can be mapped into a fun and addicting activity, allowing this task to be accomplished in an extensive yet cost effective way. Finally, we sketch out a framework that transcends from the pure evaluation of existing visualization methods to the design of a new one.

  4. Effects of Human-Nature Interactions on Wildlife Habitat Dynamics: The Case of Wolong Nature Reserve for Giant Pandas

    NASA Astrophysics Data System (ADS)

    Vina, A.; Tuanmu, M.; Yang, W.; Liu, J.

    2012-12-01

    Human activities continue to induce the degradation of natural ecosystems, thus threatening not only the long-term survival of many wildlife species around the world, but also the resilience of natural ecosystems to global environmental changes. In response, many conservation efforts are emerging as adaptive strategies for coping with the degradation of natural ecosystems. Among them, the establishment of nature reserves is considered to be the most effective. However the effectiveness of nature reserves depends on the type and intensity of human activities occurring within their boundaries. But many of these activities constitute important livelihood systems for local human populations. Therefore, to enhance the effectiveness of conservation actions without significantly affecting local livelihood systems, it is essential to understand the complexity of human-nature interactions and their effects on the spatio-temporal dynamics of natural ecosystems. In this study, we evaluated the relation between giant panda habitat dynamics, conservation efforts and human activities in Wolong Nature Reserve for Giant Pandas, Sichuan Province, China. This reserve supports ca. 10% of the entire wild giant panda population but is also home to ca. 4,900 local residents. The spatio-temporal dynamics of giant panda habitat over the last four decades were analyzed using a time series of remotely sensed imagery acquired by different satellite sensor systems, including the Landsat Multi-Spectral Scanner, the Landsat Thematic Mapper and the Moderate Resolution Imaging Spectroradiometer (MODIS). Our assessment suggests that when local residents were actively involved in conservation efforts (through a payment for ecosystem services scheme established since around 2000) panda habitat started to recover, thus enhancing the resilience capacity of natural ecosystems in the Reserve. This reversed a long-term (> 30 years) trend of panda habitat degradation. The study not only has direct

  5. Quantifying the Role of Homophily in Human Cooperation Using Multiplex Evolutionary Game Theory

    PubMed Central

    2015-01-01

    Nature shows as human beings live and grow inside social structures. This assumption allows us to explain and explore how it may shape most of our behaviours and choices, and why we are not just blindly driven by instincts: our decisions are based on more complex cognitive reasons, based on our connectedness on different spaces. Thus, human cooperation emerges from this complex nature of social network. Our paper, focusing on the evolutionary dynamics, is intended to explore how and why it happens, and what kind of impact is caused by homophily among people. We investigate the evolution of human cooperation using evolutionary game theory on multiplex. Multiplexity, as an extra dimension of analysis, allows us to unveil the hidden dynamics and observe non-trivial patterns within a population across network layers. More importantly, we find a striking role of homophily, as the higher the homophily between individuals, the quicker is the convergence towards cooperation in the social dilemma. The simulation results, conducted both macroscopically and microscopically across the network layers in the multiplex, show quantitatively the role of homophily in human cooperation. PMID:26496351

  6. Quantifying the Role of Homophily in Human Cooperation Using Multiplex Evolutionary Game Theory.

    PubMed

    Di Stefano, Alessandro; Scatà, Marialisa; La Corte, Aurelio; Liò, Pietro; Catania, Emanuele; Guardo, Ermanno; Pagano, Salvatore

    2015-01-01

    Nature shows as human beings live and grow inside social structures. This assumption allows us to explain and explore how it may shape most of our behaviours and choices, and why we are not just blindly driven by instincts: our decisions are based on more complex cognitive reasons, based on our connectedness on different spaces. Thus, human cooperation emerges from this complex nature of social network. Our paper, focusing on the evolutionary dynamics, is intended to explore how and why it happens, and what kind of impact is caused by homophily among people. We investigate the evolution of human cooperation using evolutionary game theory on multiplex. Multiplexity, as an extra dimension of analysis, allows us to unveil the hidden dynamics and observe non-trivial patterns within a population across network layers. More importantly, we find a striking role of homophily, as the higher the homophily between individuals, the quicker is the convergence towards cooperation in the social dilemma. The simulation results, conducted both macroscopically and microscopically across the network layers in the multiplex, show quantitatively the role of homophily in human cooperation.

  7. A game theoretical model of deforestation in human-environment relationships.

    PubMed

    Rodrigues, António; Koeppl, Heinz; Ohtsuki, Hisashi; Satake, Akiko

    2009-05-01

    We studied a two-person game regarding deforestation in human-environment relationships. Each landowner manages a single land parcel where the state of land-use is forested, agricultural, or abandoned. The landowner has two strategies available: forest conservation and deforestation. The choice of deforestation provides a high return to the landowner, but it degrades the forest ecosystem services produced on a neighboring land parcel managed by a different landowner. Given spatial interactions between the two landowners, each landowner decides which strategy to choose by comparing the expected discounted utility of each strategy. Expected discounted utility is determined by taking into account the current and future utilities to be received, according to the state transition on the two land parcels. The state transition is described by a Markov chain that incorporates a landowner's choice about whether to deforest and the dynamics of agricultural abandonment and forest regeneration. By considering a stationary distribution of the Markov chain for land-use transitions, we derive explicit conditions for Nash equilibrium. We found that a slow regeneration of forests favors mutual cooperation (forest conservation). As the forest regenerates faster, mutual cooperation transforms to double Nash equilibria (mutual cooperation and mutual defection), and finally mutual defection (deforestation) leads to a unique Nash equilibrium. Two different types of social dilemma emerge in our deforestation game. The stag-hunt dilemma is most likely to occur under an unsustainable resource supply, where forest regenerates extremely slowly but agricultural abandonment happens quite rapidly. In contrast, the prisoner's dilemma is likely under a persistent or circulating supply of resources, where forest regenerates rapidly and agricultural abandonment occurs slowly or rapidly. These results show how humans and the environment mutually shape the dilemma structure in forest management

  8. Playing the Cell Game.

    ERIC Educational Resources Information Center

    Madrazo, Gerry M., Jr.; Wood, Carol A.

    1980-01-01

    Discusses the use of games to facilitate learning scientific concepts and principles. Describes the Cell Game, which simulates plant and animal cells; the Energy Quest, which requires players to buy property that generates largest amounts of electricity; the Blood Flow Game, which illustrates circulation of blood through the human body. (CS)

  9. Human Science for Human Freedom? Piaget's Developmental Research and Foucault's Ethical Truth Games

    ERIC Educational Resources Information Center

    Zhao, Guoping

    2012-01-01

    The construction of the modern subject and the pursuit of human freedom and autonomy, as well as the practice of human science has been pivotal in the development of modern education. But for Foucault, the subject is only the effect of discourses and power-knowledge arrangements, and modern human science is part of the very arrangement that has…

  10. Potential Hazard to Human Health from Exposure to Fragments of Lead Bullets and Shot in the Tissues of Game Animals

    PubMed Central

    Pain, Deborah J.; Cromie, Ruth L.; Newth, Julia; Brown, Martin J.; Crutcher, Eric; Hardman, Pippa; Hurst, Louise; Mateo, Rafael; Meharg, Andrew A.; Moran, Annette C.; Raab, Andrea; Taggart, Mark A.; Green, Rhys E.

    2010-01-01

    Background Lead is highly toxic to animals. Humans eating game killed using lead ammunition generally avoid swallowing shot or bullets and dietary lead exposure from this source has been considered low. Recent evidence illustrates that lead bullets fragment on impact, leaving small lead particles widely distributed in game tissues. Our paper asks whether lead gunshot pellets also fragment upon impact, and whether lead derived from spent gunshot and bullets in the tissues of game animals could pose a threat to human health. Methodology/Principal Findings Wild-shot gamebirds (6 species) obtained in the UK were X-rayed to determine the number of shot and shot fragments present, and cooked using typical methods. Shot were then removed to simulate realistic practice before consumption, and lead concentrations determined. Data from the Veterinary Medicines Directorate Statutory Surveillance Programme documenting lead levels in raw tissues of wild gamebirds and deer, without shot being removed, are also presented. Gamebirds containing ≥5 shot had high tissue lead concentrations, but some with fewer or no shot also had high lead concentrations, confirming X-ray results indicating that small lead fragments remain in the flesh of birds even when the shot exits the body. A high proportion of samples from both surveys had lead concentrations exceeding the European Union Maximum Level of 100 ppb w.w. (0.1 mg kg−1 w.w.) for meat from bovine animals, sheep, pigs and poultry (no level is set for game meat), some by several orders of magnitude. High, but feasible, levels of consumption of some species could result in the current FAO/WHO Provisional Weekly Tolerable Intake of lead being exceeded. Conclusions/Significance The potential health hazard from lead ingested in the meat of game animals may be larger than previous risk assessments indicated, especially for vulnerable groups, such as children, and those consuming large amounts of game. PMID:20436670

  11. Human cooperation in social dilemmas: comparing the Snowdrift game with the Prisoner's Dilemma.

    PubMed

    Kümmerli, Rolf; Colliard, Caroline; Fiechter, Nicolas; Petitpierre, Blaise; Russier, Flavien; Keller, Laurent

    2007-12-01

    Explaining the evolution of cooperation among non-relatives is one of the major challenges for evolutionary biology. In this study, we experimentally examined human cooperation in the iterated Snowdrift game (ISD), which has received little attention so far, and compared it with human cooperation in the iterated Prisoner's Dilemma (IPD), which has become the paradigm for the evolution of cooperation. We show that iteration in the ISD leads to consistently higher levels of cooperation than in the IPD. We further demonstrate that the most successful strategies known for the IPD (generous Tit-for-Tat and Pavlov) were also successfully used in the ISD. Interestingly, we found that female players cooperated significantly more often than male players in the IPD but not in the ISD. Moreover, female players in the IPD applied Tit-for-Tat-like or Pavlovian strategies significantly more often than male players, thereby achieving significantly higher pay-offs than male players did. These data demonstrate that the willingness to cooperate does not only depend on the type of the social dilemma, but also on the class of individuals involved. Altogether, our study shows that the ISD can potentially explain high levels of cooperation among non-relatives in humans. In addition, the ISD seems to reflect the social dilemma more realistically than the IPD because individuals obtain immediate direct benefits from the cooperative acts they perform and costs of cooperation are shared between cooperators. PMID:17895227

  12. Evaluation of a game controller using human stiffness estimated from electromyogram.

    PubMed

    Watanabe, Masato; Yamamoto, Taisuke; Kambara, Hiroyuki; Koike, Yasuharu

    2010-01-01

    A motion controller which has an acceleration sensor increases reality and intuitiveness in sports games. But we adjust not only visible posture but also invisible force like stiffness and viscosity when we play sports. We propose a game controller using player's movement and force by using acceleration and electromyogram(EMG). In this research, we compared conventional motion controller and proposed method by using a golf game. The score was the distance between cup position and carried ball position. For beginner of video games, proposed method is superior than conventional. For well-trained video game players conventional button type controller wins on accurate input. Because it was difficult to keep arm stiffness constant than button. Using coarsely-quantized EMG might resolve this problem, then achieve intuitive and easy-to-use game controller.

  13. Gaming to Predict Human Responses to Mass Casualty Events: An Approach for Quick Look Tools for Pandemic Influenza

    SciTech Connect

    Brigantic, Robert T.; Muller, George; Taylor, Aimee E.; Papatyi, Anthony F.

    2009-10-09

    There is a need to better understand and describe social intelligence in the realm of handling mass casualty events such as pandemic influenza, earthquakes, and other natural or manmade disasters. A comprehension of social intelligence is needed in order to accurately feed and drive models and simulations that attempt to describe and quantify human responses to such mass casualty events, which can allow decision makers to identify potential mitigation strategies that might be used to minimize the impacts of these events by reducing numbers of deaths, injuries, and other societal (e.g., economic) consequences. We propose to develop a better understanding of social intelligence and socially driven human responses through the use of games and game-like interfaces with a direct application focused on infectious diseases.

  14. Media and human capital development: Can video game playing make you smarter?1

    PubMed Central

    Suziedelyte, Agne

    2015-01-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities. PMID:25705064

  15. C. H. McCloy Lecture: symbols, conventions, games, Eleanor Metheny, and the evolution of human intelligence.

    PubMed

    Kretchmar, Scott

    2013-06-01

    In this essay I argue that Eleanor Metheny was ahead of her time when she argued that nonverbal physical activities carry symbolic meanings and are, for that reason and others, intellectually impressive. I compare her theories on the symbolic process with something that might be called the "conventional process." I will show why conventional logic rather than symbolic reasoning tells us more about the way intelligence evolved and the potentially impressive role played by games in the advance of human civilization.

  16. More than a Game.

    ERIC Educational Resources Information Center

    Venables, Robert W.

    1989-01-01

    Discusses bingo and other gambling operations on American Indian reservations in terms of: (1) their similarities to and differences from traditional Indian games; (2) their value as a focus for gauging the greater issue of Indian self-determination; and (3) Indian adaptations of non-Indian ways for survival purposes. (SV)

  17. Extraversion in Games

    NASA Astrophysics Data System (ADS)

    van Lankveld, Giel; Schreurs, Sonny; Spronck, Pieter; van den Herik, Jaap

    The behavior of a human player in a game expresses the personality of that player. Personality is an important characteristic for modeling the player's profile. In our research we use the five factor model of personality, in which extraversion is a notable factor. Extraversion is the human tendency of being sensitive to rewards. This often results in humans seeking socially rewarding situations. Extraversion plays a prominent part in the in-game behavior of a player. The in-game behavior can be decomposed in 20 different in-game elements.

  18. Evil games.

    PubMed

    Chambers, David W

    2010-01-01

    A defining characteristic of humans is our capacity to create a better world through mutual action. Traditional ethics attempts to define and impose the one or several things we should all want. The alternative argued here is that we can retain our individual definitions of what matters and still work together for mutual improvement. Agreeing on common ethical principles is not a precondition for an effective moral life. This approach to morality is based on game theory, which holds that in purposely social interactions: (a) there are basic understandings, (b) individuals pursue their own interests, (c) we can judge others' interests, and (d) the distribution of benefits and burdens depends on the joint action of individuals, not on the action of individuals in isolation. In this view, immorality becomes a matter of cheating in the game of life. The three primary forms of cheating are deception (misleading others into thinking they are playing a game other than the one that is to their advantage to play), coercion (blocking courses of action others would normally be entitled to), and reneging (playing the game and then dodging the payoff if one does not like the outcome). These three evils are illustrated by Shakespeare's plays Othello, Richard III, and Antony and Cleopatra.

  19. Daily spermatozoal production and epididymal spermatozoal reserves of the human male.

    PubMed

    Amann, R P; Howards, S S

    1980-08-01

    Testicular and epididymal spermatozoal reserves were determined for 11 healthy men, a vasectomized man and 12 other men. For healthy men testis weight (19 testes) averaged 16.9 plus or minus 1.2 gm. and daily spermatozoal production was 4.25 times 10(6) per gm. (range equals 1.4 to 6.3 times 10(6) per gm.). Based on our total sample (23 patients) 67 per cent of the men 20 to 50 years old probably produce between 45 times 10(6) and 207 times 10(6) spermatozoa per day. Daily spermatozoal production was normal in 1 vasectomized man. Epididymal reserves of healthy men totaled 182 times 10(6) spermatozoa per epididymis, of which 26 per cent were in the caput, 23 per cent in the corpus and 52 per cent in the cauda. The interval between any previous ejaculation and death was unknown but we assumed that these values are typical for men copulating or masturbating every 1 to 7 days. Extragonadal spermatozoal reserves totaled approximately 440 times 10(6), of which less than 225 times 10(6) would be available for ejaculation in the ductuli deferentia and caudae epididymides. Transit time of spermatozoa through the caput, corpus and cauda epididymidis was estimated as 0.72, 0.71 and 1.76 days. In a vasectomized man extragonadal reserves totaled 7 times 10(9) spermatozoa or about 75 days of production by the testes. Thus, spermatozoal production in man is much less efficient than in other mammals, the extragonadal reserves of spermatozoa are small and maturation of spermatozoa in the caput plus corpus epididymidis occurs in less than 2 days. In terms of these quantitative characteristics the reproductive capacity of man is considerably less than that of a rhesus monkey.

  20. Communication Games.

    ERIC Educational Resources Information Center

    Luetke-Stahlman, Barbara

    1987-01-01

    Games which help hearing-impaired students develop language skills include the barrier game (students help others to arrange items in the same order as theirs); hiding game (students determine objects' hiding places by asking questions); describing game (students describe objects as others draw them); and telephone game (a message is passed…

  1. Playful Gaming.

    ERIC Educational Resources Information Center

    Makedon, Alexander

    A philosophical analysis of play and games is undertaken in this paper. Playful gaming, which is shown to be a synthesis of play and games, is utilized as a category for undertaking the examination of play and games. The significance of playful gaming to education is demonstrated through analyses of Plato's, Dewey's, Sartre's, and Marcuse's…

  2. Human exposure to PCBS: modeling and assessment of environmental concentrations on the Akwesasne reservation.

    PubMed

    Kinney, A; Fitzgerald, E; Hwang, S; Bush, B; Tarbell, A

    1997-11-01

    The Mohawk Nation at Akwesasne, comprised of approximately 10,000 people, is located along the St. Lawrence River in upstate New York. The Akwesasne reservation has been contaminated by local industries, which are located on the St. Lawrence River and its tributaries, and by upstream sources on the Great Lakes. The closest known source of contamination to the reservation is General Motors (GM) Foundry, which is located less than 100 feet from the reservation's border. This facility is listed on the Environmental Protection Agency's National Priority List and the New York State's Department of Environmental Conservation's (NYSDEC) inactive hazardous waste disposal site list. Contamination to the reservation arising from discharge and secondary transport mechanisms has caused concern to the Mohawk people of Akwesasne. The characterization of the environment at Akwesasne required a historical review of existing environmental data, generation of a database, review of existing data, sampling to augment existing data, data analysis, data modeling and data generation based on a chosen model for all environmental pathways of interest. The objectives this work were to: 1) assess the quality of existing data, 2) create a database which will manage the over 6000 samples recorded taken from the local area, 3) augment the existing data with additional sampling, 4) determine the degradation or attenuation of PCBs and specific congeners in various environmental media over time, and 5) create a model that estimates environmental concentrations of PCBs retro- and pro-spectively for times that sampling had not occurred. The results of this process yielded concentrations of PCBs, congener specific and total, in several environmental medium. Modeling of environmental concentrations through a thirteen-year time period was performed for a fish, wildlife and surface soil. Other media were not modeled due to limited information or non-detectable concentrations reported in past work

  3. Unpredictability induced by unfocused games in evolutionary game dynamics.

    PubMed

    Hashimoto, Koh

    2006-08-01

    Evolutionary game theory is a basis of replicator systems and has applications ranging from animal behavior and human language to ecosystems and other hierarchical network systems. Most studies in evolutionary game dynamics have focused on a single game, but, in many situations, we see that many games are played simultaneously. We construct a replicator equation with plural games by assuming that a reward of a player is a simple summation of the reward of each game. Even if the numbers of the strategies of the games are different, its dynamics can be described in one replicator equation. We here show that when players play several games at the same time, the fate of a single game cannot be determined without knowing the structures of the whole other games. The most absorbing fact is that even if a single game has a ESS (evolutionary stable strategy), the relative frequencies of strategies in the game does not always converge to the ESS point when other games are played simultaneously.

  4. Unpredictability induced by unfocused games in evolutionary game dynamics.

    PubMed

    Hashimoto, Koh

    2006-08-01

    Evolutionary game theory is a basis of replicator systems and has applications ranging from animal behavior and human language to ecosystems and other hierarchical network systems. Most studies in evolutionary game dynamics have focused on a single game, but, in many situations, we see that many games are played simultaneously. We construct a replicator equation with plural games by assuming that a reward of a player is a simple summation of the reward of each game. Even if the numbers of the strategies of the games are different, its dynamics can be described in one replicator equation. We here show that when players play several games at the same time, the fate of a single game cannot be determined without knowing the structures of the whole other games. The most absorbing fact is that even if a single game has a ESS (evolutionary stable strategy), the relative frequencies of strategies in the game does not always converge to the ESS point when other games are played simultaneously. PMID:16490216

  5. Recent Advances in General Game Playing

    PubMed Central

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing. PMID:26380375

  6. Recent Advances in General Game Playing.

    PubMed

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.

  7. Recent Advances in General Game Playing.

    PubMed

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing. PMID:26380375

  8. 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.

  9. Individual-Specific, Beat-to-beat Trending of Significant Human Blood Loss: The Compensatory Reserve.

    PubMed

    Convertino, Victor A; Howard, Jeffrey T; Hinojosa-Laborde, Carmen; Cardin, Sylvain; Batchelder, Paul; Mulligan, Jane; Grudic, Gregory Z; Moulton, Steven L; MacLeod, David B

    2015-08-01

    Current monitoring technologies are unable to detect early, compensatory changes that are associated with significant blood loss. We previously introduced a novel algorithm to calculate the Compensatory Reserve Index (CRI) based on the analysis of arterial waveform features obtained from photoplethysmogram recordings. In the present study, we hypothesized that the CRI would provide greater sensitivity and specificity to detect blood loss compared with traditional vital signs and other hemodynamic measures. Continuous noninvasive vital sign waveform data, including CRI, photoplethysmogram, heart rate, blood pressures, SpO2, cardiac output, and stroke volume, were analyzed from 20 subjects before, during, and after an average controlled voluntary hemorrhage of ∼1.2 L of blood. Compensatory Reserve Index decreased by 33% in a linear fashion across progressive blood volume loss, with no clinically significant alterations in vital signs. The receiver operating characteristic area under the curve for the CRI was 0.90, with a sensitivity of 0.80 and specificity of 0.76. In comparison, blood pressures, heart rate, SpO2, cardiac output, and stroke volume had significantly lower receiver operating characteristic area under the curve values and specificities for detecting the same volume of blood loss. Consistent with our hypothesis, CRI detected blood loss and restoration with significantly greater specificity than did other traditional physiologic measures. Single measurement of CRI may enable more accurate triage, whereas CRI monitoring may allow for earlier detection of casualty deterioration. PMID:25565640

  10. Human sensitivity to the magnitude and probability of a continuous causal relation in a video game.

    PubMed

    Young, Michael E; Cole, James J

    2012-01-01

    Continuous causation, in which incremental changes in one variable cause incremental changes in another, has received little attention in the causal judgment literature. A video game was adapted for the study of continuous causality in order to examine the novel cues to causality that are present in these paradigms. The spatial proximity of an object to an "enemy detector" produced auditory responses as a function of the object's proximity. Participants' behavior was a function of the range of the effect's auditory sensitivity and the moment-to-moment likelihood of detection. This new paradigm provides a rich platform for examining the cues to causation encountered in the learning of continuous causal relations.

  11. 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

  12. The effect of reinforcer magnitude on probability and delay discounting of experienced outcomes in a computer game task in humans.

    PubMed

    Greenhow, Anna K; Hunt, Maree J; Macaskill, Anne C; Harper, David N

    2015-09-01

    Delay and uncertainty of receipt both reduce the subjective value of reinforcers. Delay has a greater impact on the subjective value of smaller reinforcers than of larger ones while the reverse is true for uncertainty. We investigated the effect of reinforcer magnitude on discounting of delayed and uncertain reinforcers using a novel approach: embedding relevant choices within a computer game. Participants made repeated choices between smaller, certain, immediate outcomes and larger, but delayed or uncertain outcomes while experiencing the result of each choice. Participants' choices were generally well described by the hyperbolic discounting function. Smaller numbers of points were discounted more steeply than larger numbers as a function of delay but not probability. The novel experiential choice task described is a promising approach to investigating both delay and probability discounting in humans.

  13. The effect of reinforcer magnitude on probability and delay discounting of experienced outcomes in a computer game task in humans.

    PubMed

    Greenhow, Anna K; Hunt, Maree J; Macaskill, Anne C; Harper, David N

    2015-09-01

    Delay and uncertainty of receipt both reduce the subjective value of reinforcers. Delay has a greater impact on the subjective value of smaller reinforcers than of larger ones while the reverse is true for uncertainty. We investigated the effect of reinforcer magnitude on discounting of delayed and uncertain reinforcers using a novel approach: embedding relevant choices within a computer game. Participants made repeated choices between smaller, certain, immediate outcomes and larger, but delayed or uncertain outcomes while experiencing the result of each choice. Participants' choices were generally well described by the hyperbolic discounting function. Smaller numbers of points were discounted more steeply than larger numbers as a function of delay but not probability. The novel experiential choice task described is a promising approach to investigating both delay and probability discounting in humans. PMID:26377438

  14. Cognitive reserve protects against apathy in individuals with human immunodeficiency virus.

    PubMed

    Shapiro, Miriam E; Mahoney, Jeannette R; Peyser, Deena; Zingman, Barry S; Verghese, Joe

    2014-02-01

    Apathy is associated with impaired neuropsychological functioning in individuals with HIV. While cognitive reserve (CR) delays neurocognitive decline, CR's relationship with apathy has never been studied. We examined CR's association with apathy in 116 HIV-positive individuals recruited from an urban AIDS center and assessed whether this relationship is moderated by age and/or disease severity. Participants completed the Wechsler Test of Adult Reading and Apathy Evaluation Scale. A CR-composite, combining years of education and word-reading ability, significantly predicted apathy (t = -2.37, p = .02). CR's relationship with apathy was not moderated by age, but participants with nadir CD4 levels ≤ 200 demonstrated a stronger association (t = -3.25, p = .002) than those with nadir CD4 levels > 200 (t = -0.61, p = .55). These findings suggest a protective effect of CR against apathy in HIV-infected individuals across the age span, particularly after a certain threshold of disease severity.

  15. 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…

  16. 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.

  17. [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.

  18. Ring-Tailed Lemur (Lemur catta) Health Parameters across Two Habitats with Varied Levels of Human Disturbance at the Bezà Mahafaly Special Reserve, Madagascar.

    PubMed

    Singleton, Cora L; Norris, Aimee M; Sauther, Michelle L; Cuozzo, Frank P; Youssouf Jacky, Ibrahim Antho

    2015-01-01

    The health of 36 wild, free-ranging ring-tailed lemurs (Lemur catta) at the Bezà Mahafaly Special Reserve was assessed across 2 habitats of varied human impact: a reserve riverine gallery forest, and a degraded mixed dry deciduous and Alluaudia-dominated spiny forest. While there were no statistically significant differences in leukocyte count or differential between habitats, female lemurs in the reserve gallery forest had significantly higher percentages of monocytes and eosinophils than male lemurs in the gallery forest. Lemurs from the degraded spiny habitat had significantly higher mean packed cell volume, hematocrit, hemoglobin, total protein, blood urea nitrogen, chloride, ionized calcium and urine specific gravity than lemurs from the reserve gallery forest. These findings may reflect lower hydration levels in lemurs living in degraded habitat, providing evidence that environmental degradation has identifiable impacts on the physiology and health of wild, free-ranging ring-tailed lemurs living in nearby habitats. Given the greater evidence of human impact in the mixed dry deciduous/spiny forest habitat, a pattern seen throughout southern Madagascar, biomedical markers suggestive of decreased hydration can provide empirical data to inform new conservation policies facilitating the long-term survival of this lemur community.

  19. Ring-Tailed Lemur (Lemur catta) Health Parameters across Two Habitats with Varied Levels of Human Disturbance at the Bezà Mahafaly Special Reserve, Madagascar.

    PubMed

    Singleton, Cora L; Norris, Aimee M; Sauther, Michelle L; Cuozzo, Frank P; Youssouf Jacky, Ibrahim Antho

    2015-01-01

    The health of 36 wild, free-ranging ring-tailed lemurs (Lemur catta) at the Bezà Mahafaly Special Reserve was assessed across 2 habitats of varied human impact: a reserve riverine gallery forest, and a degraded mixed dry deciduous and Alluaudia-dominated spiny forest. While there were no statistically significant differences in leukocyte count or differential between habitats, female lemurs in the reserve gallery forest had significantly higher percentages of monocytes and eosinophils than male lemurs in the gallery forest. Lemurs from the degraded spiny habitat had significantly higher mean packed cell volume, hematocrit, hemoglobin, total protein, blood urea nitrogen, chloride, ionized calcium and urine specific gravity than lemurs from the reserve gallery forest. These findings may reflect lower hydration levels in lemurs living in degraded habitat, providing evidence that environmental degradation has identifiable impacts on the physiology and health of wild, free-ranging ring-tailed lemurs living in nearby habitats. Given the greater evidence of human impact in the mixed dry deciduous/spiny forest habitat, a pattern seen throughout southern Madagascar, biomedical markers suggestive of decreased hydration can provide empirical data to inform new conservation policies facilitating the long-term survival of this lemur community. PMID:26022301

  20. Three-dimensional modeling and numerical analysis of fractional flow reserve in human coronary arteries

    PubMed Central

    Dai, Neng; Lv, Hui-Jie; Xiang, Ya-Fei; Fan, Bing

    2016-01-01

    Introduction Noninvasive fractional flow reserve (FFR) computed from CT (FFRCT) is a novel method for determining the physiologic significance of coronary artery disease (CAD). Several clinical trials have been conducted, but its diagnostic performance varied among different trials. Aim To determine the cut-off value of FFRCT and its correlation with the gold standard used to diagnose CAD in clinical practice. Material and methods Forty patients with single vessel disease were included in our study. Computed tomography scan and coronary angiography with FFR were conducted for these patients. Three-dimensional geometric reconstruction and numerical analysis based on the computed tomographic angiogram (CTA) of coronary arteries were applied to obtain the values of FFRCT. The correlation between FFRCT and the gold standard used in clinical practice was tested. Results For FFRCT, the best cut-off value was 0.76, with the sensitivity, specificity, positive predictive value and negative predictive values of 84.6%, 92.9%, 88% and 73.3%, respectively. The area under the receiver-operator characteristics curve was 0.945 (p < 0.0001). There was a good correlation of FFRCT values with FFR values (r = 0.94, p < 0.0001), with a slight overestimation of FFRCT as compared with measured FFR (mean difference 0.01 ±0.11, p < 0.05). For inter-observer agreement, the mean κ value was 0.69 (0.61 to 0.78) and for intra-observer agreement the mean κ value was 0.61 (0.50 to 0.72). Conclusions FFRCT derived from CT of the coronary artery is a reliable non-invasive way providing reliable functional information of coronary artery stenosis. PMID:26966446

  1. Game Face

    ERIC Educational Resources Information Center

    Weiner, Jill

    2005-01-01

    In this article, the author discusses "Game Face: Life Lessons Across the Curriculum", a teaching kit that challenges assumptions and builds confidence. Game Face, which is derived from a book and art exhibition, "Game Face: What Does a Female Athlete Look Like?", uses layered and powerful images of women and girls participating in sports to teach…

  2. Winter Games.

    ERIC Educational Resources Information Center

    Tarbuth, Lawson, Comp.

    Educators may find activities for indoor and outdoor winter programs in the games of the traditional Eskimo. These games are dominated by few-step operations and low level structural organization. For the most part they are quickly organized, begun, terminated, and ready to be recommenced. All types of games can be found, including quiet ones,…

  3. Methods for game user research: studying player behavior to enhance game design.

    PubMed

    Desurvire, Heather; El-Nasr, Magy Seif

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design, media studies, and the social sciences. They've extended and modified these methods for different types of digital games, such as social games, casual games, and serious games. This article describes several current GUR methods. A case study illustrates two specific methods: think-aloud and heuristics. PMID:24808062

  4. System identification to characterize human use of ethanol based on generative point-process models of video games with ethanol rewards.

    PubMed

    Ozil, Ipek; Plawecki, Martin H; Doerschuk, Peter C; O'Connor, Sean J

    2011-01-01

    The influence of family history and genetics on the risk for the development of abuse or dependence is a major theme in alcoholism research. Recent research have used endophenotypes and behavioral paradigms to help detect further genetic contributions to this disease. Electronic tasks, essentially video games, which provide alcohol as a reward in controlled environments and with specified exposures have been developed to explore some of the behavioral and subjective characteristics of individuals with or at risk for alcohol substance use disorders. A generative model (containing parameters with unknown values) of a simple game involving a progressive work paradigm is described along with the associated point process signal processing that allows system identification of the model. The system is demonstrated on human subject data. The same human subject completing the task under different circumstances, e.g., with larger and smaller alcohol reward values, is assigned different parameter values. Potential meanings of the different parameter values are described. PMID:22254898

  5. System identification to characterize human use of ethanol based on generative point-process models of video games with ethanol rewards.

    PubMed

    Ozil, Ipek; Plawecki, Martin H; Doerschuk, Peter C; O'Connor, Sean J

    2011-01-01

    The influence of family history and genetics on the risk for the development of abuse or dependence is a major theme in alcoholism research. Recent research have used endophenotypes and behavioral paradigms to help detect further genetic contributions to this disease. Electronic tasks, essentially video games, which provide alcohol as a reward in controlled environments and with specified exposures have been developed to explore some of the behavioral and subjective characteristics of individuals with or at risk for alcohol substance use disorders. A generative model (containing parameters with unknown values) of a simple game involving a progressive work paradigm is described along with the associated point process signal processing that allows system identification of the model. The system is demonstrated on human subject data. The same human subject completing the task under different circumstances, e.g., with larger and smaller alcohol reward values, is assigned different parameter values. Potential meanings of the different parameter values are described.

  6. 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.

  7. 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

  8. 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

  9. Community Interaction Game.

    ERIC Educational Resources Information Center

    Yates, Jules David

    The report describes the results of an Office of Civil Defense research study on the process of adoption and diffusion in future strategy environments. The Simulmatics team was directed to "develop a human simulation experiment in the form of a game to be used as a device for gaining new insights about human behavior in crisis periods and as a…

  10. The opponent matters: elevated FMRI reward responses to winning against a human versus a computer opponent during interactive video game playing.

    PubMed

    Kätsyri, Jari; Hari, Riitta; Ravaja, Niklas; Nummenmaa, Lauri

    2013-12-01

    Winning against an opponent in a competitive video game can be expected to be more rewarding than losing, especially when the opponent is a fellow human player rather than a computer. We show that winning versus losing in a first-person video game activates the brain's reward circuit and the ventromedial prefrontal cortex (vmPFC) differently depending on the type of the opponent. Participants played a competitive tank shooter game against alleged human and computer opponents while their brain activity was measured with functional magnetic resonance imaging. Brain responses to wins and losses were contrasted by fitting an event-related model to the hemodynamic data. Stronger activation to winning was observed in ventral and dorsal striatum as well as in vmPFC. Activation in ventral striatum was associated with participants' self-ratings of pleasure. During winning, ventral striatum showed stronger functional coupling with right insula, and weaker coupling with dorsal striatum, sensorimotor pre- and postcentral gyri, and visual association cortices. The vmPFC and dorsal striatum responses were stronger to winning when the subject was playing against a human rather than a computer. These results highlight the importance of social context in the neural encoding of reward value.

  11. Receptor Reserve Moderates Mesolimbic Responses to Opioids in a Humanized Mouse Model of the OPRM1 A118G Polymorphism

    PubMed Central

    Robinson, J Elliott; Vardy, Eyal; DiBerto, Jeffrey F; Chefer, Vladimir I; White, Kate L; Fish, Eric W; Chen, Meng; Gigante, Eduardo; Krouse, Michael C; Sun, Hui; Thorsell, Annika; Roth, Bryan L; Heilig, Markus; Malanga, C J

    2015-01-01

    The OPRM1 A118G polymorphism is the most widely studied μ-opioid receptor (MOR) variant. Although its involvement in acute alcohol effects is well characterized, less is known about the extent to which it alters responses to opioids. Prior work has shown that both electrophysiological and analgesic responses to morphine but not to fentanyl are moderated by OPRM1 A118G variation, but the mechanism behind this dissociation is not known. Here we found that humanized mice carrying the 118GG allele (h/mOPRM1-118GG) were less sensitive than h/mOPRM1-118AA littermates to the rewarding effects of morphine and hydrocodone but not those of other opioids measured with intracranial self-stimulation. Reduced morphine reward in 118GG mice was associated with decreased dopamine release in the nucleus accumbens and reduced effects on GABA release in the ventral tegmental area that were not due to changes in drug potency or efficacy in vitro or receptor-binding affinity. Fewer MOR-binding sites were observed in h/mOPRM1-118GG mice, and pharmacological reduction of MOR availability unmasked genotypic differences in fentanyl sensitivity. These findings suggest that the OPRM1 A118G polymorphism decreases sensitivity to low-potency agonists by decreasing receptor reserve without significantly altering receptor function. PMID:25881115

  12. Receptor Reserve Moderates Mesolimbic Responses to Opioids in a Humanized Mouse Model of the OPRM1 A118G Polymorphism.

    PubMed

    Robinson, J Elliott; Vardy, Eyal; DiBerto, Jeffrey F; Chefer, Vladimir I; White, Kate L; Fish, Eric W; Chen, Meng; Gigante, Eduardo; Krouse, Michael C; Sun, Hui; Thorsell, Annika; Roth, Bryan L; Heilig, Markus; Malanga, C J

    2015-10-01

    The OPRM1 A118G polymorphism is the most widely studied μ-opioid receptor (MOR) variant. Although its involvement in acute alcohol effects is well characterized, less is known about the extent to which it alters responses to opioids. Prior work has shown that both electrophysiological and analgesic responses to morphine but not to fentanyl are moderated by OPRM1 A118G variation, but the mechanism behind this dissociation is not known. Here we found that humanized mice carrying the 118GG allele (h/mOPRM1-118GG) were less sensitive than h/mOPRM1-118AA littermates to the rewarding effects of morphine and hydrocodone but not those of other opioids measured with intracranial self-stimulation. Reduced morphine reward in 118GG mice was associated with decreased dopamine release in the nucleus accumbens and reduced effects on GABA release in the ventral tegmental area that were not due to changes in drug potency or efficacy in vitro or receptor-binding affinity. Fewer MOR-binding sites were observed in h/mOPRM1-118GG mice, and pharmacological reduction of MOR availability unmasked genotypic differences in fentanyl sensitivity. These findings suggest that the OPRM1 A118G polymorphism decreases sensitivity to low-potency agonists by decreasing receptor reserve without significantly altering receptor function. PMID:25881115

  13. Breath-based meditation: A mechanism to restore the physiological and cognitive reserves for optimal human performance.

    PubMed

    Carter, Kirtigandha Salwe; Carter, Robert

    2016-04-16

    Stress can be associated with many physiological changes resulting in significant decrements in human performance. Due to growing interests in alternative and complementary medicine by Westerners, many of the traditions and holistic yogic breathing practices today are being utilized as a measure for healthier lifestyles. These state-of-the-art practices can have a significant impact on common mental health conditions such as depression and generalized anxiety disorder. However, the potential of yogic breathing on optimizing human performance and overall well-being is not well known. Breathing techniques such as alternate nostril, Sudarshan Kriya and bhastrika utilizes rhythmic breathing to guide practitioners into a deep meditative state of relaxation and promote self-awareness. Furthermore, yogic breathing is physiologically stimulating and can be described as a natural "technological" solution to optimize human performance which can be categorized into: (1) cognitive function (i.e., mind, vigilance); and (2) physical performance (i.e., cardiorespiratory, metabolism, exercise, whole body). Based on previous studies, we postulate that daily practice of breathing meditation techniques play a significant role in preserving the compensatory mechanisms available to sustain physiological function. This preservation of physiological function may help to offset the time associated with reaching a threshold for clinical expression of chronic state (i.e., hypertension, depression, dementia) or acute state (i.e., massive hemorrhage, panic attic) of medical conditions. However, additional rigorous biomedical research is needed to evaluate the physiological mechanisms of various forms of meditation (i.e., breath-based, mantra, mindfulness) on human performance. These efforts will help to define how compensatory reserve mechanisms of cardiovascular and immune systems are modulated by breath-based meditation. While it has been suggested that breath-based meditation is easier for

  14. Breath-based meditation: A mechanism to restore the physiological and cognitive reserves for optimal human performance

    PubMed Central

    Carter, Kirtigandha Salwe; Carter III, Robert

    2016-01-01

    Stress can be associated with many physiological changes resulting in significant decrements in human performance. Due to growing interests in alternative and complementary medicine by Westerners, many of the traditions and holistic yogic breathing practices today are being utilized as a measure for healthier lifestyles. These state-of-the-art practices can have a significant impact on common mental health conditions such as depression and generalized anxiety disorder. However, the potential of yogic breathing on optimizing human performance and overall well-being is not well known. Breathing techniques such as alternate nostril, Sudarshan Kriya and bhastrika utilizes rhythmic breathing to guide practitioners into a deep meditative state of relaxation and promote self-awareness. Furthermore, yogic breathing is physiologically stimulating and can be described as a natural “technological” solution to optimize human performance which can be categorized into: (1) cognitive function (i.e., mind, vigilance); and (2) physical performance (i.e., cardiorespiratory, metabolism, exercise, whole body). Based on previous studies, we postulate that daily practice of breathing meditation techniques play a significant role in preserving the compensatory mechanisms available to sustain physiological function. This preservation of physiological function may help to offset the time associated with reaching a threshold for clinical expression of chronic state (i.e., hypertension, depression, dementia) or acute state (i.e., massive hemorrhage, panic attic) of medical conditions. However, additional rigorous biomedical research is needed to evaluate the physiological mechanisms of various forms of meditation (i.e., breath-based, mantra, mindfulness) on human performance. These efforts will help to define how compensatory reserve mechanisms of cardiovascular and immune systems are modulated by breath-based meditation. While it has been suggested that breath-based meditation is easier

  15. Breath-based meditation: A mechanism to restore the physiological and cognitive reserves for optimal human performance.

    PubMed

    Carter, Kirtigandha Salwe; Carter, Robert

    2016-04-16

    Stress can be associated with many physiological changes resulting in significant decrements in human performance. Due to growing interests in alternative and complementary medicine by Westerners, many of the traditions and holistic yogic breathing practices today are being utilized as a measure for healthier lifestyles. These state-of-the-art practices can have a significant impact on common mental health conditions such as depression and generalized anxiety disorder. However, the potential of yogic breathing on optimizing human performance and overall well-being is not well known. Breathing techniques such as alternate nostril, Sudarshan Kriya and bhastrika utilizes rhythmic breathing to guide practitioners into a deep meditative state of relaxation and promote self-awareness. Furthermore, yogic breathing is physiologically stimulating and can be described as a natural "technological" solution to optimize human performance which can be categorized into: (1) cognitive function (i.e., mind, vigilance); and (2) physical performance (i.e., cardiorespiratory, metabolism, exercise, whole body). Based on previous studies, we postulate that daily practice of breathing meditation techniques play a significant role in preserving the compensatory mechanisms available to sustain physiological function. This preservation of physiological function may help to offset the time associated with reaching a threshold for clinical expression of chronic state (i.e., hypertension, depression, dementia) or acute state (i.e., massive hemorrhage, panic attic) of medical conditions. However, additional rigorous biomedical research is needed to evaluate the physiological mechanisms of various forms of meditation (i.e., breath-based, mantra, mindfulness) on human performance. These efforts will help to define how compensatory reserve mechanisms of cardiovascular and immune systems are modulated by breath-based meditation. While it has been suggested that breath-based meditation is easier for

  16. Game analytics for game user research, part 1: a workshop review and case study.

    PubMed

    El-Nasr, Magy Seif; Desurvire, Heather; Aghabeigi, Bardia; Drachen, Anders

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design, media studies, and the social sciences. They've extended and modified these methods for different types of digital games, such as social games, casual games, and serious games. This article focuses on quantitative analytics of in-game behavioral user data and its emergent use by the GUR community. The article outlines open problems emerging from several GUR workshops. In addition, a case study of a current collaboration between researchers and a game company demonstrates game analytics' use and benefits.

  17. Constraining free riding in public goods games: designated solitary punishers can sustain human cooperation.

    PubMed

    O'Gorman, Rick; Henrich, Joseph; Van Vugt, Mark

    2009-01-22

    Much of human cooperation remains an evolutionary riddle. Unlike other animals, people frequently cooperate with non-relatives in large groups. Evolutionary models of large-scale cooperation require not just incentives for cooperation, but also a credible disincentive for free riding. Various theoretical solutions have been proposed and experimentally explored, including reputation monitoring and diffuse punishment. Here, we empirically examine an alternative theoretical proposal: responsibility for punishment can be borne by one specific individual. This experiment shows that allowing a single individual to punish increases cooperation to the same level as allowing each group member to punish and results in greater group profits. These results suggest a potential key function of leadership in human groups and provides further evidence supporting that humans will readily and knowingly behave altruistically.

  18. Mnemopoly: Board Games and Mnemonics.

    ERIC Educational Resources Information Center

    Schoen, Lawrence M.

    1996-01-01

    Recommends using mnemonics as an introduction to the study of human memory and cognitive processes. Students generally have some familiarity with mnemonics and the device lends itself to a number of interesting games and experiments. Includes suggested activities using mnemonics and the Monopoly board game. (MJP)

  19. [Right to privacy, reservation or secret. Changes in perspective of research on human genome].

    PubMed

    Figueroa Yañez, G

    1999-01-01

    1. Three kinds of privacy can be identified: territorial, bodily and, thirdly, psychological or spiritual. Cases and examples of each. 2. Two aspects are involved in breaches of the right to privacy--in any of its three forms-: the actual invasion of someone's privacy and the subsequent publication of the product thereof. 3. The right to privacy can enter into conflict with other constitutionally protected right such as the right to information, freedom of expression and freedom of scientific enquiry. 4. Research on the human genome has opened up a new area in privacy, given that it is unlawful to intrude into the genetic structure of a person without said person's lawful consent. Nothing is more private than a person's own individual genetic code. There may be exceptions to the right to genetic privacy: cases of lawful intrusion. 5. Unwarranted intrusion: discrimination in school admissions, employment contracts and insurance policies.

  20. How Massive Multiplayer Online Games Incorporate Principles of Economics

    ERIC Educational Resources Information Center

    Barnett, Joshua H.; Archambault, Leanna

    2010-01-01

    Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…

  1. Serious games for Geophysics

    NASA Astrophysics Data System (ADS)

    Lombardo, Valerio; Rubbia, Giuliana

    2015-04-01

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

  2. Nuclear Thermal Rocket (Ntr) Propulsion: A Proven Game-Changing Technology for Future Human Exploration Missions

    NASA Technical Reports Server (NTRS)

    Borowski, Stanley K.; McCurdy, David R.; Packard, Thomas W.

    2012-01-01

    The NTR represents the next evolutionary step in high performance rocket propulsion. It generates high thrust and has a specific impulse (Isp) of approx.900 seconds (s) or more V twice that of today s best chemical rockets. The technology is also proven. During the previous Rover and NERVA (Nuclear Engine for Rocket Vehicle Applications) nuclear rocket programs, 20 rocket reactors were designed, built and ground tested. These tests demonstrated: (1) a wide range of thrust; (2) high temperature carbide-based nuclear fuel; (3) sustained engine operation; (4) accumulated lifetime; and (5) restart capability V all the requirements needed for a human mission to Mars. Ceramic metal cermet fuel was also pursued, as a backup option. The NTR also has significant growth and evolution potential. Configured as a bimodal system, it can generate electrical power for the spacecraft. Adding an oxygen afterburner nozzle introduces a variable thrust and Isp capability and allows bipropellant operation. In NASA s recent Mars Design Reference Architecture (DRA) 5.0 study, the NTR was selected as the preferred propulsion option because of its proven technology, higher performance, lower launch mass, simple assembly and mission operations. In contrast to other advanced propulsion options, NTP requires no large technology scale-ups. In fact, the smallest engine tested during the Rover program V the 25,000 lbf (25 klbf) Pewee engine is sufficient for human Mars missions when used in a clustered engine arrangement. The Copernicus crewed spacecraft design developed in DRA 5.0 has significant capability and a human exploration strategy is outlined here that uses Copernicus and its key components for precursor near Earth asteroid (NEA) and Mars orbital missions prior to a Mars landing mission. Initially, the basic Copernicus vehicle can enable reusable 1-year round trip human missions to candidate NEAs like 1991 JW and Apophis in the late 2020 s to check out vehicle systems. Afterwards, the

  3. Gambling, games of skill and human ecology: a pilot study by a multidimensional analysis approach.

    PubMed

    Valera, Luca; Giuliani, Alessandro; Gizzi, Alessio; Tartaglia, Francesco; Tambone, Vittoradolfo

    2015-01-01

    The present pilot study aims at analyzing the human activity of playing in the light of an indicator of human ecology (HE). We highlighted the four essential anthropological dimensions (FEAD), starting from the analysis of questionnaires administered to actual gamers. The coherence between theoretical construct and observational data is a remarkable proof-of-concept of the possibility of establishing an experimentally motivated link between a philosophical construct (coming from Huizinga's Homo ludens definition) and actual gamers' motivation pattern. The starting hypothesis is that the activity of playing becomes ecological (and thus not harmful) when it achieves the harmony between the FEAD, thus realizing HE; conversely, it becomes at risk of creating some form of addiction, when destroying FEAD balance. We analyzed the data by means of variable clustering (oblique principal components) so to experimentally verify the existence of the hypothesized dimensions. The subsequent projection of statistical units (gamers) on the orthogonal space spanned by principal components allowed us to generate a meaningful, albeit preliminary, clusterization of gamer profiles. PMID:26783225

  4. Fun & Games

    ERIC Educational Resources Information Center

    Jacobs, Amy; Kohl, Julie

    2007-01-01

    This article discusses how math skills, teamwork and higher-level thinking come together when students create strategic board games. In this article, the authors provide a glimpse of what it was like to be part of "To the Sun!," a game designed by students in the fifth-grade class at Olive Martin School in Lake Villa, IL. Students combined a math…

  5. 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…

  6. Game Time!

    ERIC Educational Resources Information Center

    Marek, Edmund; Howell, Beverly

    2006-01-01

    In this article, the authors present a classic playground game called "Sharks and Fishes" to introduce second- to fourth-grade students to the concept of "predation," or the relationships between a predator and its prey. By incorporating the game in a learning cycle on predation, students not only learn about predation in a memorable way, but they…

  7. Stochastic games

    PubMed Central

    Solan, Eilon; Vieille, Nicolas

    2015-01-01

    In 1953, Lloyd Shapley contributed his paper “Stochastic games” to PNAS. In this paper, he defined the model of stochastic games, which were the first general dynamic model of a game to be defined, and proved that it admits a stationary equilibrium. In this Perspective, we summarize the historical context and the impact of Shapley’s contribution. PMID:26556883

  8. Inuit Games.

    ERIC Educational Resources Information Center

    Keewatin Regional Education Authority, Rankin Inlet (Northwest Territories).

    The purpose of this publication is to record the traditional games played by the Inuit and to preserve a unique form of sports and recreation found in northern Canada. Written in English and Inupiaq, this manual contains descriptions of games played throughout the Arctic with special emphasis on the Keewatin Region, suggestions for teaching Inuit…

  9. The blame game: cervical cancer, knowledge of its link to human papillomavirus and stigma.

    PubMed

    Shepherd, Melissa A; Gerend, Mary A

    2013-01-01

    This two-study paper examined stigma toward women with cervical cancer. Cervical cancer is caused by human papillomavirus (HPV), a sexually transmitted infection (STI). For Study 1, participants (N = 352) were randomly assigned to one of four conditions in which they read a brief description of a patient with either cervical or ovarian cancer in which the cause of the patient's cancer was either specified (cervical: HPV, a STI vs. ovarian: family history) or unspecified. Participants in the cervical cancer/cause-specified condition rated the patient as more dirty, dishonest and unwise, and reported feeling more moral disgust and 'grossed out' than participants in the cervical cancer/cause-unspecified condition. For Study 2, participants (N = 126) were randomly assigned to read a vignette about a patient with cervical cancer in which the cause of cancer was either specified or unspecified. Consistent with Study 1, participants in the cause-specified condition rated the patient as more unwise, and reported feeling more moral disgust and 'grossed out' than participants in the cause-unspecified condition. These effects were mediated by attributions of blame toward the patient. Findings suggest that women with cervical cancer may be stigmatised and blame may play a role in this process.

  10. 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.

  11. Coprophagy by wild ring-tailed lemurs (Lemur catta) in human-disturbed locations adjacent to the Beza Mahafaly Special Reserve, Madagascar.

    PubMed

    Fish, Krista D; Sauther, Michelle L; Loudon, James E; Cuozzo, Frank P

    2007-06-01

    Coprophagy occurs in a number of animal species, including nonhuman primates. During the 2003-2004 dry seasons at the Beza Mahafaly Special Reserve, Madagascar, we observed wild ring-tailed lemurs (Lemur catta) consuming dried fecal matter from three different species. Ring-tailed lemurs consumed human feces on 12 occasions, cattle feces twice, and feral dog feces once. Coprophagy in this population may be a behavioral adaptation that provides animals access to energy and nutrients and may be an important nutritional source for older, and/or dentally impaired individuals during the dry season. PMID:17253614

  12. Coprophagy by wild ring-tailed lemurs (Lemur catta) in human-disturbed locations adjacent to the Beza Mahafaly Special Reserve, Madagascar.

    PubMed

    Fish, Krista D; Sauther, Michelle L; Loudon, James E; Cuozzo, Frank P

    2007-06-01

    Coprophagy occurs in a number of animal species, including nonhuman primates. During the 2003-2004 dry seasons at the Beza Mahafaly Special Reserve, Madagascar, we observed wild ring-tailed lemurs (Lemur catta) consuming dried fecal matter from three different species. Ring-tailed lemurs consumed human feces on 12 occasions, cattle feces twice, and feral dog feces once. Coprophagy in this population may be a behavioral adaptation that provides animals access to energy and nutrients and may be an important nutritional source for older, and/or dentally impaired individuals during the dry season.

  13. Modeling emotion and behavior in animated personas to facilitate human behavior change: the case of the HEART-SENSE game.

    PubMed

    Silverman, B G; Holmes, J; Kimmel, S; Branas, C; Ivins, D; Weaver, R; Chen, Y

    2001-09-01

    The goal of this research is to determine whether a computer based training game (HEART-SENSE) can improve recognition of heart attack symptoms and shift behavioral issues so as to reduce pre-hospitalization delay in seeking treatment. Since treatment delay correlates with adverse outcomes, this research could reduce myocardial infarction mortality and morbidity. In Phase I we created and evaluated a prototype virtual village in which users encounter and help convince synthetic personas to deal appropriately with a variety of heart attack scenarios and delay issues. Innovations made here are: (1) a design for a generic simulator package for promoting health behavior shifts, and (2) algorithms for animated pedagogical agents to reason about how their emotional state ties to patient condition and user progress. Initial results show that users of the game exhibit a significant shift in intention to call 9-1-1 and avoid delay, that multi-media versions of the game foster vividness and memory retention as well as a better understanding of both symptoms and of the need to manage time during a heart attack event. Also, results provide insight into areas where emotive pedagogical agents help and hinder user performance. Finally, we conclude with next steps that will help improve the game and the field of pedagogical agents and tools for simulated worlds for healthcare education and promotion.

  14. Evolutionary potential games on lattices

    NASA Astrophysics Data System (ADS)

    Szabó, György; Borsos, István

    2016-04-01

    Game theory provides a general mathematical background to study the effect of pair interactions and evolutionary rules on the macroscopic behavior of multi-player games where players with a finite number of strategies may represent a wide scale of biological objects, human individuals, or even their associations. In these systems the interactions are characterized by matrices that can be decomposed into elementary matrices (games) and classified into four types. The concept of decomposition helps the identification of potential games and also the evaluation of the potential that plays a crucial role in the determination of the preferred Nash equilibrium, and defines the Boltzmann distribution towards which these systems evolve for suitable types of dynamical rules. This survey draws parallel between the potential games and the kinetic Ising type models which are investigated for a wide scale of connectivity structures. We discuss briefly the applicability of the tools and concepts of statistical physics and thermodynamics. Additionally the general features of ordering phenomena, phase transitions and slow relaxations are outlined and applied to evolutionary games. The discussion extends to games with three or more strategies. Finally we discuss what happens when the system is weakly driven out of the "equilibrium state" by adding non-potential components representing games of cyclic dominance.

  15. Night Games.

    ERIC Educational Resources Information Center

    Steinbach, Paul

    2001-01-01

    Discusses how to control sports facility outdoor lighting during night games. Different lighting techniques are explored for keeping lighting inside the stadium and not disturb the surrounding community. (GR)

  16. Game Proof.

    ERIC Educational Resources Information Center

    Mitchell, John

    1980-01-01

    The author argues that adult society prohibits adolescents from attaining maturity and that, in response to such constraints, adolescents turn to games, rituals, and charades. This state of affairs is viewed as an implicit adult conspiracy against adolescents. (DB)

  17. Arcade Video Games: Proxemic, Cognitive and Content Analyses.

    ERIC Educational Resources Information Center

    Braun, Claude M. J.; Giroux, Josette

    1989-01-01

    A study was designed to determine psychological complexity and reinforcement characteristics of popular arcade video games, including sex differences in game content, clientele social structure, human-to-human interaction contingencies, and value content. Results suggest a need for public control of children's access to the games and the video…

  18. 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 persistent…

  19. Paralympic Games Inspire and Excite the World

    ERIC Educational Resources Information Center

    Gonzalez, Xavier

    2005-01-01

    In this article, the author cites the good outcomes from exposing young people to Paralympic Games. In addition, the author explains how the Paralympic Games brings to the host city many opportunities for young people to experience first-hand the common humanity that lies within every human being. Children are given the opportunity to witness and…

  20. Models of Games Education.

    ERIC Educational Resources Information Center

    Werner, Peter; Almond, Len

    1990-01-01

    Physical educators should be selective in deciding what games to include in the games curriculum. Several theoretical frameworks for selecting and teaching games are discussed, and a framework for developing a well-balanced games program is suggested. (IAH)

  1. Computer Game

    NASA Technical Reports Server (NTRS)

    1992-01-01

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

  2. Reserves, resilience and dynamic landscapes.

    PubMed

    Bengtsson, Janne; Angelstam, Per; Elmqvist, Thomas; Emanuelsson, Urban; Folke, Carl; Ihse, Margareta; Moberg, Fredrik; Nyström, Magnus

    2003-09-01

    In a world increasingly modified by human activities, the conservation of biodiversity is essential as insurance to maintain resilient ecosystems and ensure a sustainable flow of ecosystem goods and services to society. However, existing reserves and national parks are unlikely to incorporate the long-term and large-scale dynamics of ecosystems. Hence, conservation strategies have to actively incorporate the large areas of land that are managed for human use. For ecosystems to reorganize after large-scale natural and human-induced disturbances, spatial resilience in the form of ecological memory is a prerequisite. The ecological memory is composed of the species, interactions and structures that make ecosystem reorganization possible, and its components may be found within disturbed patches as well in the surrounding landscape. Present static reserves should be complemented with dynamic reserves, such as ecological fallows and dynamic successional reserves, that are part of ecosystem management mimicking natural disturbance regimes at the landscape level.

  3. Reserves, resilience and dynamic landscapes.

    PubMed

    Bengtsson, Janne; Angelstam, Per; Elmqvist, Thomas; Emanuelsson, Urban; Folke, Carl; Ihse, Margareta; Moberg, Fredrik; Nyström, Magnus

    2003-09-01

    In a world increasingly modified by human activities, the conservation of biodiversity is essential as insurance to maintain resilient ecosystems and ensure a sustainable flow of ecosystem goods and services to society. However, existing reserves and national parks are unlikely to incorporate the long-term and large-scale dynamics of ecosystems. Hence, conservation strategies have to actively incorporate the large areas of land that are managed for human use. For ecosystems to reorganize after large-scale natural and human-induced disturbances, spatial resilience in the form of ecological memory is a prerequisite. The ecological memory is composed of the species, interactions and structures that make ecosystem reorganization possible, and its components may be found within disturbed patches as well in the surrounding landscape. Present static reserves should be complemented with dynamic reserves, such as ecological fallows and dynamic successional reserves, that are part of ecosystem management mimicking natural disturbance regimes at the landscape level. PMID:14627367

  4. Format for the Game--Logic or Intuition?

    ERIC Educational Resources Information Center

    Duke, Richard D.

    1980-01-01

    Presents nine steps for game design, and discusses why particular formats were used in the design of five games: CONRAIL Railroad Deregulation, Montauk Exercise, Geothermal Energy, Simulated Nutrition System, and Human Settlement. (CMV)

  5. Concentrations and human health implications of heavy metals in wild aquatic organisms captured from the core area of Daya Bay's Fishery Resource Reserve, South China Sea.

    PubMed

    Gu, Yang-Guang; Huang, Hong-Hui; Lin, Qin

    2016-07-01

    Heavy metal concentrations in edible organisms from the core area of Daya Bay's Fishery Resource Reserve, South China Sea, were determined. Samples of 14 crustacean, fish, and shellfish species were collected and analyzed. The As, Cd, Cr, Cu, Hg, Ni, Pb, and Zn concentrations were 0.18-1.16, 0.002-0.919, 0.40-2.85, 0.07-4.10, 0.004-0.055, 0.14-1.19, 0.014-0.070, and 4.57-15.94μg/g wet weight, respectively. The As concentrations were higher than the Chinese maximum permissible levels in all of the fish and shellfish species and two crustacean species, indicating that consumption of these wild species by humans may pose health risks. However, calculations of the health risks posed to humans indicated that no significant adverse health effects would be associated with consuming these species.

  6. Concentrations and human health implications of heavy metals in wild aquatic organisms captured from the core area of Daya Bay's Fishery Resource Reserve, South China Sea.

    PubMed

    Gu, Yang-Guang; Huang, Hong-Hui; Lin, Qin

    2016-07-01

    Heavy metal concentrations in edible organisms from the core area of Daya Bay's Fishery Resource Reserve, South China Sea, were determined. Samples of 14 crustacean, fish, and shellfish species were collected and analyzed. The As, Cd, Cr, Cu, Hg, Ni, Pb, and Zn concentrations were 0.18-1.16, 0.002-0.919, 0.40-2.85, 0.07-4.10, 0.004-0.055, 0.14-1.19, 0.014-0.070, and 4.57-15.94μg/g wet weight, respectively. The As concentrations were higher than the Chinese maximum permissible levels in all of the fish and shellfish species and two crustacean species, indicating that consumption of these wild species by humans may pose health risks. However, calculations of the health risks posed to humans indicated that no significant adverse health effects would be associated with consuming these species. PMID:27267423

  7. The Impacts of Human Visitation on Mussel Bed Communities Along the California Coast: Are Regulatory Marine Reserves Effective in Protecting These Communities?

    NASA Astrophysics Data System (ADS)

    Smith, Jayson R.; Fong, Peggy; Ambrose, Richard F.

    2008-04-01

    Rocky intertidal habitats frequently are used by humans for recreational, educational, and subsistence-harvesting purposes, with intertidal populations damaged by visitation activities such as extraction, trampling, and handling. California Marine Managed Areas, particularly regulatory marine reserves (MRs), were established to provide legal protection and enhancement of coastal resources and include prohibitions on harvesting intertidal populations. However, the effectiveness of MRs is unclear as enforcement of no-take laws is weak and no regulations protect intertidal species from other detrimental visitor impacts such as trampling. The goal of this study was two-fold: (1) to determine impacts from human visitation on California mussel populations ( Mytilus californianus) and mussel bed community diversity; and (2) to investigate the effectiveness of regulatory MRs in reducing visitor impacts on these populations. Surveys of mussel populations and bed-associated diversity were compared: (1) at sites subjected to either high or low levels of human use, and (2) at sites either unprotected or with regulatory protection banning collecting. At sites subjected to higher levels of human visitation, mussel populations were significantly lower than low-use sites. Comparisons of mussel populations inside and outside of regulatory MRs revealed no consistent pattern suggesting that California no-take regulatory reserves may have limited effectiveness in protecting mussel communities. In areas where many people visit intertidal habitats for purposes other than collecting, many organisms will be affected by trampling, turning of rocks, and handling. In these cases, effective protection of rocky intertidal communities requires an approach that goes beyond the singular focus on collecting to reduce the full suite of impacts.

  8. A Game-Based Simulation Utilizing Virtual Humans to Train Physicians to Screen and Manage the Care of Patients with Mental Health Disorders.

    PubMed

    Albright, Glenn; Adam, Cyrille; Goldman, Ron; Serri, Deborah

    2013-10-01

    Every year, one in four American adults suffers from a diagnosable mental disorder, yet most of them go untreated, creating a significant public health challenge. This challenge is compounded by large-scale disasters, which can cause an influx of primary care patients presenting with physical symptoms that mask mental health disorders. Primary care providers (PCPs) are usually the first point of contact for those patients; thus there exist crucial opportunities to detect and address nonphysical disorders in primary care settings that would improve patient outcomes and quality of care. Unfortunately, many PCPs view mental health as separate from the services that they provide, and the majority of them have received little training during or after medical or nursing school about risk factors, symptoms, and treatment options. To help integrate behavioral health into primary care, Kognito Interactive developed "At-Risk in Primary Care," an online game-based simulation that integrates role-play conversations with virtual humans to train PCPs to screen patients for mental health disorders, perform brief behavioral interventions using motivational interviewing (MI), refer patients, and integrate behavioral health into their treatment while building patients' intrinsic motivation to adhere to it. Preliminary findings on the implementation of this game in New York City show significant increases in skill and motivation to screen patients, conduct behavioral interventions, and refer patients to specialized care. These results show the promise of innovative technology-based solutions to integrate mental health training in primary care. PMID:26196927

  9. Goal-based ultimatum game

    NASA Astrophysics Data System (ADS)

    Zaibidi, Nerda Zura; Sulaiman, Nor Intan Saniah; Abidin, Norhaslinda Zainal

    2014-09-01

    This research investigates the human decision-making in ultimatum game in the context of neuroscience theories that give more insight into decision-making process by humans. Based on this approach, a new model of human decision-making has been developed by using Goal Programming approach. The satisficing and egalitarian philosophies on which weighted and Chebyshev Goal Programming (GP) rely; seem to offer an adequate and natural way for modeling human decision processes in at least the single-shot games of coordination. The simulation of ultimatum games gives the distribution of proposers' offer which shows some similarity with the distribution from the experiments with real subjects. The sensitivity analyses of this model are also presented. The solutions returned by the proposed GP approach aim to strike the right balance on several dimensions of conflicting goal that are set by players themselves.

  10. 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…

  11. 25 CFR 547.6 - What are the minimum technical standards for enrolling and enabling Class II gaming system...

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... and enabling Class II gaming system components? 547.6 Section 547.6 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM TECHNICAL STANDARDS FOR GAMING EQUIPMENT USED... enabling Class II gaming system components? (a) General requirements. Class II gaming systems shall...

  12. 25 CFR 547.6 - What are the minimum technical standards for enrolling and enabling Class II gaming system...

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... and enabling Class II gaming system components? 547.6 Section 547.6 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM TECHNICAL STANDARDS FOR GAMING EQUIPMENT USED... enabling Class II gaming system components? (a) General requirements. Class II gaming systems shall...

  13. Human choices and environmental constraints: deciphering the variability of large game procurement from Mousterian to Aurignacian times (MIS 5-3) in southwestern France

    NASA Astrophysics Data System (ADS)

    Discamps, Emmanuel; Jaubert, Jacques; Bachellerie, François

    2011-09-01

    The evolution in the selection of prey made by past humans, especially the Neandertals and the first anatomically modern humans, has been widely debated. Between Marine Isotope Stages (MIS) 5 and 3, the accuracy of absolute dating is still insufficient to precisely correlate paleoclimatic and archaeological data. It is often difficult, therefore, to estimate to what extent changes in species procurement are correlated with either climate fluctuations or deliberate cultural choices in terms of subsistence behavior. Here, the full development of archeostratigraphy and Bayesian statistical analysis of absolute dates allows the archeological and paleoclimatic chronologies to be compared. The variability in hunted fauna is investigated using multivariate statistical analysis of quantitative faunal lists of 148 assemblages from 39 archeological sequences from MIS 5 through MIS 3. Despite significant intra-technocomplex variability, it is possible to identify major shifts in the human diet during these stages. The integration of archeological data, paleoclimatic proxies and the ecological characteristics of the different species of prey shows that the shifts in large game hunting can be explained by an adaptation of the human groups to climatic fluctuations. However, even if Middle and Early Upper Paleolithic men adapted to changes in their environment and to contrasting landscapes, they ultimately belonged to the ecosystems of the past and were limited by environmental constraints.

  14. Blunt impact as deterrent: human approach-avoidance behaviors and other stress responses studied within a paintball gaming context

    NASA Astrophysics Data System (ADS)

    Short, Kenneth R.; Bergen, Michael T.; DeMarco, Robert M.; Chua, Florence B.; Servatius, Richard J.

    2006-05-01

    Blunt impact munitions are often used by civilian law enforcement and in military operations on urban terrain (MOUT) missions to dissuade individuals and groups from approaching valued assets. The use of blunt munitions (rubber-ball or sponge) is predicated on their effectiveness as aversive stimuli; the effectiveness is weighed against the risk of serious injury or death. However, little empirical evidence supports effectiveness. Here, we use a paintball gaming context to study the effects of blunt impact on performance and approach behaviors. Volunteers individually traversed a course in which targets offer the opportunity to gain for accuracy. While completing the targeting task, subjects were bombarded with paintballs, which progressively became more numerous and the impact more intense as the subjects neared goal locations. Initial data suggest that over 30 blunt impacts by paintballs delivered at 280 ft/sec over 30 to 100 ft are insufficient to overcome intrinsic and extrinsic approach motivations or impair targeting or advance performance in an overwhelming majority of subjects. Our apparent ceiling effect was surprising. A sub-comparison of the few subjects who stopped the game before the end with those who did not suggests that personality factors influence the effectiveness of blunt impact as a deterrent. While paintballs differ from traditional blunt impact munitions on a number of physical characteristics, impact that was sufficient to repeatedly bruise volunteers was not an effective deterrent.

  15. Math Games

    ERIC Educational Resources Information Center

    Lorenzi, Natalie

    2012-01-01

    Math games bring out kids' natural love of numbers. Yet in the waning days of school, students can't wait for that final bell to ring. Each summer, most students lose about two months of mathematical computation skills. So how do teachers keep their students focused on math up till the end? Before sending them off for the summer, get them hooked…

  16. Games & Icebreakers.

    ERIC Educational Resources Information Center

    National Energy Education Development Project, Reston, VA.

    This booklet contains activities related to energy conservation and sources of energy that are suitable for groups containing people of different ages. The activities promote brainstorming, group sharing, and cooperative learning. Activities include: Energy Name Game; Energy Pantomime; Energy Source Relay Race; Energy Chants; This Week in Energy…

  17. Grammar Games

    ERIC Educational Resources Information Center

    Brown, Kim

    2004-01-01

    The mere mention of a grammar lesson can set students' eyes rolling. The fun activities described in this article can turn those blank looks into smiles. Here, the author presents grammar games namely: (1) noun tennis; (2) the minister's cat; (3) kids take action; (4) what's my adverb?; (5) and then I saw...; and (6) grammar sing-along.

  18. 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…

  19. Ontology of Serious Games

    ERIC Educational Resources Information Center

    Prayaga, Lakshmi; Rasmussen, Karen L.

    2008-01-01

    Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…

  20. Teaching Using Computer Games

    ERIC Educational Resources Information Center

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

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

    ERIC Educational Resources Information Center

    Gee, James Paul

    2005-01-01

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

  2. "Chocolate-Covered Broccoli"? Games and the Teaching of Literature

    ERIC Educational Resources Information Center

    Hopkins, Izabela; Roberts, David

    2015-01-01

    Studies of the way games and gaming align themselves with the pedagogy of the humanities have left behind a key discipline: that of literary studies, as opposed to literacy studies, a far more common concern among scholars who have examined the impact of games on university and secondary teaching. This paper considers the reasons for such a lacuna…

  3. Design, engineering and utility of biotic games.

    PubMed

    Riedel-Kruse, Ingmar H; Chung, Alice M; Dura, Burak; Hamilton, Andrea L; Lee, Byung C

    2011-01-01

    Games are a significant and defining part of human culture, and their utility beyond pure entertainment has been demonstrated with so-called 'serious games'. Biotechnology--despite its recent advancements--has had no impact on gaming yet. Here we propose the concept of 'biotic games', i.e., games that operate on biological processes. Utilizing a variety of biological processes we designed and tested a collection of games: 'Enlightenment', 'Ciliaball', 'PAC-mecium', 'Microbash', 'Biotic Pinball', 'POND PONG', 'PolymerRace', and 'The Prisoner's Smellemma'. We found that biotic games exhibit unique features compared to existing game modalities, such as utilizing biological noise, providing a real-life experience rather than virtual reality, and integrating the chemical senses into play. Analogous to video games, biotic games could have significant conceptual and cost-reducing effects on biotechnology and eventually healthcare; enable volunteers to participate in crowd-sourcing to support medical research; and educate society at large to support personal medical decisions and the public discourse on bio-related issues.

  4. The Long Haul: A Grade 5 Game.

    ERIC Educational Resources Information Center

    MacArthur, Brent; And Others

    1992-01-01

    Presents a game for learning about Canada's geography, natural resources, and major highways. Suggests that the activity will help students develop map skills, knowledge of capital cities, cooperative skills, and natural and human-made hazards. Includes instructions concerning game objectives, procedures, and materials. (SG)

  5. Transfer of conflict and cooperation from experienced games to new games: a connectionist model of learning

    PubMed Central

    Spiliopoulos, Leonidas

    2015-01-01

    set of games is found to be a necessary condition for deep learning (and transfer) across game classes. Paradoxically, superficial transfer of learning is shown to lead to better outcomes than deep transfer for a wide range of game classes. The simulation results corroborate important experimental findings with human subjects, and make several novel predictions that can be tested experimentally. PMID:25873855

  6. Transfer of conflict and cooperation from experienced games to new games: a connectionist model of learning.

    PubMed

    Spiliopoulos, Leonidas

    2015-01-01

    set of games is found to be a necessary condition for deep learning (and transfer) across game classes. Paradoxically, superficial transfer of learning is shown to lead to better outcomes than deep transfer for a wide range of game classes. The simulation results corroborate important experimental findings with human subjects, and make several novel predictions that can be tested experimentally.

  7. The Green Revolution Game.

    ERIC Educational Resources Information Center

    Corbridge, Stuart

    1985-01-01

    The Green Revolution game helps college students learn about agrarian change in which people use science to transform nature. The rational and basic objectives of the game are discussed, and the game's strengths and weaknesses are examined. (RM)

  8. Combining Modeling and Gaming for Predictive Analytics

    SciTech Connect

    Riensche, Roderick M.; Whitney, Paul D.

    2012-08-22

    Many of our most significant challenges involve people. While human behavior has long been studied, there are recent advances in computational modeling of human behavior. With advances in computational capabilities come increases in the volume and complexity of data that humans must understand in order to make sense of and capitalize on these modeling advances. Ultimately, models represent an encapsulation of human knowledge. One inherent challenge in modeling is efficient and accurate transfer of knowledge from humans to models, and subsequent retrieval. The simulated real-world environment of games presents one avenue for these knowledge transfers. In this paper we describe our approach of combining modeling and gaming disciplines to develop predictive capabilities, using formal models to inform game development, and using games to provide data for modeling.

  9. Computer Games and Instruction

    ERIC Educational Resources Information Center

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  10. 25 CFR 542.30 - What is a Tier B gaming operation?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 25 Indians 2 2011-04-01 2011-04-01 false What is a Tier B gaming operation? 542.30 Section 542.30 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS § 542.30 What is a Tier B gaming operation? A Tier B gaming operation is one with...

  11. 25 CFR 542.20 - What is a Tier A gaming operation?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 25 Indians 2 2011-04-01 2011-04-01 false What is a Tier A gaming operation? 542.20 Section 542.20 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS § 542.20 What is a Tier A gaming operation? A Tier A gaming operation is one with...

  12. 25 CFR 542.40 - What is a Tier C gaming operation?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 25 Indians 2 2011-04-01 2011-04-01 false What is a Tier C gaming operation? 542.40 Section 542.40 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS § 542.40 What is a Tier C gaming operation? A Tier C gaming operation is one with...

  13. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

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

  14. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

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

  15. 25 CFR 543.10 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

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

  16. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

  17. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

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

  18. 25 CFR 542.12 - What are the minimum internal control standards for table games?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

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

  19. 25 CFR 542.12 - What are the minimum internal control standards for table games?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

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

    Code of Federal Regulations, 2013 CFR

    2013-04-01

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

  1. 25 CFR 543.10 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

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

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

    Code of Federal Regulations, 2014 CFR

    2014-04-01

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

  3. 25 CFR 542.12 - What are the minimum internal control standards for table games?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

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

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

    Code of Federal Regulations, 2012 CFR

    2012-04-01

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

  5. 25 CFR 542.40 - What is a Tier C gaming operation?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

  6. 25 CFR 542.30 - What is a Tier B gaming operation?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

  7. 25 CFR 542.20 - What is a Tier A gaming operation?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

  8. 14 CFR § 1230.121 - [Reserved

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... 14 Aeronautics and Space 5 2014-01-01 2014-01-01 false [Reserved] § 1230.121 Section § 1230.121 Aeronautics and Space NATIONAL AERONAUTICS AND SPACE ADMINISTRATION PROTECTION OF HUMAN SUBJECTS (Eff. until 2-14-14) § 1230.121 [Reserved]...

  9. Game-powered machine learning

    PubMed Central

    Barrington, Luke; Turnbull, Douglas; Lanckriet, Gert

    2012-01-01

    Searching for relevant content in a massive amount of multimedia information is facilitated by accurately annotating each image, video, or song with a large number of relevant semantic keywords, or tags. We introduce game-powered machine learning, an integrated approach to annotating multimedia content that combines the effectiveness of human computation, through online games, with the scalability of machine learning. We investigate this framework for labeling music. First, a socially-oriented music annotation game called Herd It collects reliable music annotations based on the “wisdom of the crowds.” Second, these annotated examples are used to train a supervised machine learning system. Third, the machine learning system actively directs the annotation games to collect new data that will most benefit future model iterations. Once trained, the system can automatically annotate a corpus of music much larger than what could be labeled using human computation alone. Automatically annotated songs can be retrieved based on their semantic relevance to text-based queries (e.g., “funky jazz with saxophone,” “spooky electronica,” etc.). Based on the results presented in this paper, we find that actively coupling annotation games with machine learning provides a reliable and scalable approach to making searchable massive amounts of multimedia data. PMID:22460786

  10. Goal-based dictator game

    NASA Astrophysics Data System (ADS)

    Zaibidi, Nerda Zura; Ibrahim, Adyda; Abidin, Norhaslinda Zainal

    2014-12-01

    A considerable number of studies have been conducted to study fairness issues using two-player game. Dictator Game is one of the two-player games that receive much attention. In this paper, we develop an evolutionary approach to the Dictator Game by using Goal programming to build a model of human decision-making for cooperation. The model is formulated based on the theories of cognitive neuroscience that is capable in capturing a more realistic fairness concerns between players in the games. We show that fairness will evolve by taking into account players' aspirations and preferences explicitly in terms of profit and fairness concerns. The model is then simulated to investigate any possible effective strategy for people in economics to deal with fairness coalition. Parallels are drawn between the approach and concepts of human decision making from the field of cognitive neuroscience and psychology. The proposed model is also able to help decision makers to plan or enhance the effective strategies for business purposes.

  11. Game-powered machine learning.

    PubMed

    Barrington, Luke; Turnbull, Douglas; Lanckriet, Gert

    2012-04-24

    Searching for relevant content in a massive amount of multimedia information is facilitated by accurately annotating each image, video, or song with a large number of relevant semantic keywords, or tags. We introduce game-powered machine learning, an integrated approach to annotating multimedia content that combines the effectiveness of human computation, through online games, with the scalability of machine learning. We investigate this framework for labeling music. First, a socially-oriented music annotation game called Herd It collects reliable music annotations based on the "wisdom of the crowds." Second, these annotated examples are used to train a supervised machine learning system. Third, the machine learning system actively directs the annotation games to collect new data that will most benefit future model iterations. Once trained, the system can automatically annotate a corpus of music much larger than what could be labeled using human computation alone. Automatically annotated songs can be retrieved based on their semantic relevance to text-based queries (e.g., "funky jazz with saxophone," "spooky electronica," etc.). Based on the results presented in this paper, we find that actively coupling annotation games with machine learning provides a reliable and scalable approach to making searchable massive amounts of multimedia data.

  12. Physics: Quantum problems solved through games

    NASA Astrophysics Data System (ADS)

    Maniscalco, Sabrina

    2016-04-01

    Humans are better than computers at performing certain tasks because of their intuition and superior visual processing. Video games are now being used to channel these abilities to solve problems in quantum physics. See Letter p.210

  13. Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games

    NASA Astrophysics Data System (ADS)

    Nijholt, Anton; Reuderink, Boris; Oude Bos, Danny

    In recent years we have seen a rising interest in brain-computer interfacing for human-computer interaction and potential game applications. Until now, however, we have almost only seen attempts where BCI is used to measure the affective state of the user or in neurofeedback games. There have hardly been any attempts to design BCI games where BCI is considered to be one of the possible input modalities that can be used to control the game. One reason may be that research still follows the paradigms of the traditional, medically oriented, BCI approaches. In this paper we discuss current BCI research from the viewpoint of games and game design. It is hoped that this survey will make clear that we need to design different games than we used to, but that such games can nevertheless be interesting and exciting.

  14. Learning through social interaction in game technology.

    SciTech Connect

    Waern, Annika; Raybourn, Elaine Marie

    2005-05-01

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

  15. Evolutionary Game Theory and Leadership

    ERIC Educational Resources Information Center

    Guastello, Stephen J.

    2009-01-01

    Comments on the article Leadership, followership, and evolution: Some lessons from the past by Van Vugt, Hogan, and Kaiser. This article offers a fresh perspective on leaders, followers, and their possible origins in nonhuman and primitive human behavior patterns. The connections between group coordination, leadership, and game theory have some…

  16. Matching marine reserve design to reserve objectives.

    PubMed Central

    Halpern, Benjamin S; Warner, Robert R

    2003-01-01

    Recent interest in using marine reserves for marine resource management and conservation has largely been driven by the hope that reserves might counteract declines in fish populations and protect the biodiversity of the seas. However, the creation of reserves has led to dissension from some interested groups, such as fishermen, who fear that reserves will do more harm than good. These perceived differences in the effect of marine reserves on various stakeholder interests has led to a contentious debate over their merit. We argue here that recent findings in marine ecology suggest that this debate is largely unnecessary, and that a single general design of a network of reserves of moderate size and variable spacing can meet the needs and goals of most stakeholders interested in marine resources. Given the high fecundity of most marine organisms and recent evidence for limited distance of larval dispersal, it is likely that reserves can both maintain their own biodiversity and service nearby non-reserve areas. In particular, spillover of larger organisms and dispersal of larvae to areas outside reserves can lead to reserves sustaining or even increasing local fisheries. Ultimately, the success of any reserve network requires attention to the uncertainty and variability in dispersal patterns of marine organisms, clear statements of goals by all stakeholder groups and proper evaluation of reserve performance. PMID:14561299

  17. Mobile Game for Learning Bacteriology

    ERIC Educational Resources Information Center

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  18. Learning with Calculator Games

    ERIC Educational Resources Information Center

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  19. Games for Learning

    ERIC Educational Resources Information Center

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  20. Communication Games in Print.

    ERIC Educational Resources Information Center

    Schneiderman, Ellen

    1990-01-01

    This article presents a rationale and ways to use communication games in written form to entice deaf children to try new forms of language. It emphasizes the importance of using communicative teaching methods and considering students' communicative adequacy rather than form. Games include picture/object matching games and bingo/lotto games. (JDD)

  1. Game Board Artists.

    ERIC Educational Resources Information Center

    Szekely, George

    2000-01-01

    Explores children's fascination with creating their own unique games as an art form. Focuses on different games, such as chess, checkers, pogs, and monopoly. States that observing children playing games offers a firsthand lesson in how children create. Discusses what it means to be an art teacher who promotes creative play with games. (CMK)

  2. Evolutionary Dynamics of Biological Games

    NASA Astrophysics Data System (ADS)

    Nowak, Martin A.; Sigmund, Karl

    2004-02-01

    Darwinian dynamics based on mutation and selection form the core of mathematical models for adaptation and coevolution of biological populations. The evolutionary outcome is often not a fitness-maximizing equilibrium but can include oscillations and chaos. For studying frequency-dependent selection, game-theoretic arguments are more appropriate than optimization algorithms. Replicator and adaptive dynamics describe short- and long-term evolution in phenotype space and have found applications ranging from animal behavior and ecology to speciation, macroevolution, and human language. Evolutionary game theory is an essential component of a mathematical and computational approach to biology.

  3. Chimpanzees play the ultimatum game.

    PubMed

    Proctor, Darby; Williamson, Rebecca A; de Waal, Frans B M; Brosnan, Sarah F

    2013-02-01

    Is the sense of fairness uniquely human? Human reactions to reward division are often studied by means of the ultimatum game, in which both partners need to agree on a distribution for both to receive rewards. Humans typically offer generous portions of the reward to their partner, a tendency our close primate relatives have thus far failed to show in experiments. Here we tested chimpanzees (Pan troglodytes) and human children on a modified ultimatum game. One individual chose between two tokens that, with their partner's cooperation, could be exchanged for rewards. One token offered equal rewards to both players, whereas the other token favored the chooser. Both apes and children responded like humans typically do. If their partner's cooperation was required, they split the rewards equally. However, with passive partners--a situation akin to the so-called dictator game--they preferred the selfish option. Thus, humans and chimpanzees show similar preferences regarding reward division, suggesting a long evolutionary history to the human sense of fairness. PMID:23319633

  4. Chimpanzees play the ultimatum game.

    PubMed

    Proctor, Darby; Williamson, Rebecca A; de Waal, Frans B M; Brosnan, Sarah F

    2013-02-01

    Is the sense of fairness uniquely human? Human reactions to reward division are often studied by means of the ultimatum game, in which both partners need to agree on a distribution for both to receive rewards. Humans typically offer generous portions of the reward to their partner, a tendency our close primate relatives have thus far failed to show in experiments. Here we tested chimpanzees (Pan troglodytes) and human children on a modified ultimatum game. One individual chose between two tokens that, with their partner's cooperation, could be exchanged for rewards. One token offered equal rewards to both players, whereas the other token favored the chooser. Both apes and children responded like humans typically do. If their partner's cooperation was required, they split the rewards equally. However, with passive partners--a situation akin to the so-called dictator game--they preferred the selfish option. Thus, humans and chimpanzees show similar preferences regarding reward division, suggesting a long evolutionary history to the human sense of fairness.

  5. 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)

  6. Indian Gaming in South Dakota: Conflict in Public Policy

    ERIC Educational Resources Information Center

    Ackerman, William V.

    2009-01-01

    Legal gaming on Indian reservations has increased dramatically since the 1987 landmark decision by the United States Supreme Court in "California v. Cabazon Band of Mission Indians." In this case the Supreme Court upheld by a 6-3 vote the right under federal law for Indians to run gambling operations without state regulation in states where such…

  7. Knowledge and prevalence of Human African Trypanosomiasis among residents of Kachia grazing reserve, Kachia local government area, Kaduna state, Nigeria, 2012

    PubMed Central

    Uba, Belinda Vernyuy; Aliyu, Ahmad; Abubakar, Aisha; Uba, Sabo Ado; Gidado, Saheed; Edukugho, Aboyowa; Anagbogu, Ifeoma; Kalejaiye, John; Nguku, Patrick

    2016-01-01

    Introduction Human African Trypanosomiasis (HAT) is a vector borne parasitic disease transmitted to humans by infected tse-tse flies cause morbidity including delayed child mental development. Reports of nuisance and bites from tse-tse flies by residents of Kachia grazing led to the study to determine the knowledge, practices and prevalence of HAT among residents of the grazing reserve. Methods We conducted active case search in a cross-sectional study using multi-stage sampling with probability proportionate to size. We administered structured questionnaire on Knowledge, practices relating to HAT prevention and screened for HAT using card agglutination test for Trypanosomiasis (CATT). Knowledge of HAT was scored 0-5 and categorized good (3-5) and poor (0-2) based on score, predisposition to risk of HAT as exposure to ≥two risk factors and, a case of HAT as any respondent that tested positive on CATT. We analysed data using Epi-info and MS-excel. Results Of the 300 respondents, mean age 39(±17years) interviewed, 56.3% were males, 12.0% had good knowledge of HAT and 76.3% were exposed to HAT risk factors. Prevention practices included clearing of overgrown bushes around houses (99%), use of insecticidal treated nets (75.7%) and protective clothing (41.0%). Males {Odds Ratio [OR] 5.0; 95% Confidence Interval (CI) 1.8 - 13.6}, age above 40 years {OR 5.0; 95% CI 1.1 - 24.4} and family history of HAT {OR 8.7; 95% CI 2.4 - 32.1} were significantly associated with HAT knowledge. None tested positive on CATT. Conclusion Despite poor knowledge of HAT, residents practiced HAT preventive measures and zero HAT prevalence was recorded. PMID:27222686

  8. Bacterial Games

    NASA Astrophysics Data System (ADS)

    Frey, Erwin

    2012-02-01

    Microbial laboratory communities have become model systems for studying the complex interplay between evolutionary selection forces, stochastic fluctuations, and spatial organization. Two fundamental questions that challenge our understanding of evolution and ecology are the origin of cooperation and biodiversity. Both are ubiquitous phenomena yet conspicuously difficult to explain since the fitness of an individual or the whole community depends in an intricate way on a plethora of factors, such as spatial distribution and mobility of individuals, secretion and detection of signaling molecules, toxin secretion leading to inter-strain competition and changes in environmental conditions. We discuss two possible solutions to these questions employing concepts from evolutionary game theory, nonlinear dynamics, and the theory of stochastic processes. Our work provides insights into some minimal requirements for the evolution of cooperation and biodiversity in simple microbial communities. It further makes predictions to be tested by new microbial experiments.

  9. Making Games Not Work: Paradoxes Embedded in Game-Based Training and Concepts for Overcoming Them

    NASA Technical Reports Server (NTRS)

    Jones, Phillip N.; Cuper, Taryn

    2010-01-01

    An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.

  10. Oil reserve

    SciTech Connect

    Not Available

    1991-08-01

    Argonne National Laboratory a facility run for the Department of Energy prepared a supplemental environmental impact statements for Naval Petroleum Reserve No. 1 (NPR-1) near Bakersfield, California. This paper concludes that NPR-1 might contribute to the decline of an endangered species the San Joaquin kit fox and contaminate nearby ground water. However, DOE disagreed with Argonne about the impact of NPR-1 operations on the endangered fox and nearby ground water. Because these disagreements were unresolved when DOE took over the preparation of the supplemental environmental impact statement the official draft of which is not yet completed it is unclear how Argonne's views will be reflected in the document when it is published for comment. DOE has not taken sufficient action to ensure that NPR-1 operations have complied with environmental laws and regulations governing endangered species, historic preservation, and wastewater sumping. Noncompliance with these requirements could result in legal action, fines, and even a possible shutdown of NPR-1 operations until compliance is achieved. The Department of Interior is investigating to see if prosecution is warranted for possible endangered species violations. Although DOE is trying to address possible problems, similar problems may occur at NPR-1 in the future unless DOE management controls are improved.

  11. Quantum Matching Pennies Game

    NASA Astrophysics Data System (ADS)

    Iqbal, Azhar; Abbott, Derek

    2009-01-01

    A quantum version of the matching pennies (MP) game is proposed that is played using an Einstein-Podolsky-Rosen-Bohm (EPR-Bohm) setting. We construct the quantum game without using state vectors, while considering only the quantum mechanical joint probabilities relevant to the EPR-Bohm setting. We embed the classical game within the quantum game such that the classical MP game results when the quantum mechanical joint probabilities become factorizable. We report new Nash equilibria in the quantum MP game that emerge when the quantum mechanical joint probabilities maximally violate the Clauser-Horne-Shimony-Holt form of Bell’s inequality.

  12. Markov Chain Analysis of Musical Dice Games

    NASA Astrophysics Data System (ADS)

    Volchenkov, D.; Dawin, J. R.

    2012-07-01

    A system for using dice to compose music randomly is known as the musical dice game. The discrete time MIDI models of 804 pieces of classical music written by 29 composers have been encoded into the transition matrices and studied by Markov chains. Contrary to human languages, entropy dominates over redundancy, in the musical dice games based on the compositions of classical music. The maximum complexity is achieved on the blocks consisting of just a few notes (8 notes, for the musical dice games generated over Bach's compositions). First passage times to notes can be used to resolve tonality and feature a composer.

  13. Who believes electronic games cause real world aggression?

    PubMed

    Przybylski, Andrew K

    2014-04-01

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

  14. Who believes electronic games cause real world aggression?

    PubMed

    Przybylski, Andrew K

    2014-04-01

    Electronic games have rapidly become a popular form of human recreation, and the immersive experiences they provide millions have led many to voice concerns that some games, and violent ones in particular, may negatively impact society. Increasingly heated debates make it clear that gaming-related aggression is a topic that elicits strong opinions. Despite a complex and growing literature concerned with violent games, little is known empirically about why some ardently believe, whereas others dismiss, notions that this form of leisure is a source of aggression. The present research recruited three nationally representative samples to investigate this understudied topic. Results showed that belief was normally distributed across the population, prominent among demographic cohorts who did not grow up with games and those who lack concrete gaming experience. Results are discussed in the context of this developing research area, wider social science perspectives, and the place of electronic games in society. PMID:24256132

  15. Cognitive Aspects of Power in a Two-Level Game

    NASA Astrophysics Data System (ADS)

    Juvina, Ion; Lebiere, Christian; Martin, Jolie; Gonzalez, Cleotilde

    The Intergroup Prisoner's Dilemma with Intragroup Power Dynamics (IPD^2) is a new game paradigm for studying human behavior in conflict situations. IPD^2 adds the concept of intragroup power to an intergroup version of the standard Iterated Prisoner's Dilemma game. We conducted an exploratory laboratory study in which individual human participants played the game against computer strategies of various complexities. We also developed a cognitive model of human decision making in this game. The model was run in place of the human participant under the same conditions as in the laboratory study. Results from the human study and the model simulations are presented and discussed, emphasizing the value of including intragroup power in game theoretic models of conflict.

  16. 25 CFR 547.7 - What are the minimum technical hardware standards applicable to Class II gaming systems?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... error condition; and (iii) Be constructed to permit communication with the Class II gaming system of the... applicable to Class II gaming systems? 547.7 Section 547.7 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM TECHNICAL STANDARDS FOR CLASS II GAMING SYSTEMS...

  17. 25 CFR 547.7 - What are the minimum technical hardware standards applicable to Class II gaming systems?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... error condition; and (iii) Be constructed to permit communication with the Class II gaming system of the... applicable to Class II gaming systems? 547.7 Section 547.7 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM TECHNICAL STANDARDS FOR CLASS II GAMING SYSTEMS...

  18. The Easiest Lights Out Games

    ERIC Educational Resources Information Center

    Torrence, Bruce

    2011-01-01

    The game "Lights Out" and its mathematical predecessor, the sigma-plus game, has inspired an extensive mathematical literature. In this paper, the original game and a borderless version played on a torus are considered. We define an easy game to be one in which pushing the buttons that are originally lit solves the game. Easy games are classified…

  19. Wolf Trek Game.

    ERIC Educational Resources Information Center

    DeRosa, Bill

    1988-01-01

    Describes a learning center game which is designed to help elementary school students learn about wolves. Includes playing instructions, game board, and questions and answers. Also included is a record of wolf calls narrated by actor Robert Redford. (TW)

  20. Mang Kung Dice Game.

    ERIC Educational Resources Information Center

    Chan, Wai-Sum

    1996-01-01

    Describes the Mang Kung Dice Game, popular in China, which uses six special dice. Discusses the probability distribution of possible outcomes. Poses questions about the game to help students understand statistical concepts. (MKR)

  1. Polymorphic Evolutionary Games.

    PubMed

    Fishman, Michael A

    2016-06-01

    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.

  2. Games of Rapport.

    ERIC Educational Resources Information Center

    Corbin, Sandra J.

    1980-01-01

    Board games called Games of Rapport are being developed at the University of Alberta. The first, "Angels and Devils," is designed for play by nursing home residents. Results of a study involving "Angels and Devils" show that board games are useful in communicating rehabilitative objectives and sources of conflict. (Author/BEF)

  3. An Extended Duopoly Game.

    ERIC Educational Resources Information Center

    Eckalbar, John C.

    2002-01-01

    Illustrates how principles and intermediate microeconomic students can gain an understanding for strategic price setting by playing a relatively large oligopoly game. Explains that the game extends to a continuous price space and outlines appropriate applications. Offers the Mathematica code to instructors so that the assumptions of the game can…

  4. The Games Children Play

    ERIC Educational Resources Information Center

    Padak, Nancy; Rasinski, Timothy

    2008-01-01

    The games that children play are not just for fun-they often lead to important skill development. Likewise, word games are fun opportunities for parents and children to spend time together and for children to learn a lot about sounds and words. In this Family Involvement column, the authors describe 12 easy-to-implement word games that parents and…

  5. Educational Games for Learning

    ERIC Educational Resources Information Center

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

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

  6. The Acid Rain Game.

    ERIC Educational Resources Information Center

    Rakow, Steven J.; Glenn, Allen

    1982-01-01

    Provides rationale for and description of an acid rain game (designed for two players), a problem-solving model for elementary students. Although complete instructions are provided, including a copy of the game board, the game is also available for Apple II microcomputers. Information for the computer program is available from the author.…

  7. Inventing Music Education Games

    ERIC Educational Resources Information Center

    Ghere, David; Amram, Fred M. B.

    2007-01-01

    The first British patent describing an educational game designed for musical "amusement and instruction" was granted in 1801 to Ann Young of Edinburgh, Scotland. The authors' discovery of Young's game box has prompted an examination of the nature and purpose of the six games she designed. Ann Young's patent is discussed in the context of…

  8. Gaming Gains Respect

    ERIC Educational Resources Information Center

    Richardson, Will

    2012-01-01

    The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…

  9. Indian & Metis Trivia Game.

    ERIC Educational Resources Information Center

    Manitoba Dept. of Education and Training, Winnipeg.

    This booklet consists of 220 questions about Native North Americans and Metis people that can be used as learning activities for elementary and secondary school students. Suggestions for using the questions include playing games in pairs or teams, locating resources to find answers to questions, playing trivia games and board games, and using…

  10. Learning Mathematics through Games

    ERIC Educational Resources Information Center

    Gough, John

    2015-01-01

    When considering the use of games for teaching mathematics, educators should distinguish between an "activity" and a "game". Gough (1999) states that "A 'game' needs to have two or more players, who take turns, each competing to achieve a 'winning' situation of some kind, each able to exercise some choice about how to move…

  11. National Gaming Council.

    ERIC Educational Resources Information Center

    House, Peter W.; And Others

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

  12. Being a Game Changer

    ERIC Educational Resources Information Center

    Herrig, Brian; Taranto, Greg

    2012-01-01

    One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…

  13. Assessing Game Experiences

    ERIC Educational Resources Information Center

    Gaydos, Matthew; Harris, Shannon; Squire, Kurt

    2016-01-01

    Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the presentation of both within the game. Given that games may present educational content in multiple ways…

  14. Energy parity games.

    PubMed

    Chatterjee, Krishnendu; Doyen, Laurent

    2012-11-01

    Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative objectives. Our main results are as follows: (a) exponential memory is sufficient and may be necessary for winning strategies in energy parity games; (b) the problem of deciding the winner in energy parity games can be solved in NP [Formula: see text] coNP; and (c) we give an algorithm to solve energy parity by reduction to energy games. We also show that the problem of deciding the winner in energy parity games is logspace-equivalent to the problem of deciding the winner in mean-payoff parity games, which can thus be solved in NP [Formula: see text] coNP. As a consequence we also obtain a conceptually simple algorithm to solve mean-payoff parity games.

  15. Fun with Games

    NASA Astrophysics Data System (ADS)

    Spirakis, Paul G.; Chatzigiannakis, Ioannis; Mylonas, Georgios; Panagopoulou, Panagiota N.

    We discuss two different ways of having fun with two different kinds of games: On the one hand, we present a framework for developing multiplayer pervasive games that rely on the use of mobile sensor networks. On the other hand, we show how to exploit game theoretic concepts in order to study the graph-theoretic problem of vertex coloring.

  16. Online Strategy Games.

    ERIC Educational Resources Information Center

    Dye, Bryan

    2002-01-01

    A strategy game is an online interactive game that requires thinking in order to be played at its best and whose winning strategy is not obvious. Provides information on strategy games that are written in Java or JavaScript and freely available on the web. (KHR)

  17. Brain Games for Babies.

    ERIC Educational Resources Information Center

    Silberg, Jackie

    2001-01-01

    Presents games for caregivers to use with infants to enhance brain development. Includes games that develop trust and security, language skills, and fine motor skills, as well as games that are fun or stimulate vision. Includes videotape references for parents and caregivers. (KB)

  18. Human Resources for Treating HIV/AIDS: Are the Preventive Effects of Antiretroviral Treatment a Game Changer?

    PubMed Central

    2016-01-01

    Shortages of human resources for treating HIV/AIDS (HRHA) are a fundamental barrier to reaching universal antiretroviral treatment (ART) coverage in developing countries. Previous studies suggest that recruiting HRHA to attain universal ART coverage poses an insurmountable challenge as ART significantly increases survival among HIV-infected individuals. While new evidence about ART’s prevention benefits suggests fewer infections may mitigate the challenge, new policies such as treatment-as-prevention (TasP) will exacerbate it. We develop a mathematical model to analytically study the net effects of these countervailing factors. Using South Africa as a case study, we find that contrary to previous results, universal ART coverage is achievable even with current HRHA numbers. However, larger health gains are possible through a surge-capacity policy that aggressively recruits HRHA to reach universal ART coverage quickly. Without such a policy, TasP roll-out can increase health losses by crowding out sicker patients from treatment, unless a surge capacity exclusively for TasP is also created. PMID:27716813

  19. Game Literacy, Gaming Cultures and Media Education

    ERIC Educational Resources Information Center

    Partington, Anthony

    2010-01-01

    This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity and…

  20. Unfavorable Individuals in Social Gaming Networks

    PubMed Central

    Zhang, Yichao; Chen, Guanrong; Guan, Jihong; Zhang, Zhongzhi; Zhou, Shuigeng

    2015-01-01

    In social gaming networks, the current research focus has been on the origin of widespread reciprocal behaviors when individuals play non-cooperative games. In this paper, we investigate the topological properties of unfavorable individuals in evolutionary games. The unfavorable individuals are defined as the individuals gaining the lowest average payoff in a round of game. Since the average payoff is normally considered as a measure of fitness, the unfavorable individuals are very likely to be eliminated or change their strategy updating rules from a Darwinian perspective. Considering that humans can hardly adopt a unified strategy to play with their neighbors, we propose a divide-and-conquer game model, where individuals can interact with their neighbors in the network with appropriate strategies. We test and compare a series of highly rational strategy updating rules. In the tested scenarios, our analytical and simulation results surprisingly reveal that the less-connected individuals in degree-heterogeneous networks are more likely to become the unfavorable individuals. Our finding suggests that the connectivity of individuals as a social capital fundamentally changes the gaming environment. Our model, therefore, provides a theoretical framework for further understanding the social gaming networks. PMID:26648549

  1. Unfavorable Individuals in Social Gaming Networks.

    PubMed

    Zhang, Yichao; Chen, Guanrong; Guan, Jihong; Zhang, Zhongzhi; Zhou, Shuigeng

    2015-01-01

    In social gaming networks, the current research focus has been on the origin of widespread reciprocal behaviors when individuals play non-cooperative games. In this paper, we investigate the topological properties of unfavorable individuals in evolutionary games. The unfavorable individuals are defined as the individuals gaining the lowest average payoff in a round of game. Since the average payoff is normally considered as a measure of fitness, the unfavorable individuals are very likely to be eliminated or change their strategy updating rules from a Darwinian perspective. Considering that humans can hardly adopt a unified strategy to play with their neighbors, we propose a divide-and-conquer game model, where individuals can interact with their neighbors in the network with appropriate strategies. We test and compare a series of highly rational strategy updating rules. In the tested scenarios, our analytical and simulation results surprisingly reveal that the less-connected individuals in degree-heterogeneous networks are more likely to become the unfavorable individuals. Our finding suggests that the connectivity of individuals as a social capital fundamentally changes the gaming environment. Our model, therefore, provides a theoretical framework for further understanding the social gaming networks. PMID:26648549

  2. Unfavorable Individuals in Social Gaming Networks

    NASA Astrophysics Data System (ADS)

    Zhang, Yichao; Chen, Guanrong; Guan, Jihong; Zhang, Zhongzhi; Zhou, Shuigeng

    2015-12-01

    In social gaming networks, the current research focus has been on the origin of widespread reciprocal behaviors when individuals play non-cooperative games. In this paper, we investigate the topological properties of unfavorable individuals in evolutionary games. The unfavorable individuals are defined as the individuals gaining the lowest average payoff in a round of game. Since the average payoff is normally considered as a measure of fitness, the unfavorable individuals are very likely to be eliminated or change their strategy updating rules from a Darwinian perspective. Considering that humans can hardly adopt a unified strategy to play with their neighbors, we propose a divide-and-conquer game model, where individuals can interact with their neighbors in the network with appropriate strategies. We test and compare a series of highly rational strategy updating rules. In the tested scenarios, our analytical and simulation results surprisingly reveal that the less-connected individuals in degree-heterogeneous networks are more likely to become the unfavorable individuals. Our finding suggests that the connectivity of individuals as a social capital fundamentally changes the gaming environment. Our model, therefore, provides a theoretical framework for further understanding the social gaming networks.

  3. Indian Reserved Water Rights.

    ERIC Educational Resources Information Center

    Bond, Frank M.

    1986-01-01

    Traces the distribution, ownership, and water usage associated with lands in the Colville Reservation in Washington State. Cites specific cases which addressed the reserved water rights doctrine. Assesses the impact of court decisions on insuring water rights for Indians living on the Colville Reservation. (ML)

  4. First Video Game

    ScienceCinema

    Takacs, Peter

    2016-07-12

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

  5. First Video Game

    SciTech Connect

    Takacs, Peter

    2008-10-21

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

  6. Update: Routine screening for antibodies to human immunodeficiency virus, civilian applicants for U.S. military service and U.S. Armed Forces, active and reserve components, January 2011-June 2016.

    PubMed

    2016-09-01

    This report contains an update through June 2016 of the results of routine screening for antibodies to the human immunodeficiency virus (HIV) among civilian applicants for military service and among members of the active and reserve components of the U.S. Armed Forces. During the surveillance period, annual seroprevalences among civilian applicants for military service peaked in 2015 (0.31 per 1,000 tested), up 29% from 2014 (0.24 per 1,000 tested). Seroprevalences among Marine Corps reservists, Navy active component service members, and Navy reservists also peaked in 2015. In the Army National Guard and the reserve component of the Marine Corps, full-year seroprevalences have trended upward since 2011. Overall (January 2011-June 2016) seroprevalences were highest for Army reservists, Army National Guard members, Navy active component members, and Navy reservists. Among active and reserve component service members, seroprevalences continue to be higher among Army and Navy members and males than their respective counterparts. PMID:27682627

  7. Marine reserves help coastal ecosystems cope with extreme weather.

    PubMed

    Olds, Andrew D; Pitt, Kylie A; Maxwell, Paul S; Babcock, Russell C; Rissik, David; Connolly, Rod M

    2014-10-01

    Natural ecosystems have experienced widespread degradation due to human activities. Consequently, enhancing resilience has become a primary objective for conservation. Nature reserves are a favored management tool, but we need clearer empirical tests of whether they can impart resilience. Catastrophic flooding in early 2011 impacted coastal ecosystems across eastern Australia. We demonstrate that marine reserves enhanced the capacity of coral reefs to withstand flood impacts. Reserve reefs resisted the impact of perturbation, whilst fished reefs did not. Changes on fished reefs were correlated with the magnitude of flood impact, whereas variation on reserve reefs was related to ecological variables. Herbivory and coral recruitment are critical ecological processes that underpin reef resilience, and were greater in reserves and further enhanced on reserve reefs near mangroves. The capacity of reserves to mitigate external disturbances and promote ecological resilience will be critical to resisting an increased frequency of climate-related disturbance. PMID:24849111

  8. Chimpanzees play the ultimatum game

    PubMed Central

    Proctor, Darby; Williamson, Rebecca A.; de Waal, Frans B. M.; Brosnan, Sarah F.

    2013-01-01

    Is the sense of fairness uniquely human? Human reactions to reward division are often studied by means of the ultimatum game, in which both partners need to agree on a distribution for both to receive rewards. Humans typically offer generous portions of the reward to their partner, a tendency our close primate relatives have thus far failed to show in experiments. Here we tested chimpanzees (Pan troglodytes) and human children on a modified ultimatum game. One individual chose between two tokens that, with their partner’s cooperation, could be exchanged for rewards. One token offered equal rewards to both players, whereas the other token favored the chooser. Both apes and children responded like humans typically do. If their partner’s cooperation was required, they split the rewards equally. However, with passive partners—a situation akin to the so-called dictator game—they preferred the selfish option. Thus, humans and chimpanzees show similar preferences regarding reward division, suggesting a long evolutionary history to the human sense of fairness. PMID:23319633

  9. 25 CFR 543.8-543.15 - [Reserved

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 25 Indians 2 2011-04-01 2011-04-01 false 543.8-543.15 Section 543.8-543.15 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS FOR CLASS II GAMING §§ 543.8-543.15...

  10. 25 CFR 543.4-543.5 - [Reserved

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 25 Indians 2 2011-04-01 2011-04-01 false 543.4-543.5 Section 543.4-543.5 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS FOR CLASS II GAMING §§ 543.4-543.5...

  11. 25 CFR 543.8-543.15 - [Reserved

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

  12. 25 CFR 543.4-543.5 - [Reserved

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

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

    NASA Technical Reports Server (NTRS)

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

    2012-01-01

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

  14. Sex, Lies and Video Games

    ERIC Educational Resources Information Center

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  15. Stochastic evolutionary dynamics in minimum-effort coordination games

    NASA Astrophysics Data System (ADS)

    Li, Kun; Cong, Rui; Wang, Long

    2016-08-01

    The minimum-effort coordination game draws recently more attention for the fact that human behavior in this social dilemma is often inconsistent with the predictions of classical game theory. Here, we combine evolutionary game theory and coalescence theory to investigate this game in finite populations. Both analytic results and individual-based simulations show that effort costs play a key role in the evolution of contribution levels, which is in good agreement with those observed experimentally. Besides well-mixed populations, set structured populations have also been taken into consideration. Therein we find that large number of sets and moderate migration rate greatly promote effort levels, especially for high effort costs.

  16. The Significance of an Educational Game in Teaching Politology

    ERIC Educational Resources Information Center

    Dvorkovaya, Marina Vasilievna; Kurenkova, Evgeniya Alekseevna

    2015-01-01

    Game-based learning is being increasingly used in teaching humanities. In teaching politology, it seems to bring the most effective results. Through educational games, learners can fully experience modeling particular situations in the job of a would-be political technologist, which would guarantee training professional politologists with maximum…

  17. Man Meets Coast. A Game of Coastal Issues.

    ERIC Educational Resources Information Center

    Barile, Diane

    Provided is an educational game in which 30 to 75 players temporarily assume new identities to explore and resolve various coastal issues facing a ficitious community. Designed for both adults and junior/senior high school students, the game: (1) demonstrates the interrelationship between the natural marine environment and human systems; (2)…

  18. Using Commercial Games to Design Teacher-Made Games for the Mathematics Classroom.

    ERIC Educational Resources Information Center

    McBride, John W.; Lamb, Charles E.

    1991-01-01

    The use of commercial games to design and construct games to drill specific mathematics skills is discussed. Game types discussed include card games and board games. Two game boards adapted from "Chutes and Ladders" and "Battleship" are provided. (CW)

  19. The Rule for Evolution of Cooperation in Quantum Games

    NASA Astrophysics Data System (ADS)

    Sun, Z. W.

    2009-08-01

    Full Text PDF Cooperation is essential to biological organizations and human society. In this paper, the conditions of dilemmas resolving by quantum strategies in the three games, Prisoners' Dilemma, Chicken Game and Stag Hunt, are presented. The rule for the evolution of cooperation in general quantum games, b/c > coth2γ, is put forward. The formation of the rule is similar to those of the five rules in the classical game theory summarized by Nowak. b/c is still the benefit to cost ratio of the altruistic act, while γ is a measure for the game's entanglement. The rule is the prerequisite for the realization of cooperation in quantum games.

  20. Drinking games adolescents play.

    PubMed

    Pedersen, W

    1990-11-01

    In a study of 1230 Norwegian adolescents aged 14-19, the prevalence of participation in 'drinking games' and the consequences thereof were investigated. The findings indicate that drinking games are very common among Norwegian youth. Further, there is a substantially higher alcohol consumption among those who participate in these games than among other youth, even when we 'control' for other indicators of network 'wetness'. In particular, a high consumption of beer among the boys seems to be connected with these games. It seems reasonable to assume that the drinking games are of importance for many young people, in particular as a means of being accepted by social groups of the same age. The games provide an organized, yet exciting frame around the interaction. It seems reasonable to assume that the participants usually take part in the games as a result of an intention to drink. Even so, it might be argued that the games are probably often more than 'neutral tools' to fulfil this intention: first of all, the games involve intense contact precisely in connection with alcohol consumption. Secondly, we know from previous studies that match rates and role modelling in connection with consumption increase with an increase in the intensity of group member contact. Finally, the individual member loses control and steering of his/her own consumption to a large extent: consumption becomes to a large degree a function of other people's actions and the rules of the game in question. PMID:2285845

  1. Evaluation of vision training using 3D play game

    NASA Astrophysics Data System (ADS)

    Kim, Jung-Ho; Kwon, Soon-Chul; Son, Kwang-Chul; Lee, Seung-Hyun

    2015-03-01

    The present study aimed to examine the effect of the vision training, which is a benefit of watching 3D video images (3D video shooting game in this study), focusing on its accommodative facility and vergence facility. Both facilities, which are the scales used to measure human visual performance, are very important factors for man in leading comfortable and easy life. This study was conducted on 30 participants in their 20s through 30s (19 males and 11 females at 24.53 ± 2.94 years), who can watch 3D video images and play 3D game. Their accommodative and vergence facility were measured before and after they watched 2D and 3D game. It turned out that their accommodative facility improved after they played both 2D and 3D games and more improved right after they played 3D game than 2D game. Likewise, their vergence facility was proved to improve after they played both 2D and 3D games and more improved soon after they played 3D game than 2D game. In addition, it was demonstrated that their accommodative facility improved to greater extent than their vergence facility. While studies have been so far conducted on the adverse effects of 3D contents, from the perspective of human factor, on the imbalance of visual accommodation and convergence, the present study is expected to broaden the applicable scope of 3D contents by utilizing the visual benefit of 3D contents for vision training.

  2. Alaska Wildlife Week--The Brant Game and the Caribou Game. Unit 7. Together, We Can Help Wildlife.

    ERIC Educational Resources Information Center

    Alaska State Dept. of Fish and Game, Douglas. Div. of Wildlife Conservation.

    Wildlife is often described as one of Alaska's most important and valuable resources. Helping wildlife can take many forms. This document contains the directions and parts of two games for use with the "Alaska Wildlife Week" materials. The games "Brant for the Future", a simulation of bird and human interactions in the Pacific flyway, and "The…

  3. Communicating marine reserve science to diverse audiences

    PubMed Central

    Grorud-Colvert, Kirsten; Lester, Sarah E.; Airamé, Satie; Neeley, Elizabeth; Gaines, Steven D.

    2010-01-01

    As human impacts cause ecosystem-wide changes in the oceans, the need to protect and restore marine resources has led to increasing calls for and establishment of marine reserves. Scientific information about marine reserves has multiplied over the last decade, providing useful knowledge about this tool for resource users, managers, policy makers, and the general public. This information must be conveyed to nonscientists in a nontechnical, credible, and neutral format, but most scientists are not trained to communicate in this style or to develop effective strategies for sharing their scientific knowledge. Here, we present a case study from California, in which communicating scientific information during the process to establish marine reserves in the Channel Islands and along the California mainland coast expanded into an international communication effort. We discuss how to develop a strategy for communicating marine reserve science to diverse audiences and highlight the influence that effective science communication can have in discussions about marine management. PMID:20427745

  4. Communicating marine reserve science to diverse audiences.

    PubMed

    Grorud-Colvert, Kirsten; Lester, Sarah E; Airamé, Satie; Neeley, Elizabeth; Gaines, Steven D

    2010-10-26

    As human impacts cause ecosystem-wide changes in the oceans, the need to protect and restore marine resources has led to increasing calls for and establishment of marine reserves. Scientific information about marine reserves has multiplied over the last decade, providing useful knowledge about this tool for resource users, managers, policy makers, and the general public. This information must be conveyed to nonscientists in a nontechnical, credible, and neutral format, but most scientists are not trained to communicate in this style or to develop effective strategies for sharing their scientific knowledge. Here, we present a case study from California, in which communicating scientific information during the process to establish marine reserves in the Channel Islands and along the California mainland coast expanded into an international communication effort. We discuss how to develop a strategy for communicating marine reserve science to diverse audiences and highlight the influence that effective science communication can have in discussions about marine management.

  5. Combinatorial optimization games

    SciTech Connect

    Deng, X.; Ibaraki, Toshihide; Nagamochi, Hiroshi

    1997-06-01

    We introduce a general integer programming formulation for a class of combinatorial optimization games, which immediately allows us to improve the algorithmic result for finding amputations in the core (an important solution concept in cooperative game theory) of the network flow game on simple networks by Kalai and Zemel. An interesting result is a general theorem that the core for this class of games is nonempty if and only if a related linear program has an integer optimal solution. We study the properties for this mathematical condition to hold for several interesting problems, and apply them to resolve algorithmic and complexity issues for their cores along the line as put forward in: decide whether the core is empty; if the core is empty, find an imputation in the core; given an imputation x, test whether x is in the core. We also explore the properties of totally balanced games in this succinct formulation of cooperative games.

  6. The Game of Hex

    ERIC Educational Resources Information Center

    Scott, Paul

    2007-01-01

    In this article, the author discusses the game of Hex, including its history, strategies and problems. Like all good games, the rules are very simple. Hex is played on a diamond shaped board made up of hexagons. It can be of any size, but an 11x11 board makes for a good game. Two opposite sides of the diamond are labelled "red," the other two…

  7. Predictive Game Theory

    NASA Technical Reports Server (NTRS)

    Wolpert, David H.

    2005-01-01

    Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.

  8. 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

  9. Game Plan

    NASA Technical Reports Server (NTRS)

    Morring, Frank, Jr.

    2005-01-01

    Industry proposals for the Crew Exploration Vehicle that NASA plans as a replacement for the space shuttle are due next week, but the agency's new chief says it might be necessary to slow the CEV procurement at first to speed it up later. After a quick trip to Kennedy Space Center for briefings on getting the space shuttle back in operation, Michael D. Griffin sat down with his growing staff last week to begin work on modifying the CEV procurement. "We are going to rethink our entire program in that area," he said during an inaugural press conference Apr. 18. The proposals due May 2 are being prepared in response to NASA's call for a "risk-reduction flight effort" in 2008 that would lead to delivery of a human-rated CEV in 2014. But Griffin was co-leader on an independent study in 2004 that recommended a way to get the CEV flying astronauts in 2010, the year President Bush has set as a deadline for retiring the space shuttle fleet. In that study, produced for The Planetary Society, Griffin and his team called for development of a 13-15-ton "Block 1" CEV limited to low Earth orbit (LEO) that would be launched atop a single space shuttle solid rocket motor (SRM), with a new cryogenic upper stage based on existing rocket engine technology, Under this approach, NASA would develop a "Block 2" CEV later for human exploration beyond LEO.

  10. Neural correlates of economic game playing.

    PubMed

    Krueger, Frank; Grafman, Jordan; McCabe, Kevin

    2008-12-12

    The theory of games provides a mathematical formalization of strategic choices, which have been studied in both economics and neuroscience, and more recently has become the focus of neuroeconomics experiments with human and non-human actors. This paper reviews the results from a number of game experiments that establish a unitary system for forming subjective expected utility maps in the brain, and acting on these maps to produce choices. Social situations require the brain to build an understanding of the other person using neuronal mechanisms that share affective and intentional mental states. These systems allow subjects to better predict other players' choices, and allow them to modify their subjective utility maps to value pro-social strategies. New results for a trust game are presented, which show that the trust relationship includes systems common to both trusting and trustworthy behaviour, but they also show that the relative temporal positions of first and second players require computations unique to that role. PMID:18829425

  11. How fairly do chimpanzees play the ultimatum game?

    PubMed Central

    Proctor, Darby; Brosnan, Sarah F.; de Waal, Frans B. M.

    2013-01-01

    Humans can behave fairly, but can other species? Recently we tested chimpanzees on a classic human test for fairness, the Ultimatum Game, and found that they behaved similarly to humans. In humans, Ultimatum Game behavior is cited as evidence for a human sense of fairness. By that same logic, we concluded that chimpanzees behaved fairly in our recent study. However, we make a distinction between behavior and motivation. Both humans and chimpanzees behaved fairly, but determining why they did so is more challenging. PMID:23713135

  12. Land Use Change Around Nature Reserves: Implications for Sustaining Biodiversity

    NASA Astrophysics Data System (ADS)

    Hansen, A. J.; Defries, R.; Curran, L.; Liu, J.; Reid, R.; Turner, B.

    2004-12-01

    The effects of land use change outside of reserves on biodiversity within reserves is not well studied. This paper draws on research from Yellowstone, East Africa, Yucatan, Borneo, and Wolong, China to examine land use effects on nature reserves. Objectives are: quantify rates of change in land use around reserves; examine consequences for biodiversity within the context of specific ecological mechanisms; and draw implications for regional management. Within each of the study regions, semi-natural habitats around nature reserves have been converted to agricultural, rural residential, or urban land uses. Rates vary from 0.2-0.4 %/yr in Yucatan, to 9.5 %/yr in Borneo. Such land use changes may be important because nature reserves are often parts of larger ecosystems that are defined by flows in energy, materials, and organisms. Land use outside of reserves may disrupt these flows and alter biodiversity within reserves. Ecological mechanisms that connect biodiversity to these land use changes include habitat size, ecological flows, crucial habitats, and edge effects. For example, the effective size of the East African study area has been reduced by 45% by human activities. Based on the species area relationship, this reduction in habitat area will lead to a loss of 14% of bird and mammal species. A major conclusion is that the viability of nature reserves can best be ensured by managing them in the context of the surrounding region. Knowledge of the ecological mechanisms by which land use influences nature reserves provides design criteria for this regional management.

  13. Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls

    NASA Astrophysics Data System (ADS)

    Ducheneaut, Nicolas

    The digital nature of online games makes them particularly amenable to large-scale, automated data collection and analysis; so researchers have begun to use them as living laboratories to test or refine the existing theories of human behavior. On the basis of several years of intensive data collection in several massively multiplayer online games, this chapter addresses three problems concerning validity and generalizability that must be taken into account. First, each game has a set of laws that steer player behavior, thereby introducing confounding factors that have to be taken into account by the researcher. Second, games attract skewed samples of players, and players may adopt transformed personalities inside the game world, which puts into question the validity of extending findings from observations in the digital realm into the physical one. Third, the lack of a clear boundary defining the "game space," illustrated by the many websites and forums for popular games, raises the question of whether online games themselves capture the totality of the user's experience. The problematic mapping between "real-world" behaviors and those in online games presents research opportunities as well as pitfalls that need to be avoided.

  14. Using Games to Teach Astronomy

    NASA Astrophysics Data System (ADS)

    Francis, Paul J.

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

  15. Harvest reserves reduce extinction risk in an experimental microcosm.

    PubMed

    Fryxell, John M; Lynn, Denis H; Chris, Philip J

    2006-09-01

    Overharvesting by humans threatens a substantial fraction of endangered species. Reserves have recently received enormous attention as a means of better conserving harvested resources, despite limited empirical evidence of their efficacy. We used manipulated microcosms to test whether reserves reduce extinction risk in mobile populations of harvested Tetrahymena thermophila, a ciliate. Here we show that patterns of population distribution inside and outside reserves can be accurately predicted on the basis of simple models of diffusion coupled with logistic controls on local population growth. No extinctions occurred in eight experimental trials with reserves, whereas extinction occurred in seven of eight trials without reserves, as predicted by population viability models based on stochastic population processes. These results suggest that marine reserves may be an effective means of improving long-term viability in heavily harvested fish species.

  16. Gaming in Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy V.

    2009-01-01

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

  17. The Clean Air Game.

    ERIC Educational Resources Information Center

    Avalone-King, Deborah

    2000-01-01

    Introduces the Clean Air game which teaches about air quality and its vital importance for life. Introduces students to air pollutants, health of people and environment, and possible actions individuals can take to prevent air pollution. Includes directions for the game. (YDS)

  18. Educational Card Games

    ERIC Educational Resources Information Center

    Smith, D. R.; Munro, E.

    2009-01-01

    A number of years have passed since the development of the "Voyager: Satellites" educational card game reported in "Physics Education" in 2003. Since then, a large number of copies of the game have been produced and distributed across the UK, to a warm reception from both pupils and teachers. This article reports on some of the feedback received…

  19. Soccer Games that Work!

    ERIC Educational Resources Information Center

    Stewart, Craig

    1989-01-01

    This article offers teachers and coaches ideas to help them provide their students with soccer games that are not only fun but also develop the fundamental skills needed for improvement at all levels. The learning games are organized by specific soccer concepts and level of difficulty. (IAH)

  20. Communication Games and Simulations.

    ERIC Educational Resources Information Center

    Covert, Anita; Thomas, Gordon L.

    Games and simulations can be thought of as experiential learning activities for classroom use. Games are activities in which people agree to abide by a set of conditions in order to attain a desired state or end, and simulations are activities that model reality. In this publication, it is suggested that five dimensions be considered in…

  1. Gaming and Gamification

    ERIC Educational Resources Information Center

    Mallon, Melissa

    2013-01-01

    The New Media Consortium's "Horizon Report" for higher education cites games and gamification with a time-to-adoption of two to three years. The use of digital games is almost ubiquitous in social media and is swiftly gaining popularity in other industries as well. Many in higher education have embraced gamification due to its…

  2. Variations on a Game

    ERIC Educational Resources Information Center

    Landman, Greisy Winicki

    2005-01-01

    Mathematical games provide wonderful opportunities to engage students in meaningful and rich mathematical investigations. This article describes three mathematical games suitable to be played by different groups of students, from young elementary school students, learning the basics of arithmetic and geometry, to older students making their first…

  3. Academic Games and Learning.

    ERIC Educational Resources Information Center

    Coleman, James S.

    The aim of this paper is to give some insight into what academic simulation games are, what their goals are, how they accomplish these goals, and how they differ from other ways of teaching and learning. A game is a way of partitioning off a portion of action from the complex stream of life activities. It partitions off a set of players and…

  4. The Guppy Game

    ERIC Educational Resources Information Center

    Blattner, Margaret; Hug, Barbara; Watson, Patrick; Korol, Donna

    2012-01-01

    Adaptation, interactions between species and their environments, and change over time are fundamental principles in biology. They represent aspects of two of the big ideas in science: evolution and natural selection. To help students understand these ideas, the authors developed the "Guppy Game." In this article, they describe the game and how…

  5. The Campus Information Game

    ERIC Educational Resources Information Center

    Martin, Andrew

    2006-01-01

    The primary purpose of THE CAMPUS INFORMATION GAME is to help to induct new students into their unfamiliar study environment. Typically it forms an early element of an overall induction program for their course of study. THE CAMPUS INFORMATION GAME has a key secondary theme of information quality that is particularly appropriate for students of…

  6. Stay Teen: Games

    MedlinePlus

    ... here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 7 quiz Relationship Checkup! How Healthy is Your Relationship? Shares · 0 Comments · 0 quiz Should You Make it Official? Shares · 0 Comments · 0 quiz Which Celebrity Couple Are You? Shares · 0 Comments · 0 quiz Are ...

  7. Games Professors Play

    ERIC Educational Resources Information Center

    Kenny, James A.; Herzing, Thomas W.

    1969-01-01

    The games are Build a Reputation (REP), Confuse the Student (CON), Blame the Opposition (BOP), and Pass the Buck (BUCK). Professors play these games because they "want to show off on occasion, . . . want to get off the hook and avoid responsibility, . . . are prone to blame others, or simply because they are lazy. (WM)

  8. Police Patrol Game Kit.

    ERIC Educational Resources Information Center

    Clark, Todd, Ed.

    A packet of game materials, designed to help young people better understand what the law is, what the police officer's duties are, and what pressures and fears the police officers experience daily, is presented. The game, designed for a group of 20 to 35 students, contains: Teacher's Manual, Attitude Survey Master, Observer Evaluation Master,…

  9. 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…

  10. Social Interactions and Games

    ERIC Educational Resources Information Center

    Uz, Cigdem; Cagiltay, Kursat

    2015-01-01

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

  11. A Different Attribute Game.

    ERIC Educational Resources Information Center

    Scott, Thomas L.

    1981-01-01

    The Concept Game, which focuses on the attributes of parity, balance, majority, closure, and skip of seven-digit binary numbers, is described. Originally written as a computer program, the game is modified so that pupils can play with construction paper chips of just paper and pencil. (MP)

  12. Games on Sustainable Development

    ERIC Educational Resources Information Center

    Meadows, Dennis L.; Van der Waals, Barbara

    This booklet contains a collection of educational games that can be used by teachers to convey ideas and create discussion related to environmental protection and sustainable development. The games accommodate participants of all ages and require little preparation by the teacher, up to 30-40 players with only one operator, minimal materials (many…

  13. The Frozen Price Game

    ERIC Educational Resources Information Center

    Alden, Lori

    2003-01-01

    In this article, the author discusses the educational frozen price game she developed to teach the basic economic principle of price allocation. In addition to demonstrating the advantages of price allocation, the game also illustrates such concepts as opportunity costs, cost benefit comparisons, and the trade-off between efficiency and equity.…

  14. ACTIVITIES: Graphs and Games

    ERIC Educational Resources Information Center

    Hirsch, Christian R.

    1975-01-01

    Using a set of worksheets, students will discover and apply Euler's formula regarding connected planar graphs and play and analyze the game of Sprouts. One sheet leads to the discovery of Euler's formula; another concerns traversability of a graph; another gives an example and a game involving these ideas. (Author/KM)

  15. Games People Play

    ERIC Educational Resources Information Center

    VerBruggen, Robert

    2012-01-01

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

  16. Games and childhood obesity

    Technology Transfer Automated Retrieval System (TEKTRAN)

    Videogames can be used to help children change their obesity-related diet and physical activity behaviors. A review of the relevant literature in this special issue of the Games for Health Journal indicated that video games did influence children's adiposity, but only among children who were alread...

  17. A Biological Imitation Game.

    PubMed

    Koch, Christof; Buice, Michael A

    2015-10-01

    The digital reconstruction of a slice of rat somatosensory cortex from the Blue Brain Project provides the most complete simulation of a piece of excitable brain matter to date. To place these efforts in context and highlight their strengths and limitations, we introduce a Biological Imitation Game, based on Alan Turing's Imitation Game, that operationalizes the difference between real and simulated brains.

  18. Cournot and Bertrand Games.

    ERIC Educational Resources Information Center

    Beckman, Steven R.

    2003-01-01

    Describes a series of matrix choice games that illustrate for students the concepts of monopoly, shared monopoly, Cournot, Bertrand, and Stackelberg behavior given either perfect complements or perfect substitutes. Suggests that the use of the games also allows for student dialogue about international trade and price wars. (JEH)

  19. Great Games That Disappeared

    ERIC Educational Resources Information Center

    Rauschenbach, James; Swartz, Daniel R.

    2016-01-01

    Sometimes through a single person's efforts, a new and innovative game is developed and promoted locally. Occasionally, circumstances cause these games to remain on a local level without being adopted by mainstream physical educators and physical activity professionals. Unfortunately, some educators tend to stick to what they know and teach…

  20. Dynamic Stackelberg game model for water rationalization in drought emergency

    NASA Astrophysics Data System (ADS)

    Kicsiny, R.; Piscopo, V.; Scarelli, A.; Varga, Z.

    2014-09-01

    In water resource management, in case of a limited resource, there is a conflict situation between different consumers. In this paper, a dynamic game-theoretical model is suggested for the solution of such conflict. Let us suppose that in a region, water supply is based on a given aquifer, from which a quantity of effective reserve can be used without damaging the aquifer, and a long drought is foreseen. The use of water is divided between the social sector represented by the local authority, and the production sector, in our case, simplified to a single agricultural producer using water for irrigation; they are the players in the game. For a fixed time period, every day, a given amount is available, from which first the authority, then the producer takes a proportion, which corresponds to the strategy choices of the players. A price function is given, which depends on the total available reserve, the payoffs of both players are quantified as their net incomes for the whole period: for the producer: profit from selling the product minus price of water and tax paid, for the authority: tax received plus the gain for the authority from selling the water bought to the social sector minus price of water purchased. A solution (equilibrium) of the game consists of such strategy choices of both players, with which each player maximizes her/his total payoff (over the whole time horizon of the game) provided that the other player also maximizes her/his own payoff. In the paper, in a mathematical model for the above conflict situation, a deterministic continuum-strategy two-player discrete-time dynamic Stackelberg game with fixed finite time duration and closed-loop information structure is proposed, where the authority is “leader” and the producer is “follower”. The algorithms for the solution of the game are based on recent theoretical results of the authors. Illustrative numerical examples are also given.

  1. Avatars in Analytical Gaming

    SciTech Connect

    Cowell, Andrew J.; Cowell, Amanda K.

    2009-08-29

    This paper discusses the design and use of anthropomorphic computer characters as nonplayer characters (NPC’s) within analytical games. These new environments allow avatars to play a central role in supporting training and education goals instead of planning the supporting cast role. This new ‘science’ of gaming, driven by high-powered but inexpensive computers, dedicated graphics processors and realistic game engines, enables game developers to create learning and training opportunities on par with expensive real-world training scenarios. However, there needs to be care and attention placed on how avatars are represented and thus perceived. A taxonomy of non-verbal behavior is presented and its application to analytical gaming discussed.

  2. Evolutionary game theory

    NASA Astrophysics Data System (ADS)

    Smith, John Maynard

    1986-10-01

    It is often the case that the best thing for an animal or plant to do depends on what other members of the population are doing. In more technical language, the fitnesses of different phenotypes are frequency-dependent. Evolutionary game theory has been developed to analyse such cases. In this paper I aim to do three things. First, I describe the concepts of evolutionary game theory in the context of a simple game, the Hawk-Dove game, and compare them with the concepts of classical game theory originating with Von Neumann and Morgenstern (1953) [1]. Second, I list some of the applications of the theory. Finally, I suggest how the theory can tell us something about the evolution of learning.

  3. Reserves Protect against Deforestation Fires in the Amazon

    PubMed Central

    Adeney, J. Marion; Christensen, Norman L.; Pimm, Stuart L.

    2009-01-01

    Background Reserves are the principal means to conserve forests and biodiversity, but the question of whether reserves work is still debated. In the Amazon, fires are closely linked to deforestation, and thus can be used as a proxy for reserve effectiveness in protecting forest cover. We ask whether reserves in the Brazilian Amazon provide effective protection against deforestation and consequently fires, whether that protection is because of their location or their legal status, and whether some reserve types are more effective than others. Methodology/Principal Findings Previous work has shown that most Amazonian fires occur close to roads and are more frequent in El Niño years. We quantified these relationships for reserves and unprotected areas by examining satellite-detected hot pixels regressed against road distance across the entire Brazilian Amazon and for a decade with 2 El Niño-related droughts. Deforestation fires, as measured by hot pixels, declined exponentially with increasing distance from roads in all areas. Fewer deforestation fires occurred within protected areas than outside and the difference between protected and unprotected areas was greatest near roads. Thus, reserves were especially effective at preventing these fires where they are known to be most likely to burn; but they did not provide absolute protection. Even within reserves, at a given distance from roads, there were more deforestation fires in regions with high human impact than in those with low impact. The effect of El Niño on deforestation fires was greatest outside of reserves and near roads. Indigenous reserves, limited-use reserves, and fully protected reserves all had fewer fires than outside areas and did not appear to differ in their effectiveness. Conclusions/Significance Taking time, regional factors, and climate into account, our results show that reserves are an effective tool for curbing destructive burning in the Amazon. PMID:19352423

  4. Spillover Effects of a Community-Managed Marine Reserve

    PubMed Central

    da Silva, Isabel Marques; Hill, Nick; Shimadzu, Hideyasu; Soares, Amadeu M. V. M.; Dornelas, Maria

    2015-01-01

    The value of no-take marine reserves as fisheries-management tools is controversial, particularly in high-poverty areas where human populations depend heavily on fish as a source of protein. Spillover, the net export of adult fish, is one mechanism by which no-take marine reserves may have a positive influence on adjacent fisheries. Spillover can contribute to poverty alleviation, although its effect is modulated by the number of fishermen and fishing intensity. In this study, we quantify the effects of a community-managed marine reserve in a high poverty area of Northern Mozambique. For this purpose, underwater visual censuses of reef fish were undertaken at three different times: 3 years before (2003), at the time of establishment (2006) and 6 years after the marine reserve establishment (2012). The survey locations were chosen inside, outside and on the border of the marine reserve. Benthic cover composition was quantified at the same sites in 2006 and 2012. After the reserve establishment, fish sizes were also estimated. Regression tree models show that the distance from the border and the time after reserve establishment were the variables with the strongest effect on fish abundance. The extent and direction of the spillover depends on trophic group and fish size. Poisson Generalized Linear Models show that, prior to the reserve establishment, the survey sites did not differ but, after 6 years, the abundance of all fish inside the reserve has increased and caused spillover of herbivorous fish. Spillover was detected 1km beyond the limit of the reserve for small herbivorous fishes. Six years after the establishment of a community-managed reserve, the fish assemblages have changed dramatically inside the reserve, and spillover is benefitting fish assemblages outside the reserve. PMID:25927235

  5. 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.

  6. Update: routine screening for antibodies to human immunodeficiency virus, civilian applicants for U.S. military service and U.S. Armed Forces, active and reserve components, January 2010-June 2015.

    PubMed

    2015-08-01

    This report contains an update through June 2015 of the results of routine screening for antibodies to the human immunodeficiency virus (HIV) among civilian applicants for military service and among members of the active and reserve components of the U.S. Armed Forces. Seroprevalences among civilian applicants in 2014 and the first half of 2015 (0.21 and 0.22 per 1,000 tested, respectively) were markedly lower than in 2012 (0.28 per 1,000 tested). In nearly every component of every military service, seroprevalences in 2014 and 2015 were either lower than, or relatively similar to, prevalences in prior years; however, in the Army National Guard, seroprevalences increased each year and approximately doubled from 2010 (0.18 per 1,000 tested) to 2014-2015 (0.36-0.39 per 1,000 tested). Among active and reserve component service members, seroprevalences continue to be higher among Army and Navy members and males than their respective counterparts.

  7. Stages for Children Inventing Games

    ERIC Educational Resources Information Center

    Butler, Joy

    2013-01-01

    This article offers practical advice for teachers interested in using Inventing Games (IG) as a way to facilitate learning about game structures, rules, and the principles of fair play that they can apply not only to game play, but to everyday life as members of a democratically organized society. Inventing Games gives students the opportunity to…

  8. Teaching Game Sense in Soccer

    ERIC Educational Resources Information Center

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  9. 76 FR 65208 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-10-20

    ... Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an Approval of the Gaming... Class III gaming activities on Indian lands. This Compact amends the 2005 Amended and Restated Tribal-State Government-to-Government Compact for Regulation of Class III Gaming on the Warm...

  10. 75 FR 61511 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-10-05

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... approved Tribal-State compacts for the purpose of engaging in Class III gaming activities on Indian...

  11. 78 FR 11221 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-15

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the gaming... compacts for the purpose of engaging in Class III gaming activities on Indian lands. This amendment...

  12. 75 FR 55823 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-09-14

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... approved Tribal-State compacts for the purpose of engaging in Class III gaming activities on Indian...

  13. 76 FR 52968 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-24

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming...-State compacts for the purpose of engaging in Class III gaming activities on Indian lands....

  14. 77 FR 45371 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-31

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming...-State compacts for the purpose of engaging in Class III gaming activities on Indian lands....

  15. 76 FR 33341 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-06-08

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming...-State compacts for the purpose of engaging in Class III gaming activities on Indian lands....

  16. 77 FR 43110 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-23

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming...-State compacts for the purpose of engaging in Class III gaming activities on Indian lands....

  17. 78 FR 15738 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-12

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the gaming... compacts for the purpose of engaging in Class III gaming activities on Indian lands. This amendment...

  18. 75 FR 68823 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-09

    ... Approved Tribal-State Class III Gaming Amendment. SUMMARY: This notice publishes approval of the Amendments to the Class III Gaming Compact (Amendment) between the State of Oregon and the Siletz Indians of... engaging in Class III gaming activities on Indian lands. This Amendment allows for multi- player games...

  19. 77 FR 30550 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-05-23

    ... Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes approval by the Department of an extension to the Class III Gaming Compact between the Pyramid Lake Paiute Indian Tribe and the... engaging in Class III gaming activities on Indian lands. The existing Class III Gaming......

  20. 77 FR 59641 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-09-28

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... approved Tribal-State compacts for the purpose of engaging in Class III gaming activities on Indian...

  1. 76 FR 8375 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-02-14

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the Gaming... approved Tribal-State compacts for the purpose of engaging in Class III gaming activities on Indian...

  2. Video Games: Competing with Machines.

    ERIC Educational Resources Information Center

    Hanson, Jarice

    This study was designed to compare the attitudinal and lifestyle patterns of video game players with the amount of time they play, the number of games they play, and the types of video games they play, to determine whether their personal use of time and attitude toward leisure is different when playing video games. Subjects were 200 individuals…

  3. Harnessing Computer Games in Education

    ERIC Educational Resources Information Center

    Jong, Morris S. Y.; Shang, Junjie; Lee, Fong-Lok; Lee, Jimmy H. M.

    2008-01-01

    Besides the ability of making learning more interesting, educators and researchers have been exploring other pedagogical potentials of computer games. How to employ games for constructivist learning and teaching has become an attention in the field of education and game design in recent years. This article gives an introduction to game-based…

  4. Video Games and Civic Engagement

    ERIC Educational Resources Information Center

    Perkins-Gough, Deborah

    2009-01-01

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

  5. The Terrific Technicolor Action Game.

    ERIC Educational Resources Information Center

    Guhin, Paula

    2002-01-01

    Describes a game that focuses on the color wheel and other topics that can be used with upper-elementary or middle school students as a test review. Includes lists of the game rules, what is needed for the game, and suggested questions for the game. (CMK)

  6. Simple Games . . . or Are They?

    ERIC Educational Resources Information Center

    Arn, Susan Kyle

    2006-01-01

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

  7. Situating Ethics in Games Education

    ERIC Educational Resources Information Center

    Butler, Joy

    2013-01-01

    This paper posits that Inventing Games (IG), an aspect of the games curriculum based on principles of Teaching Games for Understanding (TGfU), opens up important spaces for teaching social and ethical understanding. Games have long been regarded as a site for moral development. For most teachers, however, ethical principles have been seen as…

  8. Evolutionary game theory and leadership.

    PubMed

    Guastello, Stephen J

    2009-01-01

    Comments on the article Leadership, followership, and evolution: Some lessons from the past by Van Vugt, Hogan, and Kaiser. This article offers a fresh perspective on leaders, followers, and their possible origins in nonhuman and primitive human behavior patterns. The connections between group coordination, leadership, and game theory have some prior history (Guastello, 2002; Guastello, Bock, Caldwell, & Bond, 2005; Guastello & Bond, 2004, 2007; Guastello & Guastello, 1998), however, that suggests that some points made by Van Vugt et al. could have been more accurate. The current author provides some suggetions to the author to improve on the accuracy of this article.

  9. 21 CFR 211.170 - Reserve samples.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 21 Food and Drugs 4 2014-04-01 2014-04-01 false Reserve samples. 211.170 Section 211.170 Food and Drugs FOOD AND DRUG ADMINISTRATION, DEPARTMENT OF HEALTH AND HUMAN SERVICES (CONTINUED) DRUGS: GENERAL CURRENT GOOD MANUFACTURING PRACTICE FOR FINISHED PHARMACEUTICALS Laboratory Controls § 211.170...

  10. 21 CFR 211.170 - Reserve samples.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... 21 Food and Drugs 4 2012-04-01 2012-04-01 false Reserve samples. 211.170 Section 211.170 Food and Drugs FOOD AND DRUG ADMINISTRATION, DEPARTMENT OF HEALTH AND HUMAN SERVICES (CONTINUED) DRUGS: GENERAL CURRENT GOOD MANUFACTURING PRACTICE FOR FINISHED PHARMACEUTICALS Laboratory Controls § 211.170...

  11. 42 CFR 417.934 - Reserve requirement.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 42 Public Health 3 2010-10-01 2010-10-01 false Reserve requirement. 417.934 Section 417.934 Public Health CENTERS FOR MEDICARE & MEDICAID SERVICES, DEPARTMENT OF HEALTH AND HUMAN SERVICES (CONTINUED) MEDICARE PROGRAM HEALTH MAINTENANCE ORGANIZATIONS, COMPETITIVE MEDICAL PLANS, AND HEALTH CARE...

  12. 21 CFR 211.170 - Reserve samples.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... the examination shall be recorded and maintained with other stability data on the drug product... 21 Food and Drugs 4 2011-04-01 2011-04-01 false Reserve samples. 211.170 Section 211.170 Food and Drugs FOOD AND DRUG ADMINISTRATION, DEPARTMENT OF HEALTH AND HUMAN SERVICES (CONTINUED) DRUGS:...

  13. 21 CFR 211.170 - Reserve samples.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... the examination shall be recorded and maintained with other stability data on the drug product... 21 Food and Drugs 4 2010-04-01 2010-04-01 false Reserve samples. 211.170 Section 211.170 Food and Drugs FOOD AND DRUG ADMINISTRATION, DEPARTMENT OF HEALTH AND HUMAN SERVICES (CONTINUED) DRUGS:...

  14. 21 CFR 211.170 - Reserve samples.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 21 Food and Drugs 4 2013-04-01 2013-04-01 false Reserve samples. 211.170 Section 211.170 Food and Drugs FOOD AND DRUG ADMINISTRATION, DEPARTMENT OF HEALTH AND HUMAN SERVICES (CONTINUED) DRUGS: GENERAL CURRENT GOOD MANUFACTURING PRACTICE FOR FINISHED PHARMACEUTICALS Laboratory Controls § 211.170...

  15. Difference of reciprocity effect in two coevolutionary models of presumed two-player and multiplayer games.

    PubMed

    Tanimoto, Jun

    2013-06-01

    Unlike other natural network systems, assortativity can be observed in most human social networks; however, it has been reported that a social dilemma situation represented by a 2×2 prisoner's dilemma game favors dissortativity to enhance cooperation. Our simulations successfully reveal that a public goods game with coevolution for both agents' strategy and network topology encourages assortativity, although it only slightly enhances cooperation as compared to a 2×2 donor and recipient game with a strong dilemma to be solved. This outcome occurs because the network dynamics in a multiplayer game discourages emerging cooperation unlike its beneficial result in a 2×2 prisoner's dilemma game.

  16. Difference of reciprocity effect in two coevolutionary models of presumed two-player and multiplayer games.

    PubMed

    Tanimoto, Jun

    2013-06-01

    Unlike other natural network systems, assortativity can be observed in most human social networks; however, it has been reported that a social dilemma situation represented by a 2×2 prisoner's dilemma game favors dissortativity to enhance cooperation. Our simulations successfully reveal that a public goods game with coevolution for both agents' strategy and network topology encourages assortativity, although it only slightly enhances cooperation as compared to a 2×2 donor and recipient game with a strong dilemma to be solved. This outcome occurs because the network dynamics in a multiplayer game discourages emerging cooperation unlike its beneficial result in a 2×2 prisoner's dilemma game. PMID:23848656

  17. Difference of reciprocity effect in two coevolutionary models of presumed two-player and multiplayer games

    NASA Astrophysics Data System (ADS)

    Tanimoto, Jun

    2013-06-01

    Unlike other natural network systems, assortativity can be observed in most human social networks; however, it has been reported that a social dilemma situation represented by a 2×2 prisoner's dilemma game favors dissortativity to enhance cooperation. Our simulations successfully reveal that a public goods game with coevolution for both agents’ strategy and network topology encourages assortativity, although it only slightly enhances cooperation as compared to a 2×2 donor and recipient game with a strong dilemma to be solved. This outcome occurs because the network dynamics in a multiplayer game discourages emerging cooperation unlike its beneficial result in a 2×2 prisoner's dilemma game.

  18. 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…

  19. Asymmetric Evolutionary Games

    PubMed Central

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  20. Video game induced seizures.

    PubMed

    Ferrie, C D; De Marco, P; Grünewald, R A; Giannakodimos, S; Panayiotopoulos, C P

    1994-08-01

    Fifteen patients who experienced epileptic seizures while playing video games are described together with a review of 20 cases in the English literature. Nine of the 15 cases and all but two of the reported cases experienced their first seizure while playing video games. Two thirds of patients had idiopathic generalised epilepsy and mainly reported generalised tonic clonic seizures, but some had typical absence seizures and myoclonic jerks while playing video games. In this series, 30% with idiopathic generalised epilepsy had juvenile myoclonic epilepsy. Overall, 70% of patients with idiopathic generalised epilepsy were photosensitive to intermittent photic stimulation and the mechanism of seizure provocation was probably similar to that of television induced seizures, although sensitivity to specific patterns was sometimes important. Two children had self induced video game seizures. Non-photic factors such as excitement, fatigue, sleep deprivation, cognitive processing, and diurnal variation in susceptibility seemed to be important seizure precipitants, particularly in non-photo-sensitive patients. Twenty nine per cent of patients had partial (mainly occipital) video game associated seizures. Occipital spikes were common in the EEG of these patients. Photosensitivity to intermittent photic stimulation may have been important in two patients but in the others, who all played arcade video games, other mechanisms need to be considered. Video game associated seizures are a feature of several epileptic syndromes and differ in precipitants and appropriate management.

  1. Games and Diabetes

    PubMed Central

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

    2015-01-01

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

  2. The Game Bag: Instructional Games Kit.

    ERIC Educational Resources Information Center

    North Carolina State Dept. of Public Instruction, Raleigh. Div. for Exceptional Children.

    Provided in the manual are instructions for the adaptation, utilization, and creation of multi-purpose gameboards for use with handicapped children. Games are seen to facilitate learning through the structuring of experience and the opportunity to learn the consequences of actions without actually suffering these consequences. Explained are the…

  3. Quantum game theory and open access publishing

    NASA Astrophysics Data System (ADS)

    Hanauske, Matthias; Bernius, Steffen; Dugall, Berndt

    2007-08-01

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

  4. Learning, attentional control, and action video games.

    PubMed

    Green, C S; Bavelier, D

    2012-03-20

    While humans have an incredible capacity to acquire new skills and alter their behavior as a result of experience, enhancements in performance are typically narrowly restricted to the parameters of the training environment, with little evidence of generalization to different, even seemingly highly related, tasks. Such specificity is a major obstacle for the development of many real-world training or rehabilitation paradigms, which necessarily seek to promote more general learning. In contrast to these typical findings, research over the past decade has shown that training on 'action video games' produces learning that transfers well beyond the training task. This has led to substantial interest among those interested in rehabilitation, for instance, after stroke or to treat amblyopia, or training for various precision-demanding jobs, for instance, endoscopic surgery or piloting unmanned aerial drones. Although the predominant focus of the field has been on outlining the breadth of possible action-game-related enhancements, recent work has concentrated on uncovering the mechanisms that underlie these changes, an important first step towards the goal of designing and using video games for more definite purposes. Game playing may not convey an immediate advantage on new tasks (increased performance from the very first trial), but rather the true effect of action video game playing may be to enhance the ability to learn new tasks. Such a mechanism may serve as a signature of training regimens that are likely to produce transfer of learning.

  5. The Genomic Medicine Game.

    PubMed

    Tran, Elvis; de Andrés-Galiana, Enrique J; Benitez, Sonia; Martin-Sanchez, Fernando; Lopez-Campos, Guillermo H

    2016-01-01

    With advancements in genomics technology, health care has been improving and new paradigms of medicine such as genomic medicine have evolved. The education of clinicians, researchers and students to face the challenges posed by these new approaches, however, has been often lagging behind. From this the Genomic Medicine Game, an educational tool, was created for the purpose of conceptualizing the key components of Genomic Medicine. A number of phenotype-genotype associations were found through a literature review, which was used to be a base for the concepts the Genomic Medicine Game would focus on. Built in Java, the game was successfully tested with promising results. PMID:27577486

  6. Quantum Game of Life

    NASA Astrophysics Data System (ADS)

    Glick, Aaron; Carr, Lincoln; Calarco, Tommaso; Montangero, Simone

    2014-03-01

    In order to investigate the emergence of complexity in quantum systems, we present a quantum game of life, inspired by Conway's classic game of life. Through Matrix Product State (MPS) calculations, we simulate the evolution of quantum systems, dictated by a Hamiltonian that defines the rules of our quantum game. We analyze the system through a number of measures which elicit the emergence of complexity in terms of spatial organization, system dynamics, and non-local mutual information within the network. Funded by NSF

  7. Noisy quantum game

    NASA Astrophysics Data System (ADS)

    Chen, Jing-Ling; Kwek, L. C.; Oh, C. H.

    2002-05-01

    In a recent paper [D. A. Meyer, Phys. Rev. Lett. 82, 1052 (1999)], it has been shown that a classical zero-sum strategic game can become a winning quantum game for the player with a quantum device. Nevertheless, it is well known that quantum systems easily decohere in noisy environments. In this paper, we show that if the handicapped player with classical means can delay his action for a sufficiently long time, the quantum version reverts to the classical zero-sum game under decoherence.

  8. Video game epilepsy.

    PubMed

    Singh, R; Bhalla, A; Lehl, S S; Sachdev, A

    2001-12-01

    Reflex epilepsy is the commonest form of epilepsy in which seizures are provoked by specific external stimulus. Photosensitive reflex epilepsy is provoked by environmental flicker stimuli. Video game epilepsy is considered to be its variant or a pattern sensitive epilepsy. The mean age of onset is around puberty and boys suffer more commonly as they are more inclined to play video games. Television set or computer screen is the commonest precipitants. The treatment remains the removal of the offending stimulus along with drug therapy. Long term prognosis in these patients is better as photosensitivity gradually declines with increasing age. We present two such case of epilepsy induced by video game.

  9. Why Darwin would have loved evolutionary game theory.

    PubMed

    Brown, Joel S

    2016-09-14

    Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. PMID:27605503

  10. Why Darwin would have loved evolutionary game theory

    PubMed Central

    2016-01-01

    Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. PMID:27605503

  11. Why Darwin would have loved evolutionary game theory.

    PubMed

    Brown, Joel S

    2016-09-14

    Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so.

  12. 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

  13. 25 CFR 547.17 - How does a tribal gaming regulatory authority apply for a variance from these standards?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false How does a tribal gaming regulatory authority apply for a variance from these standards? 547.17 Section 547.17 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM TECHNICAL STANDARDS FOR GAMING EQUIPMENT USED WITH THE PLAY...

  14. 25 CFR 547.17 - How does a tribal gaming regulatory authority apply for a variance from these standards?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 25 Indians 2 2011-04-01 2011-04-01 false How does a tribal gaming regulatory authority apply for a variance from these standards? 547.17 Section 547.17 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM TECHNICAL STANDARDS FOR GAMING EQUIPMENT USED WITH THE PLAY...

  15. Interpretation of Biosphere Reserves.

    ERIC Educational Resources Information Center

    Merriman, Tim

    1994-01-01

    Introduces the Man and the Biosphere Programme (MAB) to monitor the 193 biogeographical provinces of the Earth and the creation of biosphere reserves. Highlights the need for interpreters to become familiar or involved with MAB program activities. (LZ)

  16. Better retention through game-play - EcoChains: Arctic Crisis card game

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J.; O'Garra, T.; Bachrach, E.

    2015-12-01

    Increasingly games are being used in formal and informal education with the goal of improving student/participant understanding of content knowledge through enhanced engagement. While most games are fun by design, few controlled studies have been conducted to assess games' potential for learning gains in comparison with traditional educational approaches. Without evidence for learning, it can be difficult to justify incorporating STEM games in curricula and other programming. In this study we assess the impact of a game called EcoChains (http://thepolarhub.org/project/ecochains-arctic-crisis) on learning, using a controlled experiment. The EcoChains: Arctic Crisis card game gives players the opportunity to learn about the components of an Arctic marine food web, the reliance of some species on sea ice, and the potential impacts of future changes on the ecosystem. EcoChains was developed under the Polar Learning and Responding: PoLAR Climate Change Education Partnership (thepolarhub.org). EcoChains aligns with Next Generation Science Standards LS2 Ecosystems: Interactions, Energy, and Dynamics and ESS3 Earth and Human Activity. Participants in this experiment (n=41) were randomly assigned to either play EcoChains or to read a magazine-style article with similar content (the control). Questionnaires, mapping exercises and a 4-week follow-up survey were used to identify changes in participant knowledge of climate change and the Arctic region, attitudes and beliefs about climate change and its impacts, information-seeking behaviors, systems thinking, impressions of and engagement with the intervention experience. Analysis indicates that the game was as effective as, and in some respects more effective than, the article at teaching participants about climate change and the Arctic region and ecosystems. The follow up survey found that game players recalled new information better than those who read the article. Participants were also more engaged in the game than the

  17. Metabolic responses of upper-body accelerometer-controlled video games in adults.

    PubMed

    Stroud, Leah C; Amonette, William E; Dupler, Terry L

    2010-10-01

    Historically, video games required little physical exertion, but new systems utilize handheld accelerometers that require upper-body movement. It is not fully understood if the metabolic workload while playing these games is sufficient to replace routine physical activity. The purpose of this study was to quantify metabolic workloads and estimate caloric expenditure while playing upper-body accelerometer-controlled and classic seated video games. Nineteen adults completed a peak oxygen consumption treadmill test followed by an experimental session where exercising metabolism and ventilation were measured while playing 3 video games: control (CON), low activity (LOW) and high activity (HI). Resting metabolic measures (REST) were also acquired. Caloric expenditure was estimated using the Weir equation. Mean oxygen consumption normalized to body weight for HI condition was greater than LOW, CON, and REST. Mean oxygen consumption normalized to body weight for LOW condition was also greater than CON and REST. Mean exercise intensities of oxygen consumption reserve for HI, LOW, and CON were 25.8% ± 5.1%, 6.4% ± 4.8%, and 0.8% ± 2.4%, respectively. Estimated caloric expenditure during the HI was significantly related to aerobic fitness, but not during other conditions. An active video game significantly elevated oxygen consumption and heart rate, but the increase was dependent on the type of game. The mean oxygen consumption reserve during the HI video game was below recommended international standards for moderate and vigorous activity. Although upper-body accelerometer-controlled video games provided a greater exercising stimulus than classic seated video games, these data suggest they should not replace routine moderate or vigorous exercise.

  18. Brains on video games

    PubMed Central

    Bavelier, Daphne; Green, C. Shawn; Han, Doug Hyun; Renshaw, Perry F.; Merzenich, Michael M.; Gentile, Douglas A.

    2015-01-01

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games ‘damage the brain’ or ‘boost brain power’ do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward. PMID:22095065

  19. Play the Mosquito Game

    MedlinePlus

    ... of the Cell Cycle Diabetes and Insulin DNA - RNA - Protein DNA - the Double Helix Ear Pages ECG/ ... About the games Malaria is one of the world's most common diseases, caused by a parasite that ...

  20. The Atomic Dating Game.

    ERIC Educational Resources Information Center

    Cummo, Evelyn; Matthews, Catherine E.

    2002-01-01

    Presents an activity designed to provide students with opportunities to practice drawing atomic models and discover the logical pairings of whole families on the periodic table. Follows the format of a television game show. (DDR)

  1. Brains on video games.

    PubMed

    Bavelier, Daphne; Green, C Shawn; Han, Doug Hyun; Renshaw, Perry F; Merzenich, Michael M; Gentile, Douglas A

    2011-11-18

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward.

  2. Rethinking Fair Games

    ERIC Educational Resources Information Center

    Coffey, David C.; Richardson, Mary G.

    2005-01-01

    This article addresses misconceptions related to what makes an unfair game fair and describes from a personal perspective the process of discovering for oneself when a particular mathematical method works. (Contains 3 figures and 2 tables.)

  3. The Game of Writing

    ERIC Educational Resources Information Center

    Perron, John D.

    1972-01-01

    Author describes a series of games that tries to duplicate the natural writing act under group conditions, (which) frees the teacher from the effort of materials' production (and) places the burden of creating raw materials on the student. (Author)

  4. High-seas fish wars generate marine reserves

    PubMed Central

    Herrera, Guillermo E.; Moeller, Holly V.

    2016-01-01

    The effective management of marine fisheries is an ongoing challenge at the intersection of biology, economics, and policy. One way in which fish stocks—and their habitats—can be protected is through the establishment of marine reserves, areas that are closed to fishing. Although the potential economic benefits of such reserves have been shown for single-owner fisheries, their implementation quickly becomes complicated when more than one noncooperating harvester is involved in fishery management, which is the case on the high seas. How do multiple self-interested actors distribute their fishing effort to maximize their individual economic gains in the presence of others? Here, we use a game theoretic model to compare the effort distributions of multiple noncooperating harvesters with the effort distributions in the benchmark sole owner and open access cases. In addition to comparing aggregate rent, stock size, and fishing effort, we focus on the occurrence, size, and location of marine reserves. We show that marine reserves are a component of many noncooperative Cournot–Nash equilibria. Furthermore, as the number of harvesters increases, (i) both total unfished area and the size of binding reserves (those that actually constrain behavior) may increase, although the latter eventually asymptotically decreases; (ii) total rents and stock size both decline; and (iii) aggregate effort used (i.e., employment) can either increase or decrease, perhaps nonmonotonically. PMID:26976560

  5. High-seas fish wars generate marine reserves.

    PubMed

    Herrera, Guillermo E; Moeller, Holly V; Neubert, Michael G

    2016-04-01

    The effective management of marine fisheries is an ongoing challenge at the intersection of biology, economics, and policy. One way in which fish stocks-and their habitats-can be protected is through the establishment of marine reserves, areas that are closed to fishing. Although the potential economic benefits of such reserves have been shown for single-owner fisheries, their implementation quickly becomes complicated when more than one noncooperating harvester is involved in fishery management, which is the case on the high seas. How do multiple self-interested actors distribute their fishing effort to maximize their individual economic gains in the presence of others? Here, we use a game theoretic model to compare the effort distributions of multiple noncooperating harvesters with the effort distributions in the benchmark sole owner and open access cases. In addition to comparing aggregate rent, stock size, and fishing effort, we focus on the occurrence, size, and location of marine reserves. We show that marine reserves are a component of many noncooperative Cournot-Nash equilibria. Furthermore, as the number of harvesters increases, (i) both total unfished area and the size of binding reserves (those that actually constrain behavior) may increase, although the latter eventually asymptotically decreases; (ii) total rents and stock size both decline; and (iii) aggregate effort used (i.e., employment) can either increase or decrease, perhaps nonmonotonically.

  6. High-seas fish wars generate marine reserves.

    PubMed

    Herrera, Guillermo E; Moeller, Holly V; Neubert, Michael G

    2016-04-01

    The effective management of marine fisheries is an ongoing challenge at the intersection of biology, economics, and policy. One way in which fish stocks-and their habitats-can be protected is through the establishment of marine reserves, areas that are closed to fishing. Although the potential economic benefits of such reserves have been shown for single-owner fisheries, their implementation quickly becomes complicated when more than one noncooperating harvester is involved in fishery management, which is the case on the high seas. How do multiple self-interested actors distribute their fishing effort to maximize their individual economic gains in the presence of others? Here, we use a game theoretic model to compare the effort distributions of multiple noncooperating harvesters with the effort distributions in the benchmark sole owner and open access cases. In addition to comparing aggregate rent, stock size, and fishing effort, we focus on the occurrence, size, and location of marine reserves. We show that marine reserves are a component of many noncooperative Cournot-Nash equilibria. Furthermore, as the number of harvesters increases, (i) both total unfished area and the size of binding reserves (those that actually constrain behavior) may increase, although the latter eventually asymptotically decreases; (ii) total rents and stock size both decline; and (iii) aggregate effort used (i.e., employment) can either increase or decrease, perhaps nonmonotonically. PMID:26976560

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

    PubMed Central

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

    2015-01-01

    BACKGROUND: Recent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated. OBJECTIVE: To determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players. METHODS: Sixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect, arousal, rate of perceived exertion, heart rate and percentage of heart rate reserve were measured for each participant and condition. RESULTS: Kinect conditions revealed significantly higher heart rate, percentage of heart rate reserve, rate of perceived exertion and arousal when compared with treadmill walking (P<0.001). Opponent-based condition revealed lower values for the rate of perceived exertion (P=0.02) and higher affect (P=0.022) when compared with single play. CONCLUSION: Competitive active video games improved children’s psychological responses (affect and rate of perceived exertion) compared with single play, providing a solution that may contribute toward improved adherence to physical activity. PMID:26526217

  8. Quantum Games under Decoherence

    NASA Astrophysics Data System (ADS)

    Huang, Zhiming; Qiu, Daowen

    2016-02-01

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

  9. Getting into the Game

    ERIC Educational Resources Information Center

    Galuszka, Peter

    2009-01-01

    Malcolm Perdue faces a dilemma as challenging as the computer games he loves to play. The 19-year-old student at Atlanta Metropolitan College wants to learn how to become a game designer. Not only would doing so be a lot of fun, designers can make $80,000 a year early in their careers. But his school has limited options in the field. Nearby…

  10. Internet gaming addiction: current perspectives.

    PubMed

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  11. Internet gaming addiction: current perspectives

    PubMed Central

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  12. Equilibrium games in networks

    NASA Astrophysics Data System (ADS)

    Li, Angsheng; Zhang, Xiaohui; Pan, Yicheng; Peng, Pan

    2014-12-01

    It seems a universal phenomenon of networks that the attacks on a small number of nodes by an adversary player Alice may generate a global cascading failure of the networks. It has been shown (Li et al., 2013) that classic scale-free networks (Barabási and Albert, 1999, Barabási, 2009) are insecure against attacks of as small as O(logn) many nodes. This poses a natural and fundamental question: Can we introduce a second player Bob to prevent Alice from global cascading failure of the networks? We proposed a game in networks. We say that a network has an equilibrium game if the second player Bob has a strategy to balance the cascading influence of attacks by the adversary player Alice. It was shown that networks of the preferential attachment model (Barabási and Albert, 1999) fail to have equilibrium games, that random graphs of the Erdös-Rényi model (Erdös and Rényi, 1959, Erdös and Rényi, 1960) have, for which randomness is the mechanism, and that homophyly networks (Li et al., 2013) have equilibrium games, for which homophyly and preferential attachment are the underlying mechanisms. We found that some real networks have equilibrium games, but most real networks fail to have. We anticipate that our results lead to an interesting new direction of network theory, that is, equilibrium games in networks.

  13. Utilizing Video Games

    NASA Astrophysics Data System (ADS)

    Blaize, L.

    Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.

  14. Application and Evaluation of Analytic Gaming

    SciTech Connect

    Riensche, Roderick M.; Martucci, Louis M.; Scholtz, Jean; Whiting, Mark A.

    2009-08-31

    We describe an "analytic gaming" framework and methodology, and introduce formal methods for evaluation of the analytic gaming process. This process involves conception, development, and playing of games that are informed by predictive models and driven by players. Evaluation of analytic gaming examines both the process of game development and the results of game play exercises.

  15. Meta-Games in Information Work

    ERIC Educational Resources Information Center

    Huvila, Isto

    2013-01-01

    Introduction: Meta-games and meta-gaming refer to various second-order conceptions of games and gaming. The present article discusses the applicability of the notions of meta-game and meta-gaming in understanding the patterns of how people use, misuse, work and work-around information and information infrastructures. Method: Twenty-two qualitative…

  16. Application of ecological criteria in selecting marine reserves and developing reserve networks

    USGS Publications Warehouse

    Roberts, Callum M.; Branch, George; Bustamante, Rodrigo H.; Castilla, Juan Carlos; Dugan, Jenifer; Halpern, Benjamin S.; Lafferty, Kevin D.; Leslie, Heather; McArdle, Deborah; Ruckelshaus, Mary; Warner, Robert R.

    2003-01-01

    Marine reserves are being established worldwide in response to a growing recognition of the conservation crisis that is building in the oceans. However, designation of reserves has been largely opportunistic, or protective measures have been implemented (often overlapping and sometimes in conflict) by different entities seeking to achieve different ends. This has created confusion among both users and enforcers, and the proliferation of different measures provides a false sense of protection where little is offered. This paper sets out a procedure grounded in current understanding of ecological processes, that allows the evaluation and selection of reserve sites in order to develop functional, interconnected networks of fully protected reserves that will fulfill multiple objectives. By fully protected we mean permanently closed to fishing and other resource extraction. We provide a framework that unifies the central aims of conservation and fishery management, while also meeting other human needs such as the provision of ecosystem services (e.g., maintenance of coastal water quality, shoreline protection, and recreational opportunities). In our scheme, candidate sites for reserves are evaluated against 12 criteria focused toward sustaining the biological integrity and productivity of marine systems at both local and regional scales. While a limited number of sites will be indispensable in a network, many will be of similar value as reserves, allowing the design of numerous alternative, biologically adequate networks. Devising multiple network designs will help ensure that ecological functionality is preserved throughout the socioeconomic evaluation process. Too often, socioeconomic criteria have dominated the process of reserve selection, potentially undermining their efficacy. We argue that application of biological criteria must precede and inform socioeconomic evaluation, since maintenance of ecosystem functioning is essential for meeting all of the goals for

  17. Survival via cooperation in the prisoner's dilemma game

    NASA Astrophysics Data System (ADS)

    Xu, Zhaojin; Zhi, Haizhao; Zhang, Lianzhong

    2011-11-01

    By incorporating ecological dynamics into evolutionary games, we introduce natural and unnatural death to the spatial prisoner's dilemma game in which individuals can play mixed strategies. This introduction can give a simple explanation for the emergence and abundance of cooperation in animal and human societies. We found that individuals are more likely to cooperate in a highly competitive environment. In addition, our simulation results suggest that the individuals would tend to cooperate when the temptation to defect is small.

  18. Gaming Personality and Game Dynamics in Online Discussion Instructions

    ERIC Educational Resources Information Center

    Tu, Chih-Hsiung; Yen, Cherng-Jyh; Sujo-Montes, Laura; Roberts, Gayle A.

    2015-01-01

    Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks.…

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

    ERIC Educational Resources Information Center

    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.…

  20. Digital Game-Based Learning: Towards an Experiential Gaming Model

    ERIC Educational Resources Information Center

    Kiili, Kristian

    2005-01-01

    Online games satisfy the basic requirements of learning environments and can provide engaging learning experiences for students. However, a model that successfully integrates educational theory and game design aspects do not exist. Thus, in this paper an experiential gaming model that is based on experiential learning theory, flow theory and game…

  1. Computer Games Are Fun? On Professional Games and Players' Motivations

    ERIC Educational Resources Information Center

    Eglesz, Denes; Fekete, Istvan; Kiss, Orhidea Edith; Izso, Lajos

    2005-01-01

    As computer games are becoming more widespread, there is a tendency for young people to spend a growing amount of time playing games. The first part of this paper will deal with various types of computer games and their characteristic features. In the second part we show the results of our recent surveys. We examined the motivations of young…

  2. 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.

  3. Mapping Learning and Game Mechanics for Serious Games Analysis

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Lim, Theodore; Carvalho, Maira B.; Bellotti, Francesco; de Freitas, Sara; Louchart, Sandy; Suttie, Neil; Berta, Riccardo; De Gloria, Alessandro

    2015-01-01

    Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games,…

  4. 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…

  5. 77 FR 76514 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-12-28

    ... Class III Tribal- State Compact for review and approval. The Compact increases the number of Video Gaming Machines from 76 to 816, and authorizes the operation of additional types of games including...

  6. 76 FR 11258 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-03-01

    ... engaging in Class III gaming activities on Indian lands. The compact authorizes up to 2,000 video lottery terminals, up to 70 table games, and establishes the Oregon Benefit Fund to receive payments from...

  7. Fractal Patterns and Chaos Games

    ERIC Educational Resources Information Center

    Devaney, Robert L.

    2004-01-01

    Teachers incorporate the chaos game and the concept of a fractal into various areas of the algebra and geometry curriculum. The chaos game approach to fractals provides teachers with an opportunity to help students comprehend the geometry of affine transformations.

  8. Nuclear Power Plant Simulation Game.

    ERIC Educational Resources Information Center

    Weiss, Fran

    1979-01-01

    Presents a nuclear power plant simulation game which is designed to involve a class of 30 junior or senior high school students. Scientific, ecological, and social issues covered in the game are also presented. (HM)

  9. The ovarian reserve of primordial follicles and the dynamic reserve of antral growing follicles: what is the link?

    PubMed

    Monniaux, Danielle; Clément, Frédérique; Dalbiès-Tran, Rozenn; Estienne, Anthony; Fabre, Stéphane; Mansanet, Camille; Monget, Philippe

    2014-04-01

    The growing follicles develop from a reserve of primordial follicles constituted early in life. From this pre-established reserve, a second ovarian reserve is formed, which consists of gonadotropin-responsive small antral growing follicles and is a dynamic reserve for ovulation. Its size, evaluated by direct antral follicular count or endocrine markers, determines the success of assisted reproductive technologies in humans and embryo production biotechnologies in animals. Strong evidence indicates that these two reserves are functionally related. The size of both reserves appears to be highly variable between individuals of similar age, but the equilibrium size of the dynamic reserve in adults seems to be specific to each individual. The dynamics of both follicular reserves appears to result from the fine tuning of regulations involving two main pathways, the phosphatase and tensin homolog (PTEN)/phosphatidylinositol-3 kinase (PI3K)/3-phosphoinositide-dependent protein kinase-1 (PDPK1)/v-akt murine thymoma viral oncogene homolog 1 (AKT1) and the bone morphogenetic protein (BMP)/anti-Müllerian hormone (AMH)/SMAD signaling pathways. Mutations in genes encoding the ligands, receptors, or signaling effectors of these pathways can accelerate or modulate the exhaustion rate of the ovarian reserves, causing premature ovarian insufficiency (POI) or increase in reproductive longevity, respectively. With female aging, the decline in primordial follicle numbers parallels the decrease in the size of the dynamic reserve of small antral follicles and the deterioration of oocyte quality. Recent progress in our knowledge of signaling pathways and their environmental and hormonal control during adult and fetal life opens new perspectives to improve the management of the ovarian reserves.

  10. Rejection of unfair offers in the ultimatum game is no evidence of strong reciprocity.

    PubMed

    Yamagishi, Toshio; Horita, Yutaka; Mifune, Nobuhiro; Hashimoto, Hirofumi; Li, Yang; Shinada, Mizuho; Miura, Arisa; Inukai, Keigo; Takagishi, Haruto; Simunovic, Dora

    2012-12-11

    The strong reciprocity model of the evolution of human cooperation has gained some acceptance, partly on the basis of support from experimental findings. The observation that unfair offers in the ultimatum game are frequently rejected constitutes an important piece of the experimental evidence for strong reciprocity. In the present study, we have challenged the idea that the rejection response in the ultimatum game provides evidence of the assumption held by strong reciprocity theorists that negative reciprocity observed in the ultimatum game is inseparably related to positive reciprocity as the two sides of a preference for fairness. The prediction of an inseparable relationship between positive and negative reciprocity was rejected on the basis of the results of a series of experiments that we conducted using the ultimatum game, the dictator game, the trust game, and the prisoner's dilemma game. We did not find any correlation between the participants' tendencies to reject unfair offers in the ultimatum game and their tendencies to exhibit various prosocial behaviors in the other games, including their inclinations to positively reciprocate in the trust game. The participants' responses to postexperimental questions add support to the view that the rejection of unfair offers in the ultimatum game is a tacit strategy for avoiding the imposition of an inferior status.

  11. Games of multicellularity.

    PubMed

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

    2016-08-21

    Evolutionary game dynamics are often studied in the context of different population structures. Here we propose a new population structure that is inspired by simple multicellular life forms. In our model, cells reproduce but can stay together after reproduction. They reach complexes of a certain size, n, before producing single cells again. The cells within a complex derive payoff from an evolutionary game by interacting with each other. The reproductive rate of cells is proportional to their payoff. We consider all two-strategy games. We study deterministic evolutionary dynamics with mutations, and derive exact conditions for selection to favor one strategy over another. Our main result has the same symmetry as the well-known sigma condition, which has been proven for stochastic game dynamics and weak selection. For a maximum complex size of n=2 our result holds for any intensity of selection. For n≥3 it holds for weak selection. As specific examples we study the prisoner's dilemma and hawk-dove games. Our model advances theoretical work on multicellularity by allowing for frequency-dependent interactions within groups. PMID:27179461

  12. 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

  13. Defining the cognitive enhancing properties of video games: Steps Towards Standardization and Translation

    PubMed Central

    Goodwin, Shikha Jain; Dziobek, Derek

    2016-01-01

    Ever since video games were available to the general public, they have intrigued brain researchers for many reasons. There is an enormous amount of diversity in the video game research, ranging from types of video games used, the amount of time spent playing video games, the definition of video gamer versus non-gamer to the results obtained after playing video games. In this paper, our goal is to provide a critical discussion of these issues, along with some steps towards generalization using the discussion of an article published by Clemenson and Stark (2005) as the starting point. The authors used a distinction between 2D versus 3D video games to compare their effects on the learning and memory in humans. The primary hypothesis of the authors is that the exploration of virtual environments while playing video games is a human correlate of environment enrichment. Authors found that video gamers performed better than the non-video gamers, and if non-gamers are trained on playing video gamers, 3D games provide better environment enrichment compared to 2D video games, as indicated by better memory scores. The end goal of standardization in video games is to be able to translate the field so that the results can be used for greater good. PMID:27747256

  14. Engaging Systems Understanding through Games (Invited)

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J. J.; Eklund, K.; Turrin, M.; O'Garra, T.; Orlove, B. S.

    2013-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership (CCEP), supported by the National Science Foundation's CCEP Phase II program, uses novel educational approaches to engage adult learners and to inform public understanding about climate change. Both previous studies and our experience show that games and game-like activities lead people to explore systems and motivate problem-solving. This presentation focuses on three games developed by the PoLAR team: a multiplayer card game, a strategy board game, and a serious game, and discusses them within the larger framework of research and evaluation of learning outcomes. In the multiplayer card game EcoChains: Arctic Crisis, players learn how to build marine food chains, then strategize ways to make them resilient to a variety of natural and anthropogenic events. In the strategy board game Arctic SMARTIC (Strategic MAnagement of Resources in TImes of Change), participants take on roles, set developmental priorities, and then negotiate to resolve conflicts and deal with climate change scenarios. In the serious game FUTURE COAST, players explore "what if" scenarios in a collaborative narrative environment. Grounded on the award-winning WORLD WITHOUT OIL, which employed a similar story frame to impart energy concepts and realities, FUTURE COAST uses voicemails from the future to impel players through complexities of disrupted systems and realities of human interactions when facing change. Launching February 2014, FUTURE COAST is played online and in field events; players create media designed to be spreadable through their social networks. As players envision possible futures, they create diverse communities of practice that synthesize across human-environment interactions. Playtests highlight how the game evokes systems thinking, and engages and problem-solves via narrative: * 'While I was initially unsure how I'd contribute to a group I'd never met, the project itself proved so engaging that I

  15. Can Video Games Be Educational?

    ERIC Educational Resources Information Center

    Criswell, Chad

    2009-01-01

    One of the biggest debates among music educators today is about whether or not video games are a valid educational tool. As far back as the early 1990s, teachers were using games such as Sid Meier's Civilization to reinforce history and social studies concepts, but until recently games that dealt with areas of music education have been few and far…

  16. 75 FR 8108 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-02-23

    ... Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes approval of the Tribal-State Compact between the Pyramid Lake Paiute Indian Tribe and the State of Nevada Governing Class III Gaming... Class III gaming activities on Indian lands. On December 17, 2009, the Assistant...

  17. 77 FR 76514 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-12-28

    ... Approved Tribal-State Class III Gaming Compact taking effect. SUMMARY: This notice publishes the Approval of the Amendment to the Amended and Restated Tribal-State Compact for Regulation of Class III Gaming... to the Amended and Restated Tribal-State Compact for Regulation of Class III Gaming Between...

  18. 78 FR 33435 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-06-04

    ... Approved Tribal-State Class III Gaming Amendments. SUMMARY: This notice publishes approval of an Agreement to Amend the Class III Tribal-State Gaming Compact between the Salt River Pima- Maricopa Indian... the purpose of engaging in Class III gaming activities on Indian lands. The Amendment consists...

  19. 76 FR 42722 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-07-19

    ... the purpose of engaging in Class III gaming activities on Indian lands. This Compact authorizes the Kialegee Tribal Town of Oklahoma to engage in certain Class III gaming activities, provides for certain... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice...

  20. 78 FR 62649 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-10-22

    ... Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes the approval of an amendment to the Class III Tribal-State Gaming Compact (Amendment), between the Tunica- Biloxi Tribe of... Tribal-State compacts for the purpose of engaging in Class III gaming activities on Indian lands....

  1. 78 FR 44146 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-07-23

    ... Tribal-State Class III Gaming Compact taking effect. SUMMARY: This notice publishes the Class III Amended and Restated Tribal-State Gaming Compact between the Shingle Springs Band of Miwok Indians and the... purpose of engaging in Class III gaming activities on Indian lands. The Amended and Restated...

  2. 77 FR 41200 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-12

    ... Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes approval by the Department of an extension to the Class III Gaming Compact between the State of California and the Federated... for the purpose of engaging in Class III gaming activities on Indian lands. The Compact between...

  3. 76 FR 56466 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-09-13

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an approval of the gaming... Register notice of approved Tribal-State compacts for the purpose of engaging in Class III...

  4. 78 FR 26801 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-05-08

    ... Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes the approval of an amendment to the Class III Tribal-State Gaming Compact between the Menominee Indian Tribe of Wisconsin and the... purpose of engaging in Class III gaming activities on Indian lands. On March 19, 2013, the...

  5. 78 FR 17428 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-21

    ... Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes the approval of the Class III Tribal- State Gaming Compact between the Pyramid Lake Paiute Tribe and the State of Nevada... engaging in Class III gaming activities on Indian lands. On January 11, 2013, the Pyramid Lake Paiute...

  6. 75 FR 38833 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-07-06

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes the Approved Compact between... compacts for the purpose of engaging in Class III gaming activities on Indian lands. The compact...

  7. Alliances in "The Hunger Games"

    ERIC Educational Resources Information Center

    Painter, Judith

    2012-01-01

    This lesson plan is based on "The Hunger Games" by Suzanne Collins. Characters in "The Hunger Games" form alliances both inside and outside the arena. Katniss and Gale form alliances within District 12. Katniss, Peeta, and the other tributes form alliances for a variety of reasons during the Games. An alliance means that "someone's got your back"…

  8. The Higher Education of Gaming

    ERIC Educational Resources Information Center

    Squire, Kurt D.; Giovanetto, Levi

    2008-01-01

    New models of schooling are necessary as educational institutions attempt to transition into the digital age. This article is an ethnography of Apolyton University, an informal online university of gamers created to enhance pleasure from the game experience, teach the game, and improve upon the game's standard rule set. It identifies the life…

  9. Gaming Research for Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy

    2009-01-01

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

  10. Gaming and Gamification Part II

    ERIC Educational Resources Information Center

    Mallon, Melissa

    2013-01-01

    Just as academic gaming in general cannot be limited to any one topic or genre, the "Public Services Quarterly" Internet Resources column is not limited to a single entry on gaming and gamification in libraries. Public services librarians interested in designing their own games have many successful examples to draw from. The previous…

  11. Engaging Students in Quality Games

    ERIC Educational Resources Information Center

    Henninger, Mary L.; Richardson, Karen Pagnano

    2016-01-01

    Promoting student engagement for all students in physical education, and specifically in game play, is a challenge faced by many middle and high school physical education teachers. Often, the games we play in physical education are not "good games" because, as early as middle school, some students are already resistant to playing…

  12. Gaming Frequency and Academic Performance

    ERIC Educational Resources Information Center

    Ip, Barry; Jacobs, Gabriel; Watkins, Alan

    2008-01-01

    There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency--measured as the…

  13. Games, the Socialization of Conflict.

    ERIC Educational Resources Information Center

    Sutton-Smith, Brian

    The function of games in a society is discussed in this paper. An earlier definition of games as a concretistic way of processing information of cultural antitheses is enlarged to include a more bio-adaptive definition: the game is also a socialization of conflict. This view is compared and contrasted with those of Sigmund Freud and G. H. Mead.…

  14. Brain-Building Math Games.

    ERIC Educational Resources Information Center

    Jung, Loretta Welk

    1983-01-01

    Index cards, masking tape, pizza shells, golf tees, and empty soda bottles can be used to make manipulative objects to be used in children's mathematics games. Twenty-two games that provide practice in number drills and problem solving are described, along with instructions for making objects needed for the games. (PP)

  15. Video Games and Digital Literacies

    ERIC Educational Resources Information Center

    Steinkuehler, Constance

    2010-01-01

    Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen our focus from the "individual player + technology" to the online communities that play them, we find that video games also lie at the nexus of a…

  16. "Voyager": An Educational Card Game

    ERIC Educational Resources Information Center

    Smith, David Ryan

    2003-01-01

    "Voyager" is an educational card game involving scientific satellites, developed for use in schools with children aged 9 to 13 years. The idea of the game is to improve pupils' knowledge about the large number of scientific satellites there are in space in a fun way, while also practising numeracy skills. Several copies of the game were produced…

  17. Computerized History Games: Narrative Options

    ERIC Educational Resources Information Center

    Kee, Kevin

    2011-01-01

    How may historians best express history through computer games? This article suggests that the answer lies in correctly correlating historians' goals for teaching with the capabilities of different kinds of computer games. During the development of a game prototype for high school students, the author followed best practices as expressed in the…

  18. Electromagnetic game modeling through Tensor Analysis of Networks and Game Theory

    NASA Astrophysics Data System (ADS)

    Maurice, Olivier; Reineix, Alain; Lalléchère, Sébastien

    2014-10-01

    A complex system involves events coming from natural behaviors. Whatever is the complicated face of machines, they are still far from the complexity of natural systems. Currently, economy is one of the rare science trying to find out some ways to model human behavior. These attempts involve game theory and psychology. Our purpose is to develop a formalism able to take in charge both game and hardware modeling. We first present the Tensorial Analysis of Networks, used for the material part of the system. Then, we detail the mathematical objects defined in order to describe the evolution of the system and its gaming side. To illustrate the discussion we consider the case of a drone whose electronic can be disturbed by a radar field, but this drone must fly as near as possible close to this radar.

  19. Reviewing Biosphere Reserves globally: effective conservation action or bureaucratic label?

    PubMed

    Coetzer, Kaera L; Witkowski, Edward T F; Erasmus, Barend F N

    2014-02-01

    The Biosphere Reserve (BR) model of UNESCO's Man and the Biosphere Programme reflects a shift towards more accountable conservation. Biosphere Reserves attempt to reconcile environmental protection with sustainable development; they explicitly acknowledge humans, and human interests in the conservation landscape while still maintaining the ecological values of existing protected areas. Conceptually, this model is attractive, with 610 sites currently designated globally. Yet the practical reality of implementing dual 'conservation' and 'development' goals is challenging, with few examples successfully conforming to the model's full criteria. Here, we review the history of Biosphere Reserves from first inception in 1974 to the current status quo, and examine the suitability of the designation as an effective conservation model. We track the spatial expansion of Biosphere Reserves globally, assessing the influence of the Statutory Framework of the World Network of Biosphere Reserves and Seville strategy in 1995, when the BR concept refocused its core objectives on sustainable development. We use a comprehensive range of case studies to discuss conformity to the Programme, the social and ecological consequences associated with implementation of the designation, and challenges in aligning conservation and development. Given that the 'Biosphere Reserve' label is a relatively unknown designation in the public arena, this review also provides details on popularising the Biosphere Reserve brand, as well as prospects for further research, currently unexploited, but implicit in the designation.

  20. Games among relatives revisited.

    PubMed

    Allen, Benjamin; Nowak, Martin A

    2015-08-01

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

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

    PubMed

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

    2015-08-01

    Individuals who play Internet games excessively show elevated brain reactivity to game-related cues. This study attempted to test whether this elevated cue reactivity observed in game players is a result of repeated exposure to Internet games. Healthy young adults without a history of excessively playing Internet games were recruited, and they were instructed to play an online Internet game for 2 hours/day for five consecutive weekdays. Two control groups were used: the drama group, which viewed a fantasy TV drama, and the no-exposure group, which received no systematic exposure. All participants performed a cue reactivity task with game, drama, and neutral cues in the brain scanner, both before and after the exposure sessions. The game group showed an increased reactivity to game cues in the right ventrolateral prefrontal cortex (VLPFC). The degree of VLPFC activation increase was positively correlated with the self-reported increase in desire for the game. The drama group showed an increased cue reactivity in response to the presentation of drama cues in the caudate, posterior cingulate, and precuneus. The results indicate that exposure to either Internet games or TV dramas elevates the reactivity to visual cues associated with the particular exposure. The exact elevation patterns, however, appear to differ depending on the type of media experienced. How changes in each of the regions contribute to the progression to pathological craving warrants a future longitudinal study. PMID:26252933

  2. 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.

  3. 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.

  4. Learning, attentional control and action video games

    PubMed Central

    Green, C.S.; Bavelier, D.

    2012-01-01

    While humans have an incredible capacity to acquire new skills and alter their behavior as a result of experience, enhancements in performance are typically narrowly restricted to the parameters of the training environment, with little evidence of generalization to different, even seemingly highly related, tasks. Such specificity is a major obstacle for the development of many real-world training or rehabilitation paradigms, which necessarily seek to promote more general learning. In contrast to these typical findings, research over the past decade has shown that training on ‘action video games’ produces learning that transfers well beyond the training task. This has led to substantial interest among those interested in rehabilitation, for instance, after stroke or to treat amblyopia, or training for various precision-demanding jobs, for instance, endoscopic surgery or piloting unmanned aerial drones. Although the predominant focus of the field has been on outlining the breadth of possible action-game-related enhancements, recent work has concentrated on uncovering the mechanisms that underlie these changes, an important first step towards the goal of designing and using video games for more definite purposes. Game playing may not convey an immediate advantage on new tasks (increased performance from the very first trial), but rather the true effect of action video game playing may be to enhance the ability to learn new tasks. Such a mechanism may serve as a signature of training regimens that are likely to produce transfer of learning. PMID:22440805

  5. Coevolutionary games on networks.

    PubMed

    Ebel, Holger; Bornholdt, Stefan

    2002-11-01

    We study agents on a network playing an iterated Prisoner's dilemma against their neighbors. The resulting spatially extended coevolutionary game exhibits stationary states which are Nash equilibria. After perturbation of these equilibria, avalanches of mutations reestablish a stationary state. Scale-free avalanche distributions are observed that are in accordance with calculations from the Nash equilibria and a confined branching process. The transition from subcritical to critical avalanche dynamics can be traced to a change in the degeneracy of the cooperative macrostate and is observed for many variants of this game. PMID:12513567

  6. Game Theory and Social Psychology: Conformity Games

    NASA Astrophysics Data System (ADS)

    Alessio, Danielle; Kilgour, D. Marc

    2011-11-01

    Game models can contribute to understanding of how social biases and pressures to conform can lead to puzzling behaviour in social groups. A model of the psychological biases false uniqueness and false consensus is set out. The model predicts the phenomenon of pluralistic ignorance, which is well-studied in social psychology, showing how it arises as a result of the prevalence of false uniqueness and the desire to conform. An efficient method is developed for finding Nash equilibria of the model under certain restrictions.

  7. Washington: Hanford Nuclear Reservation

    Atmospheric Science Data Center

    2014-05-15

    ... area around the Hanford Nuclear Reservation near Richland, Washington. On June 27, 2000, a fire in the dry sagebrush was sparked by an ... CA, for NASA's Science Mission Directorate, Washington, D.C. The Terra spacecraft is managed by NASA's Goddard Space Flight Center, ...

  8. School Shootings Stun Reservation

    ERIC Educational Resources Information Center

    Borja, Rhea R.; Cavanagh, Sean

    2005-01-01

    This article deals with the impact brought by the school shootings at Red Lake Indian Reservation in Minnesota to the school community. A deeply troubled 16-year-old student shot and killed seven other people and himself at a high school. The nation's deadliest school attack since the 1999 slayings at Colorado's suburban Columbine High School took…

  9. Watermarking textures in video games

    NASA Astrophysics Data System (ADS)

    Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin

    2014-02-01

    Digital watermarking is a promising solution to video game piracy. In this paper, based on the analysis of special challenges and requirements in terms of watermarking textures in video games, a novel watermarking scheme for DDS textures in video games is proposed. To meet the performance requirements in video game applications, the proposed algorithm embeds the watermark message directly in the compressed stream in DDS files and can be straightforwardly applied in watermark container technique for real-time embedding. Furthermore, the embedding approach achieves high watermark payload to handle collusion secure fingerprinting codes with extreme length. Hence, the scheme is resistant to collusion attacks, which is indispensable in video game applications. The proposed scheme is evaluated in aspects of transparency, robustness, security and performance. Especially, in addition to classical objective evaluation, the visual quality and playing experience of watermarked games is assessed subjectively in game playing.

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

    PubMed

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

    2011-01-01

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

  11. University Prosperity Game. Final report

    SciTech Connect

    Boyack, K.W.; Berman, M.

    1996-03-01

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

  12. Chimpanzee choice rates in competitive games match equilibrium game theory predictions.

    PubMed

    Martin, Christopher Flynn; Bhui, Rahul; Bossaerts, Peter; Matsuzawa, Tetsuro; Camerer, Colin

    2014-06-05

    The capacity for strategic thinking about the payoff-relevant actions of conspecifics is not well understood across species. We use game theory to make predictions about choices and temporal dynamics in three abstract competitive situations with chimpanzee participants. Frequencies of chimpanzee choices are extremely close to equilibrium (accurate-guessing) predictions, and shift as payoffs change, just as equilibrium theory predicts. The chimpanzee choices are also closer to the equilibrium prediction, and more responsive to past history and payoff changes, than two samples of human choices from experiments in which humans were also initially uninformed about opponent payoffs and could not communicate verbally. The results are consistent with a tentative interpretation of game theory as explaining evolved behavior, with the additional hypothesis that chimpanzees may retain or practice a specialized capacity to adjust strategy choice during competition to perform at least as well as, or better than, humans have.

  13. Teams-Game-Tournament

    ERIC Educational Resources Information Center

    Hollifield, John H.

    1973-01-01

    Describes a teaching technique (Teams-Game-Tournament) that stimulates students' desire to learn through friendly competition. Used in junior high school biology classes, this technique was found to increase academic achievement, increase peer tutoring, and increase black-white and male-female classroom interaction. (JR)

  14. "Soccer": The Beautiful Game

    ERIC Educational Resources Information Center

    Spires, Todd

    2008-01-01

    Soccer, or football as it is called in the rest of the world, is the most popular and fastest-growing global sport, with an estimated 240 million people regularly playing what Brazilian star Pele called "the beautiful game." Millions, worldwide, watch it on television. In 2006, the average viewership for each match of the month-long World Cup was…

  15. A Simple "Pig" Game

    ERIC Educational Resources Information Center

    Johnson, Roger W.

    2008-01-01

    Our pig game involves a series of tosses of a die with the possibility of a player's score improving with each additional toss. With each additional toss, however, there is also the chance of losing the entire score accumulated so far. Two different strategies for deciding how many tosses a player should attempt are developed and then compared in…

  16. The "Free Money" Game.

    ERIC Educational Resources Information Center

    Wilson, Carrie; Garner, Barbara

    1986-01-01

    The Free Money Game is a group activity designed to: (1) familiarize refugee students with the purpose of public assistance, which is to maintain recipients at a survival level for a limited time; and (2) make students aware of the lack of options open to welfare recipients, the depersonalization associated with the bureaucracy, and the insecurity…

  17. Abstraction through Game Play

    ERIC Educational Resources Information Center

    Avraamidou, Antri; Monaghan, John; Walker, Aisha

    2012-01-01

    This paper examines the computer game play of an 11-year-old boy. In the course of building a virtual house he developed and used, without assistance, an artefact and an accompanying strategy to ensure that his house was symmetric. We argue that the creation and use of this artefact-strategy is a mathematical abstraction. The discussion…

  18. Video Game Packaging Design

    ERIC Educational Resources Information Center

    Osterer, Irv

    2012-01-01

    High-school students are a dominant force in the gaming industry, accounting for annual sales in the millions. Retailers devote large areas of commercial space to keep pace with this lucrative part of the entertainment business. Recognizing the popularity of this phenomenon with the younger generation, it proved an ideal vehicle to explore…

  19. The Nervous System Game

    ERIC Educational Resources Information Center

    Corbitt, Cynthia; Carpenter, Molly

    2006-01-01

    For many children, especially those with reading difficulties, a motor-kinesthetic learning activity may be an effective tool to teach complex concepts. With this in mind, the authors developed and tested a game designed to teach fourth- to sixth-grade children some basic principles of nervous system function by allowing the children themselves to…

  20. Games and Word Activities.

    ERIC Educational Resources Information Center

    Northwest Regional Educational Lab., Portland, OR.

    Games and word activities give children another way to integrate their learning and reinforce their literacy skills. They provide different and enjoyable contexts in which children can apply what they are learning. This booklet offers activities which provide a sampling of "fun" ways for tutors to support and supplement their tutees' classroom…

  1. The Drinking Game

    ERIC Educational Resources Information Center

    Poe, Marshall

    2010-01-01

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

  2. Video Game Controversies.

    ERIC Educational Resources Information Center

    Funk, Jeanne B.; Buchman, Debra D.

    1995-01-01

    Reviews the literature on: (1) health-related effects of video games (VGs), including seizures, physiologic responses, and musculoskeletal injuries; (2) eye-hand coordination in VGs; (3) psychological adjustment related to VGs, including possible psychopathologies and violence-related effects; and (4) the educational impact of VGs. Also examines…

  3. Game theory of mind.

    PubMed

    Yoshida, Wako; Dolan, Ray J; Friston, Karl J

    2008-12-01

    This paper introduces a model of 'theory of mind', namely, how we represent the intentions and goals of others to optimise our mutual interactions. We draw on ideas from optimum control and game theory to provide a 'game theory of mind'. First, we consider the representations of goals in terms of value functions that are prescribed by utility or rewards. Critically, the joint value functions and ensuing behaviour are optimised recursively, under the assumption that I represent your value function, your representation of mine, your representation of my representation of yours, and so on ad infinitum. However, if we assume that the degree of recursion is bounded, then players need to estimate the opponent's degree of recursion (i.e., sophistication) to respond optimally. This induces a problem of inferring the opponent's sophistication, given behavioural exchanges. We show it is possible to deduce whether players make inferences about each other and quantify their sophistication on the basis of choices in sequential games. This rests on comparing generative models of choices with, and without, inference. Model comparison is demonstrated using simulated and real data from a 'stag-hunt'. Finally, we note that exactly the same sophisticated behaviour can be achieved by optimising the utility function itself (through prosocial utility), producing unsophisticated but apparently altruistic agents. This may be relevant ethologically in hierarchal game theory and coevolution.

  4. Communication Games: Participant's Manual.

    ERIC Educational Resources Information Center

    Krupar, Karen R.

    Using a series of communicational games, the author leads the participant through self-awareness, verbal and nonverbal communication, decision-making, problem-solving, and skills in perception, listening, and small group, organizational, and cultural communications. The thesis behind the book is that model-making, role-playing, or other forms of…

  5. The Dating Game.

    ERIC Educational Resources Information Center

    Zerger, Monte J.

    1998-01-01

    Presents activities to cultivate the tendency to see special qualities in numbers that can be played on certain calendar days. Includes games on the constant of the day, Fibonacci and golden ratio dates, primes, powers, December 25, and the day of the year. (ASK)

  6. A Natural Selection Game.

    ERIC Educational Resources Information Center

    Tashiro, Mark E.

    1984-01-01

    Provides rules for a game which simulates selection pressures on a hominid group. Objectives include an appreciation of how selectivity works, an understanding of how abiotic factors are able to influence a population, and how interactions within the population can influence the group. (JM)

  7. Games People Play.

    ERIC Educational Resources Information Center

    Linacre, John Michael; Fisher, Patrick

    1998-01-01

    The two articles of this theme section consider problems of measurement in relation to games. "How Good was Bobby Fischer in 1992?" (John Michael Linacre) explores a Rasch analysis of the chess performance of Bobby Fischer, while "Objective Analysis of Golf" (Patrick Fisher) considers measurement problems presented by golf. (SLD)

  8. Scrum Board Game

    NASA Astrophysics Data System (ADS)

    van den Oord, Stefan; van de Goor, Wim

    The Scrum Board Game is a workshop for beginners. It is for people with any role (customer, developer, tester, etc.), who don’t exactly know what a Scrum Board is, or how to create one themselves. The workshop teaches the benefits of a Scrum Board, how to use it, and how to introduce it in projects.

  9. Pricing Decisions: A Game.

    ERIC Educational Resources Information Center

    Read, Simon

    1989-01-01

    Describes a game that illustrates the effects of pricing on profit. Students compete against each other in an imaginary industry and become familiar with decision-making processes. Depicts the gameboard, how to make it, and how to use it. (GG)

  10. Release the Prisoners Game

    ERIC Educational Resources Information Center

    Van Hecke, Tanja

    2011-01-01

    This article presents the mathematical approach of the optimal strategy to win the "Release the prisoners" game and the integration of this analysis in a math class. Outline lesson plans at three different levels are given, where simulations are suggested as well as theoretical findings about the probability distribution function and its mean…

  11. Early Childhood Arts Games.

    ERIC Educational Resources Information Center

    Suthers, Louie; Larkin, Veronicah

    The arts are central to quality early childhood programs. Experiences in the arts commonly attract and sustain children's involvement and provide opportunities for individualized creative responses. This research project investigated the implementation of arts games (structured play experiences based on drama, music, dance, and movement) into the…

  12. Game Theory of Mind

    PubMed Central

    Yoshida, Wako; Dolan, Ray J.; Friston, Karl J.

    2008-01-01

    This paper introduces a model of ‘theory of mind’, namely, how we represent the intentions and goals of others to optimise our mutual interactions. We draw on ideas from optimum control and game theory to provide a ‘game theory of mind’. First, we consider the representations of goals in terms of value functions that are prescribed by utility or rewards. Critically, the joint value functions and ensuing behaviour are optimised recursively, under the assumption that I represent your value function, your representation of mine, your representation of my representation of yours, and so on ad infinitum. However, if we assume that the degree of recursion is bounded, then players need to estimate the opponent's degree of recursion (i.e., sophistication) to respond optimally. This induces a problem of inferring the opponent's sophistication, given behavioural exchanges. We show it is possible to deduce whether players make inferences about each other and quantify their sophistication on the basis of choices in sequential games. This rests on comparing generative models of choices with, and without, inference. Model comparison is demonstrated using simulated and real data from a ‘stag-hunt’. Finally, we note that exactly the same sophisticated behaviour can be achieved by optimising the utility function itself (through prosocial utility), producing unsophisticated but apparently altruistic agents. This may be relevant ethologically in hierarchal game theory and coevolution. PMID:19112488

  13. The Immune System Game

    ERIC Educational Resources Information Center

    Work, Kirsten A.; Gibbs, Melissa A.; Friedman, Erich J.

    2015-01-01

    We describe a card game that helps introductory biology students understand the basics of the immune response to pathogens. Students simulate the steps of the immune response with cards that represent the pathogens and the cells and molecules mobilized by the immune system. In the process, they learn the similarities and differences between the…

  14. Quantitative Simulation Games

    NASA Astrophysics Data System (ADS)

    Černý, Pavol; Henzinger, Thomas A.; Radhakrishna, Arjun

    While a boolean notion of correctness is given by a preorder on systems and properties, a quantitative notion of correctness is defined by a distance function on systems and properties, where the distance between a system and a property provides a measure of "fit" or "desirability." In this article, we explore several ways how the simulation preorder can be generalized to a distance function. This is done by equipping the classical simulation game between a system and a property with quantitative objectives. In particular, for systems that satisfy a property, a quantitative simulation game can measure the "robustness" of the satisfaction, that is, how much the system can deviate from its nominal behavior while still satisfying the property. For systems that violate a property, a quantitative simulation game can measure the "seriousness" of the violation, that is, how much the property has to be modified so that it is satisfied by the system. These distances can be computed in polynomial time, since the computation reduces to the value problem in limit average games with constant weights. Finally, we demonstrate how the robustness distance can be used to measure how many transmission errors are tolerated by error correcting codes.

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

    NASA Astrophysics Data System (ADS)

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

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

  16. Gamification and serious games for personalized health.

    PubMed

    McCallum, Simon

    2012-01-01

    Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area. PMID:22942036

  17. Gamification and serious games for personalized health.

    PubMed

    McCallum, Simon

    2012-01-01

    Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.

  18. Payoff-based learning explains the decline in cooperation in public goods games.

    PubMed

    Burton-Chellew, Maxwell N; Nax, Heinrich H; West, Stuart A

    2015-02-22

    Economic games such as the public goods game are increasingly being used to measure social behaviours in humans and non-human primates. The results of such games have been used to argue that people are pro-social, and that humans are uniquely altruistic, willingly sacrificing their own welfare in order to benefit others. However, an alternative explanation for the empirical observations is that individuals are mistaken, but learn, during the game, how to improve their personal payoff. We test between these competing hypotheses, by comparing the explanatory power of different behavioural rules, in public goods games, where individuals are given different amounts of information. We find: (i) that individual behaviour is best explained by a learning rule that is trying to maximize personal income; (ii) that conditional cooperation disappears when the consequences of cooperation are made clearer; and (iii) that social preferences, if they exist, are more anti-social than pro-social.

  19. Payoff-based learning explains the decline in cooperation in public goods games

    PubMed Central

    Burton-Chellew, Maxwell N.; Nax, Heinrich H.; West, Stuart A.

    2015-01-01

    Economic games such as the public goods game are increasingly being used to measure social behaviours in humans and non-human primates. The results of such games have been used to argue that people are pro-social, and that humans are uniquely altruistic, willingly sacrificing their own welfare in order to benefit others. However, an alternative explanation for the empirical observations is that individuals are mistaken, but learn, during the game, how to improve their personal payoff. We test between these competing hypotheses, by comparing the explanatory power of different behavioural rules, in public goods games, where individuals are given different amounts of information. We find: (i) that individual behaviour is best explained by a learning rule that is trying to maximize personal income; (ii) that conditional cooperation disappears when the consequences of cooperation are made clearer; and (iii) that social preferences, if they exist, are more anti-social than pro-social. PMID:25589609

  20. Effect of opponent type on moral emotions and responses to video game play.

    PubMed

    Lin, Shu-Fang

    2011-11-01

    This study suggests that fighting against different types of opponents in video games (e.g., human opponents vs. monster opponents) may lead to different emotional responses and moral judgments toward game characters. Based on Bandura's moral disengagement theory, this study proposes that shooting at monster opponents makes game players feel less guilty and judge the player-controlled character as more morally justified. An experiment was conducted in which participants played shooting games with either human opponents or monster opponents. The results show that when playing against monster opponents, participants felt both less ashamed and less guilty, reported enjoying the game more, and judged their character as more justified than participants who played against human opponents. PMID:21557642

  1. 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. PMID:26959285

  2. 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.

  3. What? Not Another Picture Bingo Game.

    ERIC Educational Resources Information Center

    Gagne, Antoinette

    1985-01-01

    Describes a picture game for beginner level students of English as a second language. Describes the preparation of the master bingo card and explains the game rules. This game differs from other bingo games in that there is an increase in the complexity of linquistic terms practiced throughout the game. (SED)

  4. Gaming and Territorial Negotiations in Family Life

    ERIC Educational Resources Information Center

    Aarsand, Pal Andre; Aronsson, Karin

    2009-01-01

    This article examines territorial negotiations concerning gaming, drawing on video recordings of gaming practices in middle-class families. It explores how private vs public gaming space was co-construed by children and parents in front of the screen as well as through conversations about games. Game equipment was generally located in public…

  5. Austin Community College Video Game Development Certificate

    ERIC Educational Resources Information Center

    McGoldrick, Robert

    2008-01-01

    The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…

  6. A Model for Critical Games Literacy

    ERIC Educational Resources Information Center

    Apperley, Tom; Beavis, Catherine

    2013-01-01

    This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on…

  7. Cooperative Games and Children's Positive Behaviors.

    ERIC Educational Resources Information Center

    Finlinson, Abbie Reynolds; Austin, Ann M. Berghout; Pfister, Roxane

    2000-01-01

    Examined impact of cooperative and competitive games on 4-year-olds' behavior over 6 weeks. Found that more positive behaviors were observed during cooperative games than competitive games, and more negative behaviors were observed during competitive games, but only during the first week of competitive games. Found that teachers' warmth and…

  8. Reevaluating the Impact of Video Games.

    ERIC Educational Resources Information Center

    Funk, Jeanne B.

    1993-01-01

    Surveyed 357 seventh and eighth graders about video game play and preference. Found that approximately 64% of boys and 56% of girls played one to two hours of video games per week at home; and that, among five categories of video games, those most preferred by the students were games that involved fantasy violence and sports games. (BC)

  9. Teacher Perceptions of Games in Singapore Schools

    ERIC Educational Resources Information Center

    Koh, Elizabeth; Kin, Yeo Gee; Wadhwa, Bimlesh; Lim, John

    2012-01-01

    With the proliferation of entertainment games, supported by heavy investment in the underlying technologies, educators are now examining the educational values of gaming and attempting to incorporate games into their teaching. In Singapore, the game sector is worth many million Singapore dollars (SGDs), and gaming is an engaging activity of the…

  10. Learning About Children Through Simulation Games.

    ERIC Educational Resources Information Center

    Robinson, Bryan E.; Baker, Milda A.

    This annotated list of seventeen educational games, developed for teaching about young children and/or parenting skills, recommends the use of simulation games as tools in the teaching of child development to adults. Advantages of simulation games over other educational techniques are discussed. The board game of "Mandala," a child-rearing game,…

  11. The Playful and Reflective Game Designer

    ERIC Educational Resources Information Center

    Majgaard, Gunver

    2014-01-01

    A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design. The aim was for students to develop a more critically…

  12. Seriously Considering Design in Educational Games

    ERIC Educational Resources Information Center

    Gaydos, Matthew

    2015-01-01

    Research suggests that well-designed games can be good for learning under the right conditions. How such games are designed remains poorly understood, as studies have focused more on "whether" games can produce learning than on how such games work or how they can be reliably developed. That is, though the design of a game is considered…

  13. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    ERIC Educational Resources Information Center

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  14. Positive Association of Video Game Playing with Left Frontal Cortical Thickness in Adolescents

    PubMed Central

    Kühn, Simone; Lorenz, Robert; Banaschewski, Tobias; Barker, Gareth J.; Büchel, Christian; Conrod, Patricia J.; Flor, Herta; Garavan, Hugh; Ittermann, Bernd; Loth, Eva; Mann, Karl; Nees, Frauke; Artiges, Eric; Paus, Tomas; Rietschel, Marcella; Smolka, Michael N.; Ströhle, Andreas; Walaszek, Bernadetta; Schumann, Gunter; Heinz, Andreas; Gallinat, Jürgen

    2014-01-01

    Playing video games is a common recreational activity of adolescents. Recent research associated frequent video game playing with improvements in cognitive functions. Improvements in cognition have been related to grey matter changes in prefrontal cortex. However, a fine-grained analysis of human brain structure in relation to video gaming is lacking. In magnetic resonance imaging scans of 152 14-year old adolescents, FreeSurfer was used to estimate cortical thickness. Cortical thickness across the whole cortical surface was correlated with self-reported duration of video gaming (hours per week). A robust positive association between cortical thickness and video gaming duration was observed in left dorsolateral prefrontal cortex (DLPFC) and left frontal eye fields (FEFs). No regions showed cortical thinning in association with video gaming frequency. DLPFC is the core correlate of executive control and strategic planning which in turn are essential cognitive domains for successful video gaming. The FEFs are a key region involved in visuo-motor integration important for programming and execution of eye movements and allocation of visuo-spatial attention, processes engaged extensively in video games. The results may represent the biological basis of previously reported cognitive improvements due to video game play. Whether or not these results represent a-priori characteristics or consequences of video gaming should be studied in future longitudinal investigations. PMID:24633348

  15. Simulation games that integrate research, entertainment, and learning around ecosystem services

    DOE PAGESBeta

    Costanza, Robert; Chichakly, Karim; Dale, Virginia; Farber, Steve; Finnigan, David; Grigg, Kat; Heckbert, Scott; Kubiszewski, Ida; Lee, Harry; Liu, Shuang; et al

    2014-11-07

    Humans currently spend over 3 billion person-hours per week playing computer games. Most of these games are purely for entertainment, but use of computer games for education has also expanded dramatically. At the same time, experimental games have become a staple of social science research but have depended on relatively small sample sizes and simple, abstract situations, limiting their range and applicability. If only a fraction of the time spent playing computer games could be harnessed for research, it would open up a huge range of new opportunities. We review the use of games in research, education, and entertainment andmore » develop ideas for integrating these three functions around the idea of ecosystem services valuation. This approach to valuation can be seen as a version of choice modeling that allows players to generate their own scenarios taking account of the trade-offs embedded in the game, rather than simply ranking pre-formed scenarios. We outline a prototype game called Lagom Island to test the proposition that gaming can be used to reveal the value of ecosystem services. Ultimately, our prototype provides a potential pathway and functional building blocks for approaching the relatively untapped potential of games in the context of ecosystem services research.« less

  16. Simulation games that integrate research, entertainment, and learning around ecosystem services

    SciTech Connect

    Costanza, Robert; Chichakly, Karim; Dale, Virginia; Farber, Steve; Finnigan, David; Grigg, Kat; Heckbert, Scott; Kubiszewski, Ida; Lee, Harry; Liu, Shuang; Magnuszewski, Piotr; Maynard, Simone; McDonald, Neal; Mills, Richard; Ogilvy, Sue; Pert, Petina L.; Renz, Jochen; Wainger, Lisa; Young, Mike; Richard Ziegler, C.

    2014-11-07

    Humans currently spend over 3 billion person-hours per week playing computer games. Most of these games are purely for entertainment, but use of computer games for education has also expanded dramatically. At the same time, experimental games have become a staple of social science research but have depended on relatively small sample sizes and simple, abstract situations, limiting their range and applicability. If only a fraction of the time spent playing computer games could be harnessed for research, it would open up a huge range of new opportunities. We review the use of games in research, education, and entertainment and develop ideas for integrating these three functions around the idea of ecosystem services valuation. This approach to valuation can be seen as a version of choice modeling that allows players to generate their own scenarios taking account of the trade-offs embedded in the game, rather than simply ranking pre-formed scenarios. We outline a prototype game called Lagom Island to test the proposition that gaming can be used to reveal the value of ecosystem services. Ultimately, our prototype provides a potential pathway and functional building blocks for approaching the relatively untapped potential of games in the context of ecosystem services research.

  17. Positive association of video game playing with left frontal cortical thickness in adolescents.

    PubMed

    Kühn, Simone; Lorenz, Robert; Banaschewski, Tobias; Barker, Gareth J; Büchel, Christian; Conrod, Patricia J; Flor, Herta; Garavan, Hugh; Ittermann, Bernd; Loth, Eva; Mann, Karl; Nees, Frauke; Artiges, Eric; Paus, Tomas; Rietschel, Marcella; Smolka, Michael N; Ströhle, Andreas; Walaszek, Bernadetta; Schumann, Gunter; Heinz, Andreas; Gallinat, Jürgen

    2014-01-01

    Playing video games is a common recreational activity of adolescents. Recent research associated frequent video game playing with improvements in cognitive functions. Improvements in cognition have been related to grey matter changes in prefrontal cortex. However, a fine-grained analysis of human brain structure in relation to video gaming is lacking. In magnetic resonance imaging scans of 152 14-year old adolescents, FreeSurfer was used to estimate cortical thickness. Cortical thickness across the whole cortical surface was correlated with self-reported duration of video gaming (hours per week). A robust positive association between cortical thickness and video gaming duration was observed in left dorsolateral prefrontal cortex (DLPFC) and left frontal eye fields (FEFs). No regions showed cortical thinning in association with video gaming frequency. DLPFC is the core correlate of executive control and strategic planning which in turn are essential cognitive domains for successful video gaming. The FEFs are a key region involved in visuo-motor integration important for programming and execution of eye movements and allocation of visuo-spatial attention, processes engaged extensively in video games. The results may represent the biological basis of previously reported cognitive improvements due to video game play. Whether or not these results represent a-priori characteristics or consequences of video gaming should be studied in future longitudinal investigations.

  18. 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

  19. Health Planning & R. Buckminster Fuller's World Game. Earthrise Document No. 1.

    ERIC Educational Resources Information Center

    St. Pierre, Carol

    R. Buckminster Fuller's World Game is a scientific means for discovering the expeditious ways of employing the world's resources to provide a higher standard of living for all humanity. The philosophy behind the game is the exploration of resources to do more with less, or to combine two or more actions to produce a result greater than the sum of…

  20. How we see electronic games.

    PubMed

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

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

  1. Evolutionary games in the multiverse.

    PubMed

    Gokhale, Chaitanya S; Traulsen, Arne

    2010-03-23

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts.

  2. Evolutionary games in the multiverse

    PubMed Central

    Gokhale, Chaitanya S.; Traulsen, Arne

    2010-01-01

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts. PMID:20212124

  3. How we see electronic games.

    PubMed

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

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

  4. How we see electronic games

    PubMed Central

    Weinstein, Netta

    2016-01-01

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

  5. Evolutionary games in the multiverse.

    PubMed

    Gokhale, Chaitanya S; Traulsen, Arne

    2010-03-23

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts. PMID:20212124

  6. Spatial memory in foraging games.

    PubMed

    Kerster, Bryan E; Rhodes, Theo; Kello, Christopher T

    2016-03-01

    Foraging and foraging-like processes are found in spatial navigation, memory, visual search, and many other search functions in human cognition and behavior. Foraging is commonly theorized using either random or correlated movements based on Lévy walks, or a series of decisions to remain or leave proximal areas known as "patches". Neither class of model makes use of spatial memory, but search performance may be enhanced when information about searched and unsearched locations is encoded. A video game was developed to test the role of human spatial memory in a canonical foraging task. Analyses of search trajectories from over 2000 human players yielded evidence that foraging movements were inherently clustered, and that clustering was facilitated by spatial memory cues and influenced by memory for spatial locations of targets found. A simple foraging model is presented in which spatial memory is used to integrate aspects of Lévy-based and patch-based foraging theories to perform a kind of area-restricted search, and thereby enhance performance as search unfolds. Using only two free parameters, the model accounts for a variety of findings that individually support competing theories, but together they argue for the integration of spatial memory into theories of foraging. PMID:26752603

  7. Susceptibilities of human immunodeficiency virus type 1 enzyme and viral variants expressing multiple resistance-engendering amino acid substitutions to reserve transcriptase inhibitors.

    PubMed Central

    Byrnes, V W; Emini, E A; Schleif, W A; Condra, J H; Schneider, C L; Long, W J; Wolfgang, J A; Graham, D J; Gotlib, L; Schlabach, A J

    1994-01-01

    To evaluate the potential that multiply resistant human immunodeficiency virus type 1 variants may arise during combination nucleoside and nonnucleoside reverse transcriptase inhibitor therapy, we constructed a series of mutant reverse transcriptase enzymes and viruses that coexpressed various combinations of resistance-associated amino acid substitutions. Substitutions at residues 100 (Leu-->Ile) and 181 (Tyr-->Cys), which mediate resistance to the nonnucleosides, suppressed resistance to 3'-azido-3'-deoxythymidine (AZT) when coexpressed with AZT-specific substitutions. However, a number of viral variants that exhibited significantly reduced susceptibilities to both classes of inhibitors were constructed. PMID:7522428

  8. Dressing the mind properly for the game.

    PubMed Central

    Sally, David

    2003-01-01

    Game theory as a theoretical and empirical approach to interaction has spread from economics to psychology, political science, sociology and biology. Numerous social interactions-foraging, talking, trusting, coordinating, competing-can be formally represented in a game with specific rules and strategies. These same interactions seem to rely on an interweaving of mental selves, but an effective strategy need not depend on explicit strategizing and higher mental capabilities, as less sentient creatures or even lines of software can play similar games. Human players are distinct because we are less consistent and our choices respond to elements of the setting that appear to be strategically insignificant. Recent analyses of this variable response have yielded a number of insights into the mental approach of human players: we often mentalize, but not always; we are endowed with social preferences; we distinguish among various types of opponents; we manifest different personalities; we are often guided by security concerns; and our strategic sophistication is usually modest. PMID:12689383

  9. Industrial ecology Prosperity Game{trademark}

    SciTech Connect

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

    1998-03-01

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

  10. Modeling long-term risk to environmental and human systems at the Hanford Nuclear Reservation: scope and findings from the initial model.

    PubMed

    Scott, Michael J; Brandt, Charlie A; Bunn, Amoret L; Engel, David W; Eslinger, Paul W; Miley, Terri B; Napier, Bruce A; Prendergast, Ellen L; Nieves, Leslie A

    2005-01-01

    The Groundwater Protection Project at the US Department of Energy Hanford Site in Washington State is currently developing the means to assess the cumulative impact to human and ecological health and the regional economy and cultures from radioactive and chemical waste that will remain at the Hanford Site after the site closes. This integrated system is known as the System Assessment Capability (SAC). The SAC Risk/Impact Module discussed in the article uses media- and time-specific concentrations of contaminants estimated by the transport models of the integrated system to project potential impacts on the ecology of the Columbia River corridor, the health of persons who might live in or use the corridor or the upland Hanford environment, the local economy, and cultural resources. Preliminary Monte Carlo realizations from the SAC modeling system demonstrate the feasibility of large-scale uncertainty analysis of the complex relationships in the environmental transport of contaminants on the one hand and ecological, human, cultural, and economic risk on the other. Initial impact results show very small long-term risks for the 10 radionuclides and chemicals evaluated. The analysis also helps determine science priorities to reduce uncertainty and suggests what actions matter to reduce risks.

  11. Poor ovarian reserve.

    PubMed

    Jirge, Padma Rekha

    2016-01-01

    Poor ovarian reserve (POR) is an important limiting factor for the success of any treatment modality for infertility. It indicates a reduction in quantity and quality of oocytes in women of reproductive age group. It may be age related as seen in advanced years of reproductive life or may occur in young women due to diverse etiological factors. Evaluating ovarian reserve and individualizing the therapeutic strategies are very important for optimizing the success rate. Majority or women with POR need to undergo in vitro fertilization to achieve pregnancy. However, pregnancy rate remains low despite a plethora of interventions and is associated with high pregnancy loss. Early detection and active management are essential to minimize the need for egg donation in these women. PMID:27382229

  12. Poor ovarian reserve

    PubMed Central

    Jirge, Padma Rekha

    2016-01-01

    Poor ovarian reserve (POR) is an important limiting factor for the success of any treatment modality for infertility. It indicates a reduction in quantity and quality of oocytes in women of reproductive age group. It may be age related as seen in advanced years of reproductive life or may occur in young women due to diverse etiological factors. Evaluating ovarian reserve and individualizing the therapeutic strategies are very important for optimizing the success rate. Majority or women with POR need to undergo in vitro fertilization to achieve pregnancy. However, pregnancy rate remains low despite a plethora of interventions and is associated with high pregnancy loss. Early detection and active management are essential to minimize the need for egg donation in these women. PMID:27382229

  13. Reserves in Western Basins

    SciTech Connect

    Caldwell, R.H.; Cotton, B.W.

    1993-12-31

    The objective of this project is to investigate the reserves potential of overpressured tight (OPT) gas reservoirs in three Rocky Mountain basins. These are the Greater Green River Basin (GGRB), Uinta Basin and Piceance Basin. By documenting productive characteristics in these basins and characterizing the nature of the vast gas resources in place, the reserves potential may be understood and quantified. Through this understanding, it is hoped that the oil and gas industry will be encouraged to pursue exploitation of this resource. At this point in time, the GGRB work has been completed and the final report submitted for publication. Work on the Uinta basin has just commenced and work on the Piceance basin will commence next year. Since the GGRB portion of this project has been completed, further discussion centers upon this Basin.

  14. Exploring the effects of working for endowments on behaviour in standard economic games.

    PubMed

    Harrison, Freya; El Mouden, Claire

    2011-01-01

    In recent years, significant advances have been made in understanding the adaptive (ultimate) and mechanistic (proximate) explanations for the evolution and maintenance of cooperation. Studies of cooperative behaviour in humans invariably use economic games. These games have provided important insights into the mechanisms that maintain economic and social cooperation in our species. However, they usually rely on the division of monetary tokens which are given to participants by the investigator. The extent to which behaviour in such games may reflect behaviour in the real world of biological markets--where money must be earned and behavioural strategies incur real costs and benefits--is unclear. To provide new data on the potential scale of this problem, we investigated whether people behaved differently in two standard economic games (public goods game and dictator game) when they had to earn their monetary endowments through the completion of dull or physically demanding tasks, as compared with simply being given the endowment. The requirement for endowments to be 'earned' through labour did not affect behaviour in the dictator game. However, the requirement to complete a dull task reduced cooperation in the public goods game among the subset of participants who were not familiar with game theory. There has been some effort to test whether the conclusions drawn from standard, token-based cooperation games adequately reflect cooperative behaviour 'in the wild.' However, given the almost total reliance on such games to study cooperation, more exploration of this issue would be welcome. Our data are not unduly worrying, but they do suggest that further exploration is needed if we are to make general inferences about human behaviour from the results of structured economic games.

  15. The Strategic Petroleum Reserve

    SciTech Connect

    Not Available

    1991-01-01

    The Strategic Petroleum Reserve program was set into motion by the 1975 Energy Policy and Conservation Act (EPCA). By 1990, 590 million barrels of oil had been placed in storage. Salt domes along the Gulf Coast offered ideal storage. Both sweet'' and sour'' crude oil have been acquired using various purchase options. Drawdown, sale, and distribution of the oil would proceed according to guidelines set by EPCA in the event of a severe energy supply disruption. (SM)

  16. Game Playing Techniques in Secondary School Counseling Groups

    ERIC Educational Resources Information Center

    Messing, Jeffrey; Elliott, Jacob J.

    1971-01-01

    Games are described as techniques for structuring a group situation to assist in acquiring cohesiveness. Discussed briefly are the Who Am I Game," the Lemon Game," the Face the Wall Game," and Would This Person Game." (Author/CJ)

  17. 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.

  18. Neural contributions to flow experience during video game playing.

    PubMed

    Klasen, Martin; Weber, René; Kircher, Tilo T J; Mathiak, Krystyna A; Mathiak, Klaus

    2012-04-01

    Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13 healthy male subjects, we acquired fMRI data during free play of a video game and analyzed brain activity based on the game content. In accordance with flow theory, we extracted the following factors from the game content: (i) balance between ability and challenge; (ii) concentration and focus; (iii) direct feedback of action results; (iv) clear goals; and (v) control over the situation/activity. We suggest that flow is characterized by specific neural activation patterns and that the latter can be assessed-at least partially-by content factors contributing to the emergence of flow. Each of the content factors was characterized by specific and distinguishable brain activation patterns, encompassing reward-related midbrain structures, as well as cognitive and sensorimotor networks. The activation of sensory and motor networks in the conjunction analyses underpinned the central role of simulation for flow experience. Flow factors can be validated with functional brain imaging which can improve the understanding of human emotions and motivational processes during media entertainment.

  19. Games for Health: An Opinion.

    PubMed

    Buday, Richard

    2015-02-01

    Almost 60 percent of Americans play videogames, which is a significant opportunity for health professionals to reach mass audiences. But although legions of fans spend countless hours playing entertainment games, player interest in health videogames quickly wanes. A good question to ask is, "Why?" A game developer with 20 years of experience offers his perspective on what may be limiting health games' appeal and what can be done about it.

  20. Disjoint states and quantum games

    NASA Astrophysics Data System (ADS)

    Kowalski, A. M.; Plastino, A.

    2013-04-01

    We cast in game theory terms the physics associated with the interaction between (i) matter and (ii) a single mode of an electromagnetic field within a cavity. Thereby, we introduce a game admitting both classical and quantal players. Strategies are determined by the initial conditions of the associated dynamical system, whose time evolution is characterized by the existence of attractors that represent possible results of the game. Two types of quantum states are considered: perfectly distinguishable or partially overlapping ones.