Sample records for game sales performance

  1. Sales Simulation Games: Student and Instructor Perceptions

    ERIC Educational Resources Information Center

    Beuk, Frederik

    2016-01-01

    This study combines the perspective of students (n = 137) and sales instructors (n = 248). It compares how well selling and sales management simulation games, case discussions, and traditional lectures are perceived to conform to the seven principles for good practice in undergraduate education. The study further compares each method's performance…

  2. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games.

    PubMed

    Near, Christopher E

    2013-02-01

    Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in "hypersexualized" ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales.

  3. Research on multi-level decision game strategy of electricity sales market considering ETS and block chain

    NASA Astrophysics Data System (ADS)

    Liu, Jinjie

    2017-08-01

    In order to fully consider the impact of future policies and technologies on the electricity sales market, improve the efficiency of electricity market operation, realize the dual goal of power reform and energy saving and emission reduction, this paper uses multi-level decision theory to put forward the double-layer game model under the consideration of ETS and block chain. We set the maximization of electricity sales profit as upper level objective and establish a game strategy model of electricity purchase; while we set maximization of user satisfaction as lower level objective and build a choice behavior model based on customer satisfaction. This paper applies the strategy to the simulation of a sales company's transaction, and makes a horizontal comparison of the same industry competitors as well as a longitudinal comparison of game strategies considering different factors. The results show that Double-layer game model is reasonable and effective, it can significantly improve the efficiency of the electricity sales companies and user satisfaction, while promoting new energy consumption and achieving energy-saving emission reduction.

  4. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games

    PubMed Central

    Near, Christopher E.

    2012-01-01

    Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales. PMID:23467816

  5. Yes, Classroom Sales Training Can Enhance Performance.

    ERIC Educational Resources Information Center

    Graham, Steven W.; Wedman, John; Monahan, Carol; Tanner, Tom

    1998-01-01

    Discusses learning in organizations, competitiveness, and training effectiveness. Describes a study that was conducted to determine if it is possible to link sales production to participation in classroom sales training, and if so, what elements seem to be most useful in enhancing employee performance and sales performance. (Author/LRW)

  6. Sales Role-Plays and Mock Interviews: An Investigation of Student Performance in Sales Competitions

    ERIC Educational Resources Information Center

    Mani, Sudha; Kothandaraman, Prabakar; Kashyap, Rajiv; Ashnai, Bahar

    2016-01-01

    Sales competitions provide students with opportunities to apply their understanding of sales. Despite a long tradition of scholarship on sales role-plays, the answer to what drives student performance in sales competitions remains elusive. In this research, we examine how motivation (work engagement) and ability (cognitive aptitude and…

  7. Drinking game participation, gender performance and normalization of intoxication among Nigerian university students.

    PubMed

    Dumbili, Emeka; Williams, Clare

    2017-06-01

    Most research on drinking games (DGs) and the associated risks focuses on Western countries. In the Nigerian context, DGs activity has not attracted scholarly attention but growing media reports indicate that Nigerian youths play DGs, and that a number of gamers have died during or immediately after game-playing. Drawing on gender performance scripts, we explored the performance of gender through DGs practices and the factors that motivate DGs participation. Thirty-one in-depth interviews were conducted with male and female college students (aged 19-23 years) at a university in south-eastern Nigeria. The participants discussed the popularity of the DGs that students play on this campus, identifying the spaces where each game is played and the motivations for game-playing. Collective, contextual constructions of gender identities through 'Fastest-Drinker' DG were identified, and the participants also performed gender through 'Truth-or-Dare' and 'Endurance' DGs. Men dominated 'First-to-Finish' DGs, which are played at parties and bars, and consumed beer or stout, while women, who mainly played Truth-or-Dare games, drank spirits or sweetened alcoholic beverages. Boredom and fun seeking provoked game-playing among women while adherence to masculinity norms, which engendered the public performance of masculinity and gambling activities, motivated men to play DGs. To avoid 'collective shame', men's friendship groups provided support/care for inebriated game-playing members, but the immediacy of this support/care varied according to DGs type. DGs appear to normalize heavy drinking and the culture of intoxication on this campus. Measures to monitor alcohol sales outlets around campuses and interventions that target students' leisure spaces should be developed.

  8. The Role of Demographics as Predictors of Successful Performance of Sales Professionals in Business-to-Business Sales Organizations

    ERIC Educational Resources Information Center

    Frino, Michael G.; Desiderio, Katie P.

    2013-01-01

    The purpose of this study was to examine the impact demographic variables of gender and sales experience have on the performance of business-to-business (B2B) sales professionals. If a deeper understanding can be established of how gender and sales experience variables relate to B2B sales performance, human resource development (HRD) and human…

  9. Work Organization, Technology, and Performance in Customer Service and Sales.

    ERIC Educational Resources Information Center

    Batt, Rosemary

    1999-01-01

    Performance data on 223 customer-service and sales representatives showed that participation in self-managed teams correlated with significant improvement in service quality and 9.3% sales increase. New technology helped teams increase sales 17.4%. Total-quality management did not affect performance. Results show that group collaboration fosters…

  10. 75 FR 24743 - In the Matter of Certain Game Controllers; Notice of Investigation

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-05-05

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

  11. Effects of Anxiety Levels on Learning Performance and Gaming Performance in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Yang, J. C.; Lin, M. Y. D.; Chen, S. Y.

    2018-01-01

    Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game-based learning. To this end, this study developed a game-based English learning system and investigated how different levels of anxiety…

  12. Salesperson Communication Style: The Neglected Dimension in Sales Performance.

    ERIC Educational Resources Information Center

    Dion, Paul A.; Notarantonio, Elaine M.

    1992-01-01

    Reports two studies investigating the relationship between communication style variables and sales performance. Relates findings which indicate that the "precise" dimension of communication is strongly associated with effective sales performance and that different combinations of the "precise" and "friendly"…

  13. 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,…

  14. Testing antecedents to sales performance in postapartheid era: a field study.

    PubMed

    Barbuto, John E; Barbuto, Liezel; De La Rey, Piet; Boshoff, Adre B; Xu, Ye

    2006-10-01

    The predictors of objectively measured sales performance were assessed with 245 sales representatives from a large South African life insurance company. Sales representatives completed measures of their locus of control, entrepreneurial attitudes, biographical history, and performance was assessed from company records of sales, net commissions earned, and lapse ratios. The nature of employment contract, job status, and race explained significant differences in performance outcomes. The predictive nature of locus of control and entrepreneurial attitudes for performance outcomes was tested using structural equation modeling procedures, with limited validity. The implications for research and practice are also discussed.

  15. 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…

  16. Good clean fun? A content analysis of profanity in video games and its prevalence across game systems and ratings.

    PubMed

    Ivory, James D; Williams, Dmitri; Martins, Nicole; Consalvo, Mia

    2009-08-01

    Although violent video game content and its effects have been examined extensively by empirical research, verbal aggression in the form of profanity has received less attention. Building on preliminary findings from previous studies, an extensive content analysis of profanity in video games was conducted using a sample of the 150 top-selling video games across all popular game platforms (including home consoles, portable consoles, and personal computers). The frequency of profanity, both in general and across three profanity categories, was measured and compared to games' ratings, sales, and platforms. Generally, profanity was found in about one in five games and appeared primarily in games rated for teenagers or above. Games containing profanity, however, tended to contain it frequently. Profanity was not found to be related to games' sales or platforms.

  17. Developing Pupils' Performance in Team Invasion Games

    ERIC Educational Resources Information Center

    Gray, Shirley; Sproule, John

    2011-01-01

    Background: To develop pupils' team invasion games (TIG) performance within physical education (PE), practitioners have traditionally adopted teacher-centred, skill-focused approaches. Teaching Games for Understanding and the Tactical approach are alternative approaches to TIG teaching that aim to develop overall game performance, including…

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

    PubMed Central

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

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

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

    PubMed

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

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

  20. Game Performance Versus Competitive Performance in the World Championship of Handball 2011

    PubMed Central

    Gutiérrez, Óscar; Ruiz, José L.

    2013-01-01

    This article assesses the game performance of the teams participating in the Men’s World Championship of Handball of 2011 by using Data Envelopment Analysis (DEA) and the cross-efficiency evaluation. DEA uses Linear Programming to yield a measure of the overall performance of the game of particular teams, and allows us to identify relative strengths and weaknesses by means of benchmarking analysis. The cross-efficiency evaluation provides a peer-appraisal of the teams with different patterns of game, and makes it possible to rank them. Comparisons between this ranking and the final classification in the championship provide an insight into the game performance of the teams versus their competitive performance. We highlight the fact that France, which is the world champion, is also identified as an “all-round” performer in our game performance assessment. PMID:23717363

  1. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

    PubMed

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.

  2. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

    PubMed Central

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681

  3. Sales management coaching: a model for improved insurance company performance.

    PubMed

    Carter, Tony

    2006-01-01

    Of all the things sales managers do to develop salespeople, many people believe the most important one is coaching. Coaching is defined as using skills, experience, and direction to help someone improve their performance. Coaching consists primarily of giving people feedback to reinforce what they do well while suggesting ways and means to improve. Coaching implies that everybody can improve and hopefully everybody wants to get better at what they do. Many sales managers erroneously believe that they have to be better than the person they are coaching at the skill set they are discussing in order to be a useful coaching resource to that person. To be a good coach requires an understanding of the skills being discussed and a desire to help someone improve in the performance of their job. The sales manager who knows how to provide that feedback will have more productive, effective, satisfied, and motivated salespeople. This paper provides an overview of the coaching sequence and the skills required to make it work with some comment on how this was successfully applied to a major national insurance company. Sales Management styles vary, and what works for one person may not work for another. Effective Sales Management Coaching can provide sales managers with the skills to help salespeople grow and develop professionally.

  4. Game Performance Evaluation in Male Goalball Players

    PubMed Central

    Molik, Bartosz; Morgulec-Adamowicz, Natalia; Kosmol, Andrzej; Perkowski, Krzysztof; Bednarczuk, Grzegorz; Skowroński, Waldemar; Gomez, Miguel Angel; Koc, Krzysztof; Rutkowska, Izabela; Szyman, Robert J

    2015-01-01

    Goalball is a Paralympic sport exclusively for athletes who are visually impaired and blind. The aims of this study were twofold: to describe game performance of elite male goalball players based upon the degree of visual impairment, and to determine if game performance was related to anthropometric characteristics of elite male goalball players. The study sample consisted of 44 male goalball athletes. A total of 38 games were recorded during the Summer Paralympic Games in London 2012. Observations were reported using the Game Efficiency Sheet for Goalball. Additional anthropometric measurements included body mass (kg), body height (cm), the arm span (cm) and length of the body in the defensive position (cm). The results differentiating both groups showed that the players with total blindness obtained higher means than the players with visual impairment for game indicators such as the sum of defense (p = 0.03) and the sum of good defense (p = 0.04). The players with visual impairment obtained higher results than those with total blindness for attack efficiency (p = 0.04), the sum of penalty defenses (p = 0.01), and fouls (p = 0.01). The study showed that athletes with blindness demonstrated higher game performance in defence. However, athletes with visual impairment presented higher efficiency in offensive actions. The analyses confirmed that body mass, body height, the arm span and length of the body in the defensive position did not differentiate players’ performance at the elite level. PMID:26834872

  5. Relations of Machiavellian behavior with sales performance of stockbrokers.

    PubMed

    Aziz, Abdul; May, Kim; Crotts, John C

    2002-04-01

    The hypothesis of a relationship between Machiavellian behavior and sales performance of Christie and Geis was tested with a sample of 110 stockbrokers. Scores on a measure called the Machiavellian Behavior scale were positively and significantly correlated with two self-reported measures of sales performance of the stock-brokers. Present results together with those of two earlier studies supported the hypothesis that salespeople with a Machiavellian orientation are likely to be more sucessful. Analysis of the data also indicated predictive validity and acceptable internal consistency of the Machiavellian Behavior scale. Limitations of the present study and a need for further research are discussed.

  6. Relation of Type A Behavior to Performance and Satisfaction among Sales Personnel.

    ERIC Educational Resources Information Center

    Matteson, Michael T.; And Others

    1984-01-01

    Investigated the relationship between Type A behavior, sales performance, and job satisfaction among 355 life insurance agents. No significant differences were found between Type A and B agents on sales performance and job satisfaction measures. Type A behavior was associated with stress and health complaints. (JAC)

  7. Conflict and Gaming in Instruction and Performance.

    ERIC Educational Resources Information Center

    Kowitz, Gerald T.; Smith, Jay C.

    1989-01-01

    Discussion of instruction and training to introduce new ideas and to improve performance focuses on the presence of conflict and the theory of games. Topics discussed include learner participation; Theory X; Theory Y; and Theory Z; and game rules, including control, scoring, changing rules, and ending the game. (25 references) (LRW)

  8. Energy Savings Performance Contract Energy Sales Agreement Toolkit

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

    None

    FEMP developed the Energy Savings Performance Contracting Energy Sales Agreement (ESPC ESA) Toolkit to provide federal agency contracting officers and other acquisition team members with information that will facilitate the timely execution of ESPC ESA projects.

  9. Creativity as Mediator for Intrinsic Motivation and Sales Performance

    ERIC Educational Resources Information Center

    Bodla, Mahmood A.; Naeem, Basharat

    2014-01-01

    Substantial theoretical and empirical literature indicates inconsistent performance implications of intrinsic motivation, suggesting the possibility of some explanatory mechanisms. However, little is known about the factors that might explain intrinsic motivation and sales force performance relation, particularly in highly competitive and…

  10. Video game performances are preserved in ADHD children compared with controls.

    PubMed

    Bioulac, Stéphanie; Lallemand, Stéphanie; Fabrigoule, Colette; Thoumy, Anne-Laure; Philip, Pierre; Bouvard, Manuel Pierre

    2014-08-01

    Although ADHD and excessive video game playing have received some attention, few studies have explored the performances of ADHD children when playing video games. The authors hypothesized that performances of ADHD children would be as good as those of control children in motivating video games tasks but not in the Continuous Performance Test II (CPT II). The sample consisted of 26 ADHD children and 16 control children. Performances of ADHD and control children were compared on three commercially available games, on the repetition of every game, and on the CPT II. ADHD children had lower performances on the CPT II than did controls, but they exhibited equivalent performances to controls when playing video games at both sessions and on all three games. When playing video games, ADHD children present no difference in inhibitory performances compared with control children. This demonstrates that cognitive difficulties in ADHD are task dependent. © 2012 SAGE Publications.

  11. Children's Narrative Development through Computer Game Authoring

    ERIC Educational Resources Information Center

    Robertson, Judy; Good, Judith

    2005-01-01

    Playing computer games is an extremely popular leisure activity for children. In fact, the computer games market in the UK is now double that of the video rental market, and substantially larger than cinema box office sales, and under people under the age of 18 make up 38% of these game players. Based on the popularity and strong motivational…

  12. Effects of Caffeine Supplementation on Performance in Ball Games.

    PubMed

    Chia, Jingyi Shannon; Barrett, Laura Ann; Chow, Jia Yi; Burns, Stephen Francis

    2017-12-01

    Although a large body of evidence exists documenting the ergogenic properties of caffeine, most studies have focused on endurance performance. However, findings from endurance sports cannot be generalized to performance in ball games where, apart from having a high level of endurance, successful athletic performances require a combination of physiological, technical and cognitive capabilities. The purpose of this review was to critically evaluate studies that have examined the effect of a single dose of caffeine in isolation on one or more of the following performance measures: total distance, sprint performance, agility, vertical jump performance and accuracy in ball games. Searches of three major databases resulted in 19 studies (invasion games: 13; net-barrier games: 6) that evaluated the acute effects of caffeine on human participants, provided the caffeine dose administered, and included a ball games specific task or simulated match. Improvements in sprint performance were observed in 8 of 10 studies (80%), and vertical jump in 7 of 8 studies (88%). Equivocal results were reported for distance covered, agility and accuracy. Minor side effects were reported in 4 of 19 studies reviewed. Pre-exercise caffeine ingestion between 3.0 and 6.0 mg/kg of body mass appears to be a safe ergogenic aid for athletes in ball games. However, the efficacy of caffeine varies depending on various factors, including, but not limited to, the nature of the game, physical status and caffeine habituation. More research is warranted to clarify the effects of caffeine on performance measures unique to ball games, such as agility and accuracy. It is essential that athletes, coaches and practitioners evaluate the risk-benefit ratio of caffeine ingestion strategies on an individual case-by-case basis.

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

    ERIC Educational Resources Information Center

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

    2012-01-01

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

  14. 10 CFR 625.5 - Failure to perform in accordance with SPR Contracts of Sale.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... SALE OF STRATEGIC PETROLEUM RESERVE PETROLEUM § 625.5 Failure to perform in accordance with SPR... petroleum sale contractual provisions, and such failure is not excused by those provisions, the Headquarters... SPR petroleum sales contracts. (b) Determination of ineligibility. No purchaser shall be made...

  15. 10 CFR 625.5 - Failure to perform in accordance with SPR Contracts of Sale.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... SALE OF STRATEGIC PETROLEUM RESERVE PETROLEUM § 625.5 Failure to perform in accordance with SPR... petroleum sale contractual provisions, and such failure is not excused by those provisions, the Headquarters... SPR petroleum sales contracts. (b) Determination of ineligibility. No purchaser shall be made...

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

    PubMed

    Putnam, Susan K; Carré, Justin M

    2012-09-01

    The authors examined the extent to which changes in testosterone concentrations before competition would be associated with performance among elite male hockey players. Saliva samples were collected on 2 noncompetition days (baseline) and before 2 playoff games (1 home game, 1 away game). Individual performance was assessed by the coaching staff after each game. Results indicated that changes in testosterone before competition predicted performance, but this effect was influenced by game location. Unexpectedly, the authors found a significant negative relationship between a rise in testosterone and performance for the away game and a nonsignificant positive relationship for the home game. These findings indicate that game location should be considered in studies examining the neuroendocrine correlates of athletic competition.

  17. Personality and job performance: test of the mediating effects of motivation among sales representatives.

    PubMed

    Barrick, Murray R; Stewart, Greg L; Piotrowski, Mike

    2002-02-01

    Research shows consistent relations between personality and job performance. In this study the authors develop and test a model of job performance that examines the mediating effects of cognitive-motivational work orientations on the relationships between personality traits and performance in a sales job (N = 164). Covariance structural analyses revealed proximal motivational variables to be influential mechanisms through which distal personality traits affect job performance. Specifically, striving for status and accomplishment mediate the effects of Extraversion and Conscientiousness on ratings of sales performance. Although Agreeableness was related to striving for communion, neither Agreeableness nor communion striving was related to success in this sales job. The importance of the proposed motivational orientations model is discussed.

  18. Performance test for prototype game for children with adhd

    NASA Astrophysics Data System (ADS)

    Bahana, R.; Gaol, F. L.; Wiguna, T.; Hendric, S. W. H. L.; Soewito, B.; Nugroho, E.; Dirgantoro, B. P.; Abdurachman, E.

    2018-03-01

    The gaming industry has become one of the fastest growing industries in the world. In recent years there have been several studies that have used games, especially computer-based ones to improve the executive function of children with Attention Deficit Hyperactivity Disorder (ADHD) especially in working memory improvements. There are still several obstacles in using computer-based games that have been circulating today in Indonesia. The aim of this research is to develop and create a prototype game that can be used to improve working memory of children with ADHD using Bahasa Indonesia. The prototype game application is a race game with matching colors and memory work tasks; developed using Construct2. Players will play as a driver, delivering certain fruits to specific homes with different colors. The game also included visuospatial tasks such as remembering the objects. For performance test, CPU utilization, average FPS and image memory usage has been tested in several browsers. In conclusion, the performance tests results show that the first type of the prototype game is good enough to be played in desktop or laptop.

  19. Play for Performance: Using Computer Games to Improve Motivation and Test-Taking Performance

    ERIC Educational Resources Information Center

    Dennis, Alan R.; Bhagwatwar, Akshay; Minas, Randall K.

    2013-01-01

    The importance of testing, especially certification and high-stakes testing, has increased substantially over the past decade. Building on the "serious gaming" literature and the psychology "priming" literature, we developed a computer game designed to improve test-taking performance using psychological priming. The game primed…

  20. The influence of in-game emotions on basketball performance.

    PubMed

    Uphill, Mark; Groom, Ryan; Jones, Marc

    2014-01-01

    This study examined the influence of emotions on performance in basketball. Six female basketball players were videotaped in six games. Frequency of performance behaviours was recorded minute-by-minute and indices of successful (SGI) and unsuccessful (UGI) game involvement derived for each player. Post-game, players reported the intensity of experienced emotions (anger, anxiety, embarrassment, excitement and happiness), and the time of the eliciting incident. The only emotion revealed as a significant predictor of SGI was happiness; both anger and embarrassment were significant predictors of increased UGI. Consideration of individual player analyses suggests that there is variation in the magnitude of the influence of emotions on performance and the extent to which this influence was helpful or harmful to performance. The study provides evidence that emotions are associated with changes in game behaviours in competition. Implications for further research examining the emotion-performance relationship are discussed.

  1. Development and Validation of the Basketball Offensive Game Performance Instrument

    ERIC Educational Resources Information Center

    Chen, Weiyun; Hendricks, Kristin; Zhu, Weimo

    2013-01-01

    The purpose of this study was to design and validate the Basketball Offensive Game Performance Instrument (BOGPI) that assesses an individual player's offensive game performance competency in basketball. Twelve physical education teacher education (PETE) students playing two 10-minute, 3 vs. 3 basketball games were videotaped at end of a…

  2. Lighting in digital game worlds: effects on affect and play performance.

    PubMed

    Knez, Igor; Niedenthal, Simon

    2008-04-01

    As a means of extending the significance of findings in experimental psychology and nonvisual psychological lighting research to digital game research, the present study was designed to investigate the impact of warm (reddish) and cool (bluish) simulated illumination in digital game worlds on game users' affect and play performance. In line with some previous findings, we predicted that lighting in a digital game world might, as in the real world, differently influence the nonvisual psychological mechanisms of affect, which in turn might enhance or impair the players' performance. It was shown that the players performed best and fastest in a game world lit with a warm (reddish) as compared to a cool (bluish) lighting. The former color of lighting also induced the highest level of pleasantness in game users. A regression analysis indicated tentatively that it was the level of pleasantness induced by the warm lighting that enhanced the players' better performance in that digital game world. It was also shown that high- as opposed to medium- or low-skilled players engage almost 2.5 times more per week in game playing. Given their skill, they performed significantly faster and felt significantly calmer and more relaxed in doing so.

  3. Effects of yearling sale purchase price, exercise history, lameness, and athletic performance on purchase price of Thoroughbreds at 2-year-old in-training sales.

    PubMed

    Preston, Stephanie A; Brown, Murray P; Chmielewski, Terese L; Trumble, Troy N; Zimmel, Dana N; Hernandez, Jorge A

    2012-12-01

    To determine the effects of yearling sale purchase price, exercise history, lameness, and athletic performance (speed) on purchase price of 2-year-old in-training Thoroughbreds and to compare the distance exercised within 60 days prior to 2-year-old in-training sales between horses with high yearling sale purchase prices versus those with low yearling sale purchase prices and between horses with lameness during training and those without lameness during training. Prospective study. 51 Thoroughbreds. Thoroughbreds purchased at a yearling sale were trained prior to resale at 2-year-old in-training sales. Amount of exercise and lameness status during training and speed of horses at 2-year-old in-training sales were determined. Data were analyzed via the Wilcoxon rank sum test and ANOVA. Median purchase price of horses at 2-year-old in-training sales was $37,000. The 2-year-old in-training sale purchase price was associated with yearling sale purchase price and distance galloped within 60 days prior to and speed recorded at 2-year-old in-training sales. Horses with high yearling sale purchase prices typically had high 2-year-old in-training sale purchase prices, had low distances galloped within 60 days prior to 2-year-old in-training sales, and were classified as fast at 2-year-old in-training sales. Lameness alone was not associated with 2-year-old in-training sales purchase price. However, lameness was associated with a low distance galloped before 2-year-old in-training sales, particularly for horses with a high yearling sale purchase price; this finding suggested that yearling sale purchase price can affect training management decisions for horses with lameness.

  4. Video game use and cognitive performance: does it vary with the presence of problematic video game use?

    PubMed

    Collins, Emily; Freeman, Jonathan

    2014-03-01

    Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other tasks. Consequently, this study compared gamers and nongamers in task switching ability, visual short-term memory, mental rotation, enumeration, and flanker interference, as well as investigated the influence of self-reported problematic video game use. A total of 66 participants completed the experiment, 26 of whom played action video games, including 20 problematic players. The results revealed no significant effect of playing action video games, nor any influence of problematic video game play. This indicates that the previously reported cognitive advantages in video game players may be restricted to specific task features or samples. Furthermore, problematic video game play may not have a detrimental effect on cognitive performance, although this is difficult to ascertain considering the lack of video game player advantage. More research is therefore sorely needed.

  5. Game Indicators Determining Sports Performance in the NBA

    PubMed Central

    Mikołajec, Kazimierz; Maszczyk, Adam; Zając, Tomasz

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

  6. Game Indicators Determining Sports Performance in the NBA.

    PubMed

    Mikołajec, Kazimierz; Maszczyk, Adam; Zając, Tomasz

    2013-01-01

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

  7. Girls' soccer performance and motivation: games vs technique approach.

    PubMed

    Chatzopoulos, Dimitris; Drakou, Amalia; Kotzamanidou, Marina; Tsorbatzoudis, Haralambos

    2006-10-01

    The purpose of this study was to investigate the effects of the Technique and Games approaches on girls' soccer performance and motivation. The Technique approach focuses on technique instruction using drills, whereas the Games approach places emphasis on tactic instruction with modified games. 37 girls, 12 to 13 years old, were taught 15 soccer lessons by the Technique approach and 35 girls by the Games approach. At the beginning and at the end of the research soccer matches were videotaped and evaluated by Oslin, Mitchell, and Griffin's Game Performance Assessment Instrument. Girls' motivation was assessed on the Intrinsic Motivation Inventory. The Games group had significantly better scores after training on tactical behaviour and intrinsic motivation than the Technique group. There were no significant differences in skill execution between groups trained under the two approaches. Considering the importance of intrinsic motivation for a lifelong, physically active lifestyle, researchers could focus study on the approaches and girls' motivation.

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

    PubMed Central

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

    2015-01-01

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

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

    PubMed

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

    2015-01-01

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

  10. Testing Game-Based Performance in Team-Handball.

    PubMed

    Wagner, Herbert; Orwat, Matthias; Hinz, Matthias; Pfusterschmied, Jürgen; Bacharach, David W; von Duvillard, Serge P; Müller, Erich

    2016-10-01

    Wagner, H, Orwat, M, Hinz, M, Pfusterschmied, J, Bacharach, DW, von Duvillard, SP, and Müller, E. Testing game-based performance in team-handball. J Strength Cond Res 30(10): 2794-2801, 2016-Team-handball is a fast paced game of defensive and offensive action that includes specific movements of jumping, passing, throwing, checking, and screening. To date and to the best of our knowledge, a game-based performance test (GBPT) for team-handball does not exist. Therefore, the aim of this study was to develop and validate such a test. Seventeen experienced team-handball players performed 2 GBPTs separated by 7 days between each test, an incremental treadmill running test, and a team-handball test game (TG) (2 × 20 minutes). Peak oxygen uptake (V[Combining Dot Above]O2peak), blood lactate concentration (BLC), heart rate (HR), sprinting time, time of offensive and defensive actions as well as running intensities, ball velocity, and jump height were measured in the game-based test. Reliability of the tests was calculated using an intraclass correlation coefficient (ICC). Additionally, we measured V[Combining Dot Above]O2peak in the incremental treadmill running test and BLC, HR, and running intensities in the team-handball TG to determine the validity of the GBPT. For the test-retest reliability, we found an ICC >0.70 for the peak BLC and HR, mean offense and defense time, as well as ball velocity that yielded an ICC >0.90 for the V[Combining Dot Above]O2peak in the GBPT. Percent walking and standing constituted 73% of total time. Moderate (18%) and high (9%) intensity running in the GBPT was similar to the team-handball TG. Our results indicated that the GBPT is a valid and reliable test to analyze team-handball performance (physiological and biomechanical variables) under conditions similar to competition.

  11. The Effects of Aerobic Exercise and Gaming on Cognitive Performance.

    PubMed

    Douris, Peter C; Handrakis, John P; Apergis, Demitra; Mangus, Robert B; Patel, Rima; Limtao, Jessica; Platonova, Svetlana; Gregorio, Aladino; Luty, Elliot

    2018-03-01

    The purpose of our study was to investigate the effects of video gaming, aerobic exercise (biking), and the combination of these two activities on the domains of cognitive performance: selective attention, processing speed, and executive functioning. The study was a randomized clinical trial with 40 subjects (mean age 23.7 ± 1.8 years) randomized to one of four thirty-minute conditions: video gaming, biking, simultaneous gaming and biking, and a control condition. Cognitive performance was measured pre and post condition using the Stroop test and Trails B test. A mixed design was utilized. While video gaming, biking, simultaneous gaming and biking conditions improved selective attention and processing speed (p < 0.05), only the bike condition improved the highest order of cognitive performance, executive function (p < 0.01). There were no changes in cognitive performance for the control condition. Previous studies have shown that if tasks approach the limits of attentional capacity there is an increase in the overall chance for errors, known as the dual-task deficit. Simultaneous biking and gaming may have surpassed attentional capacity limits, ultimately increasing errors during the executive function tests of our cognitive performance battery. The results suggest that the fatiguing effects of a combined physically and mentally challenging task that extends after the exercise cessation may overcome the eventual beneficial cognitive effects derived from the physical exercise.

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

    PubMed

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

    2016-07-01

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

  13. Performance indicators analysis at Brazilian and Italian women's volleyball leagues according to game location, game outcome, and set number.

    PubMed

    Campos, Fabio A D; Stanganélli, Luiz C R; Campos, Leandra C B; Pasquarelli, Bruno N; Gómez, Miguel-Angel

    2014-04-01

    This study was done to investigate the advantage of playing at home in elite women's volleyball leagues and the influence of performance indicators in the game score according to set number. The sample consisted of 240 games of the Brazilian Volleyball League (n = 132 games) and the Italian Volleyball League (n = 108 games) from the 2011-2012 season. The relationship of performance indicators (including serve, attack, block, and opponents' errors) with the game outcome (win or lose) was assessed. The results showed that there was a home advantage effect in women's volleyball leagues, with a higher prevalence of victory for the home teams in Brazilian and Italian leagues (58 and 56%, respectively). When related to the performance indicators and among the aspects that were most highly correlated with victory, the attack was the technical indicator that explained most of the results of volleyball games.

  14. Studying as fun and games: effects on college students' quiz performance.

    PubMed

    Neef, Nancy A; Perrin, Christopher J; Haberlin, Alayna T; Rodrigues, Lilian C

    2011-01-01

    We examined college students' participation in a game activity for studying course material on their subsequent quiz performance. Game conditions were alternated with another activity counterbalanced across two groups of students in a multielement design. Overall, the mean percentage correct on quizzes was higher during the game condition than in the no-game condition.

  15. Serious Games that Improve Performance

    NASA Technical Reports Server (NTRS)

    McGowan, Clement, III; Pecheux, Benjamin

    2010-01-01

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

  16. Influence of Teaching Games for Understanding on Game Performance, Knowledge, and Variables Related to Adherence in Youth Sailing

    ERIC Educational Resources Information Center

    Morales-Belando, Maria Trinidad; Arias-Estero, Jose L.

    2017-01-01

    Purpose: To determine whether a TGfU intervention improved participants' decision-making, skill execution, game performance, game involvement, game knowledge, enjoyment, perceived competence, and intention to continue practicing sailing. Method: Participants were 19 sailors (age: M = 8.44, SD = 1.24 years old). This study followed a mixed-methods…

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

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  18. Effects of small-sided games on physical conditioning and performance in young soccer players.

    PubMed

    Katis, Athanasios; Kellis, Eleftherios

    2009-01-01

    The purpose of this study was to examine, first, the movement actions performed during two different small-sided games and, second, their effects on a series of field endurance and technical tests. Thirty-four young soccer players (age: 13 ± 0.9 yrs; body mass: 62.3 ± 15.1 kg; height: 1.65 ± 0.06 m) participated in the study. Small-sided games included three-a-side (3 versus 3 players) and six-a-side (6 versus 6 players) games consisting of 10 bouts of 4 min duration with 3 min active recovery between bouts. Soccer player performance was evaluated using five field tests: a) 30m sprint, b) throw-in for distance, c) Illinois Agility Test, d) dribbling the ball and e) horizontal jump before, in the middle and after the implementation of both game situations. Heart rate was monitored during the entire testing session. Each game was also filmed to measure soccer movements within the game. The ANOVA analysis indicated that the three-a- side games displayed significantly higher heart rate values compared with the six-a-side games (p < 0.05). The number of short passes, kicks, tackles, dribbles and scoring goals were significantly higher during the three-a-side compared with the six-a-side game condition (p < 0. 05) while players performed more long passes and headed the ball more often during the six-a-side (p < 0.05). After the three-a-side games, there was a significant decline in sprint and agility performance (p < 0.05), while after both game conditions significant alterations in the throw-in and the horizontal jump performance were observed (p < 0.05). The results of the present study indicated that three-a-side games provide higher stimulus for physical conditioning and technical improvement than six-a-side games and their use for training young soccer players is recommended. Key pointsThree-a-side games display higher HR compared with six-a-side games.In the three-a-side games players performed more short passes, kicks, dribbles, tackles and scored more goals

  19. Evaluation of Game Performance in Elite Male Sitting Volleyball Players.

    PubMed

    Molik, Bartosz; Morgulec-Adamowicz, Natalia; Marszałek, Jolanta; Kosmol, Andrzej; Rutkowska, Izabela; Jakubicka, Alicja; Kaliszewska, Ewelina; Kozłowski, Robert; Kurowska, Monika; Ploch, Elwira; Mustafins, Pavel; Gómez, Miguel-Ángel

    2017-04-01

    The aims of the current study were (a) to analyze the differences in game performances of sitting volleyball athletes representing the different types of disabilities and (b) to assess whether the seated position vertical reach is one of the crucial factors in the game performance level of sitting volleyball athletes. One hundred male athletes from various national teams participating in the European Championships in Sitting Volleyball (2009) took part in this study. The athletes were categorized according to type of disability and the results of the vertical reach in a seated position. Thirtysix games were analyzed using the Game Performance Sheet for Sitting Volleyball. Twenty-three game performance parameters were studied. In addition, the sum and effectiveness of attacks, blocks, block services, services, ball receiving, and defensive actions were calculated. The main results indicated significant differences between athletes with minimal disability and athletes with single amputations from above the knee in the level of defensive performances and the summation of defensive actions. There was also a significant difference between athletes in relation to their vertical reach during activity and attacking actions, blocks, and ball receiving. In addition, there were strong relationships between the players' vertical reach scores and their activity and effectiveness in sitting volleyball. In conclusion, the accuracy of the World Organization Volleyball for Disabled classification systems for sitting volleyball players was confirmed. There is a strong relationship between players' vertical reach and their effectiveness in sitting volleyball.

  20. 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…

  1. Performance Analysis of GAME: A Generic Automated Marking Environment

    ERIC Educational Resources Information Center

    Blumenstein, Michael; Green, Steve; Fogelman, Shoshana; Nguyen, Ann; Muthukkumarasamy, Vallipuram

    2008-01-01

    This paper describes the Generic Automated Marking Environment (GAME) and provides a detailed analysis of its performance in assessing student programming projects and exercises. GAME has been designed to automatically assess programming assignments written in a variety of languages based on the "structure" of the source code and the correctness…

  2. Studying as Fun and Games: Effects on College Students' Quiz Performance

    ERIC Educational Resources Information Center

    Neef, Nancy A.; Perrin, Christopher J.; Haberlin, Alayna T.; Rodrigues, Lilian C.

    2011-01-01

    We examined college students' participation in a game activity for studying course material on their subsequent quiz performance. Game conditions were alternated with another activity counterbalanced across two groups of students in a multielement design. Overall, the mean percentage correct on quizzes was higher during the game condition than…

  3. Hospital treatment as a foal does not adversely affect future sales performance in Thoroughbred horses.

    PubMed

    Corley, K T T; Corley, M M B

    2012-02-01

    Many Thoroughbred foals are intended to be sold at public auction. The impact of disease conditions necessitating hospital treatment as a foal on future sales performance is unknown. To determine whether Thoroughbred horses that were treated in a hospital before age 125 days and presented to public auction sell for a different mean price than controls. Foals aged < 125 days, treated at a hospital in Ireland in 2007 or 2008 and presented for sale to a public auction recorded on a publicly accessible database were selected for inclusion in the study. The sales outcome of these subjects was compared to that of 6 controls for each subject, consisting of the 3 horses that were presented to the same sale immediately before and immediately after the subject. Results were controlled for the sale at which the animal presented and the sex of the subject and controls. Sixty-three subjects were presented to public auction: 19 at the foal sales, 39 at the yearling sales and 5 at the 2-year-old sales. Forty-five subjects were sold. There was no difference in the mean sales price (subjects Euros 38,207; controls Euros 35,026) or percentage of animals sold (subjects 71.4%; controls 66.4%) between subjects and controls. If Thoroughbred horses are presented for public auction following hospital treatment as a foal, there is no impact on sales outcome. This information may help commercial breeders of Thoroughbred foals make informed decisions about treatment of their foals.

  4. Influence of Number of Contact Efforts on Running Performance During Game-Based Activities.

    PubMed

    Johnston, Rich D; Gabbett, Tim J; Jenkins, David G

    2015-09-01

    To determine the influence the number of contact efforts during a single bout has on running intensity during game-based activities and assess relationships between physical qualities and distances covered in each game. Eighteen semiprofessional rugby league players (age 23.6 ± 2.8 y) competed in 3 off-side small-sided games (2 × 10-min halves) with a contact bout performed every 2 min. The rules of each game were identical except for the number of contact efforts performed in each bout. Players performed 1, 2, or 3 × 5-s wrestles in the single-, double-, and triple-contact game, respectively. The movement demands (including distance covered and intensity of exercise) in each game were monitored using global positioning system units. Bench-press and back-squat 1-repetition maximum and the 30-15 Intermittent Fitness Test (30-15IFT) assessed muscle strength and high-intensity-running ability, respectively. There was little change in distance covered during the single-contact game (ES = -0.16 to -0.61), whereas there were larger reductions in the double- (ES = -0.52 to -0.81) and triple-contact (ES = -0.50 to -1.15) games. Significant relationships (P < .05) were observed between 30-15IFT and high-speed running during the single- (r = .72) and double- (r = .75), but not triple-contact (r = .20) game. There is little change in running intensity when only single contacts are performed each bout; however, when multiple contacts are performed, greater reductions in running intensity result. In addition, high-intensity-running ability is only associated with running performance when contact demands are low.

  5. Performance Assessment in Serious Games: Compensating for the Effects of Randomness

    ERIC Educational Resources Information Center

    Westera, Wim

    2016-01-01

    This paper is about performance assessment in serious games. We conceive serious gaming as a process of player-lead decision taking. Starting from combinatorics and item-response theory we provide an analytical model that makes explicit to what extent observed player performances (decisions) are blurred by chance processes (guessing behaviors). We…

  6. Air Defense: A Computer Game for Research in Human Performance.

    DTIC Science & Technology

    1981-07-01

    warfare (ANW) threat analysis. M’ajor elements of the threat analysis problem \\\\,erc eoibedded in an interactive air detoense game controlled by a...The game requires sustained attention to a complex and interactive "hostile" environment, provides proper experimental control of relevant variables...AD-A102 725 NAVY PERSONNEL RESEARCH AND DEVELOPMENT CENTER SAN DETC F/6 5/10 AIR DEFENSE: A COMPUTER GAME FOR RESEARCH IN HUMAN PERFORMANCE.(U) JUL

  7. Examining the Roles of Reasoning and Working Memory in Predicting Casual Game Performance across Extended Gameplay.

    PubMed

    Kranz, Michael B; Baniqued, Pauline L; Voss, Michelle W; Lee, Hyunkyu; Kramer, Arthur F

    2017-01-01

    The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4-5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: (1) puzzle-based games played adaptively across sessions and (2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the puzzle-based adaptive games but not for the speeded switching non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by showing differential relationships of fluid abilities across different game types and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance, and provides potential directions for game-based cognitive training research.

  8. Examining the Roles of Reasoning and Working Memory in Predicting Casual Game Performance across Extended Gameplay

    PubMed Central

    Kranz, Michael B.; Baniqued, Pauline L.; Voss, Michelle W.; Lee, Hyunkyu; Kramer, Arthur F.

    2017-01-01

    The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4–5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: (1) puzzle-based games played adaptively across sessions and (2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the puzzle-based adaptive games but not for the speeded switching non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by showing differential relationships of fluid abilities across different game types and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance, and provides potential directions for game-based cognitive training research. PMID:28326042

  9. Effect of Playing Video Games on Laparoscopic Skills Performance: A Systematic Review.

    PubMed

    Glassman, Daniel; Yiasemidou, Marina; Ishii, Hiro; Somani, Bhaskar Kumar; Ahmed, Kamran; Biyani, Chandra Shekhar

    2016-02-01

    The advances in both video games and minimally invasive surgery have allowed many to consider the potential positive relationship between the two. This review aims to evaluate outcomes of studies that investigated the correlation between video game skills and performance in laparoscopic surgery. A systematic search was conducted on PubMed/Medline and EMBASE databases for the MeSH terms and keywords including "video games and laparoscopy," "computer games and laparoscopy," "Xbox and laparoscopy," "Nintendo Wii and laparoscopy," and "PlayStation and laparoscopy." Cohort, case reports, letters, editorials, bulletins, and reviews were excluded. Studies in English, with task performance as primary outcome, were included. The search period for this review was 1950 to December 2014. There were 57 abstracts identified: 4 of these were found to be duplicates; 32 were found to be nonrelevant to the research question. Overall, 21 full texts were assessed; 15 were excluded according to the Medical Education Research Study Quality Instrument quality assessment criteria. The five studies included in this review were randomized controlled trials. Playing video games was found to reduce error in two studies (P 0.002 and P 0.045). For the same studies, however, several other metrics assessed were not significantly different between the control and intervention group. One study showed a decrease in the time for the group that played video games (P 0.037) for one of two laparoscopic tasks performed. In the same study, however, when the groups were reversed (initial control group became intervention and vice versa), a difference was not demonstrated (P for peg transfer 1 - 0.465, P for cobra robe - 0.185). Finally, two further studies found no statistical difference between the game playing group and the control group's performance. There is a very limited amount of evidence to support that the use of video games enhances surgical simulation performance.

  10. Violent Video Games Exposed: A Blow by Blow Account of Senseless Violence in Games.

    PubMed

    Krantz, Andrew; Shukla, Vipul; Knox, Michele; Schrouder, Karyssa

    2017-01-02

    Violent video game (VVG) use has repeatedly been found to be associated with hostile expectations about others, desensitization to violence, decreased empathy and prosocial behavior, and aggressive thoughts and behaviors. Although these research findings have been widely publicized, VVGs remain the most extensively played games and represent a multi-billion dollar industry. Although VVGs are typically rated "mature," indicating they are not suitable for youths, they are often purchased for youths. This may be in part because there is currently no system available to consumers that thoroughly describes the content of video games, and much of the public is unaware of the types of violence that characterize game play. The purpose of this paper is to describe the violent content of some of the top VVGs, based on sales. For the purposes of this issue, acts of senseless, unprovoked violence will be described in detail.

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

    ERIC Educational Resources Information Center

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

    2008-01-01

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

  12. 10 CFR 625.3 - Standard sales provisions.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... conditions of sale, and purchaser financial and performance responsibility measures, or descriptions thereof... and conditions, or financial and performance responsibility measures, shall apply to a particular sale... contractual provisions and financial and performance responsibility measures which the Notice of Sale makes...

  13. 10 CFR 625.3 - Standard sales provisions.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... conditions of sale, and purchaser financial and performance responsibility measures, or descriptions thereof... and conditions, or financial and performance responsibility measures, shall apply to a particular sale... contractual provisions and financial and performance responsibility measures which the Notice of Sale makes...

  14. Effects of online games on student performance in undergraduate physics

    NASA Astrophysics Data System (ADS)

    Sadiq, Irfan

    The present state of physics teaching and learning is a reflection of the difficulty of the subject matter which has resulted in students' low motivation toward physics as well as lack of meaningful and deeper learning experiences. In light of an overall decline in interest in physics, an investigation of alternate teaching and learning methods and tools was appropriate. The research posed the following question: To what extent do online games about kinematics and two-dimensional motion impact student performance in undergraduate general physics as measured by a unit posttest? Two intact classes of 20 students each were randomly assigned to either the experimental group or the control group. Only the experimental group received the treatment of using online games. The duration of topics covered in the game content was identical to the lecture on kinematics and two-dimensional motion. Instructors for the experimental group incorporated online games in their regular classroom teaching, whereas those in the control group continued with their previously used curriculum without games. This study was conducted in three weekly sessions. Although students were not selected using random sampling, existing classes were randomly assigned to either the experimental group or the control group. There were 20 students in the experimental group and 20 students in the control group. The independent samples t test was conducted to compare the means of two independently sampled experimental and control groups. Analysis of covariance (ANCOVA) was used to determine if the two groups were significantly different with regard to their general physics performance on the posttest while controlling for the pretest scores. Analysis of posttest and pretest scores revealed that game-based learning did not significantly impact student performance.

  15. Effects of Performance Versus Game-Based Mobile Applications on Response to Exercise.

    PubMed

    Gillman, Arielle S; Bryan, Angela D

    2016-02-01

    Given the popularity of mobile applications (apps) designed to increase exercise participation, it is important to understand their effects on psychological predictors of exercise behavior. This study tested a performance feedback-based app compared to a game-based app to examine their effects on aspects of immediate response to an exercise bout. Twenty-eight participants completed a 30-min treadmill run while using one of two randomly assigned mobile running apps: Nike + Running, a performance-monitoring app which theoretically induces an associative, goal-driven state, or Zombies Run!, an app which turns the experience of running into a virtual reality game, theoretically inducing dissociation from primary exercise goals. The two conditions did not differ on primary motivational state outcomes; however, participants reported more associative attentional focus in the performance-monitoring app condition compared to more dissociative focus in the game-based app condition. Game-based and performance-tracking running apps may not have differential effects on goal motivation during exercise. However, game-based apps may help recreational exercisers dissociate from exercise more readily. Increasing the enjoyment of an exercise bout through the development of new and innovative mobile technologies is an important avenue for future research.

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

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-04-27

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

  17. Lemonade's the Name, Simulation's the Game.

    ERIC Educational Resources Information Center

    Friel, Susan

    1983-01-01

    Provides a detailed description of Lemonade, a business game designed to introduce elementary and secondary students to the basics of business; i.e., problem solving strategies, hypothesis formulation and testing, trend analysis, prediction, comparative analysis, and effects of such factors as advertising and climatic conditions on sales and…

  18. Air pollution, athletic health and performance at the Olympic Games.

    PubMed

    Fitch, Ken

    2016-01-01

    The objective of this study was to briefly review air pollution and its effects on athletes' health and performance and to examine air quality (AQ) at specific Olympic Summer Games between 1964 and 2008. It will focus on any attempts made by the cities hosting these Olympics to improve AQ for the Games and if undertaken, how successful these were. The author had a medical role at five of the seven Olympic Games that will be examined and hence has personal experiences. Information was obtained from the readily accessible official reports of the Olympic Games, relevant published papers and books and the internet. For each of these seven Olympic Games, monitoring AQ was far below current acceptable standards and for the majority, minimal or no data on major pollutants was available. From what can be ascertained, at these Games, AQ varied but was less than optimal in most if not all. Nevertheless, there were few reported or known unfavorable effects on the health of Olympic athletes. To date, there have been few reported consequences of sub-optimal AQ at Olympic Games. The focus on AQ at Olympic Games has gradually increased over the past five decades and is expected to continue into the future.

  19. Comparing Active Game-Playing Scores and Academic Performances of Elementary School Students

    ERIC Educational Resources Information Center

    Kert, Serhat Bahadir; Köskeroglu Büyükimdat, Meryem; Uzun, Ahmet; Çayiroglu, Beytullah

    2017-01-01

    In the educational sciences, many discussions on the use of computer games occur. Most of the scientists believe that traditional computer games are time-consuming software and that game-playing activities negatively affect students' academic performance. In this study, the accuracy of this general opinion was examined by focusing on the real…

  20. Sales Training for Army Recruiter Success: Modeling the Sales Strategies and Skills of Excellent Recruiters

    DTIC Science & Technology

    1987-11-01

    strategies used by excellent Army recruiters. Neurolinguistic programming (NLP) was used as the protocol for modeling performance and acquiring...Behavioral and Social Sciences 3001 Eisenhower Avenue, Alexandria, VA 22333-5600 10. PROGRAM ELEMENT. PROJECT. TASK ARE* 4 WORK UNIT...Modeling ’Expert knowledge,, Neurolinguistics Knowledge engineering; Recruiting Sales, &’ Sales cycle Sales skills Sales strategies 20

  1. Young children's video/computer game use: relations with school performance and behavior.

    PubMed

    Hastings, Erin C; Karas, Tamara L; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon

    2009-10-01

    This study examined the amount and content of children's video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child's game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects.

  2. 13 CFR 120.433 - What are SBA's other requirements for sales and sales of participating interests?

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... for sales and sales of participating interests? 120.433 Section 120.433 Business Credit and Assistance... requirements for sales and sales of participating interests? SBA requires the following: (a) The Lender must be... Lender has satisfactory SBA performance, as determined by SBA in its discretion. The Lender's Risk Rating...

  3. 13 CFR 120.433 - What are SBA's other requirements for sales and sales of participating interests?

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... for sales and sales of participating interests? 120.433 Section 120.433 Business Credit and Assistance... requirements for sales and sales of participating interests? SBA requires the following: (a) The Lender must be... Lender has satisfactory SBA performance, as determined by SBA in its discretion. The Lender's Risk Rating...

  4. The Effects of Game Strategy and Preference-Matching on Flow Experience and Programming Performance in Game-Based Learning

    ERIC Educational Resources Information Center

    Wang, Li-Chun; Chen, Ming-Puu

    2010-01-01

    Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…

  5. The effects of video game experience and active stereoscopy on performance in combat identification tasks.

    PubMed

    Keebler, Joseph R; Jentsch, Florian; Schuster, David

    2014-12-01

    We investigated the effects of active stereoscopic simulation-based training and individual differences in video game experience on multiple indices of combat identification (CID) performance. Fratricide is a major problem in combat operations involving military vehicles. In this research, we aimed to evaluate the effects of training on CID performance in order to reduce fratricide errors. Individuals were trained on 12 combat vehicles in a simulation, which were presented via either a non-stereoscopic or active stereoscopic display using NVIDIA's GeForce shutter glass technology. Self-report was used to assess video game experience, leading to four between-subjects groups: high video game experience with stereoscopy, low video game experience with stereoscopy, high video game experience without stereoscopy, and low video game experience without stereoscopy. We then tested participants on their memory of each vehicle's alliance and name across multiple measures, including photographs and videos. There was a main effect for both video game experience and stereoscopy across many of the dependent measures. Further, we found interactions between video game experience and stereoscopic training, such that those individuals with high video game experience in the non-stereoscopic group had the highest performance outcomes in the sample on multiple dependent measures. This study suggests that individual differences in video game experience may be predictive of enhanced performance in CID tasks. Selection based on video game experience in CID tasks may be a useful strategy for future military training. Future research should investigate the generalizability of these effects, such as identification through unmanned vehicle sensors.

  6. Gaming is related to enhanced working memory performance and task-related cortical activity.

    PubMed

    Moisala, M; Salmela, V; Hietajärvi, L; Carlson, S; Vuontela, V; Lonka, K; Hakkarainen, K; Salmela-Aro, K; Alho, K

    2017-01-15

    Gaming experience has been suggested to lead to performance enhancements in a wide variety of working memory tasks. Previous studies have, however, mostly focused on adult expert gamers and have not included measurements of both behavioral performance and brain activity. In the current study, 167 adolescents and young adults (aged 13-24 years) with different amounts of gaming experience performed an n-back working memory task with vowels, with the sensory modality of the vowel stream switching between audition and vision at random intervals. We studied the relationship between self-reported daily gaming activity, working memory (n-back) task performance and related brain activity measured using functional magnetic resonance imaging (fMRI). The results revealed that the extent of daily gaming activity was related to enhancements in both performance accuracy and speed during the most demanding (2-back) level of the working memory task. This improved working memory performance was accompanied by enhanced recruitment of a fronto-parietal cortical network, especially the dorsolateral prefrontal cortex. In contrast, during the less demanding (1-back) level of the task, gaming was associated with decreased activity in the same cortical regions. Our results suggest that a greater degree of daily gaming experience is associated with better working memory functioning and task difficulty-dependent modulation in fronto-parietal brain activity already in adolescence and even when non-expert gamers are studied. The direction of causality within this association cannot be inferred with certainty due to the correlational nature of the current study. Copyright © 2016 Elsevier B.V. All rights reserved.

  7. Architecture for high performance stereoscopic game rendering on Android

    NASA Astrophysics Data System (ADS)

    Flack, Julien; Sanderson, Hugh; Shetty, Sampath

    2014-03-01

    Stereoscopic gaming is a popular source of content for consumer 3D display systems. There has been a significant shift in the gaming industry towards casual games for mobile devices running on the Android™ Operating System and driven by ARM™ and other low power processors. Such systems are now being integrated directly into the next generation of 3D TVs potentially removing the requirement for an external games console. Although native stereo support has been integrated into some high profile titles on established platforms like Windows PC and PS3 there is a lack of GPU independent 3D support for the emerging Android platform. We describe a framework for enabling stereoscopic 3D gaming on Android for applications on mobile devices, set top boxes and TVs. A core component of the architecture is a 3D game driver, which is integrated into the Android OpenGL™ ES graphics stack to convert existing 2D graphics applications into stereoscopic 3D in real-time. The architecture includes a method of analyzing 2D games and using rule based Artificial Intelligence (AI) to position separate objects in 3D space. We describe an innovative stereo 3D rendering technique to separate the views in the depth domain and render directly into the display buffer. The advantages of the stereo renderer are demonstrated by characterizing the performance in comparison to more traditional render techniques, including depth based image rendering, both in terms of frame rates and impact on battery consumption.

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

    PubMed

    Anand, Vivek

    2007-08-01

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

  9. Young Children’s Video/Computer Game Use: Relations with School Performance and Behavior

    PubMed Central

    Hastings, Erin C.; Karas, Tamara L.; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon

    2011-01-01

    This study examined the amount and content of children’s video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child’s game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects. PMID:19742374

  10. Prior video game exposure does not enhance robotic surgical performance.

    PubMed

    Harper, Jonathan D; Kaiser, Stefan; Ebrahimi, Kamyar; Lamberton, Gregory R; Hadley, H Roger; Ruckle, Herbert C; Baldwin, D Duane

    2007-10-01

    Prior research has demonstrated that counterintuitive laparoscopic surgical skills are enhanced by experience with video games. A similar relation with robotic surgical skills has not been tested. The purpose of this study was to determine whether prior video-game experience enhances the acquisition of robotic surgical skills. A series of 242 preclinical medical students completed a self-reported video-game questionnaire detailing the frequency, duration, and peak playing time. The 10 students with the highest and lowest video-game exposure completed a follow-up questionnaire further quantifying video game, sports, musical instrument, and craft and hobby exposure. Each subject viewed a training video demonstrating the use of the da Vinci surgical robot in tying knots, followed by 3 minutes of proctored practice time. Subjects then tied knots for 5 minutes while an independent blinded observer recorded the number of knots tied, missed knots, frayed sutures, broken sutures, and mechanical errors. The mean playing time for the 10 game players was 15,136 total hours (range 5,840-30,000 hours). Video-game players tied fewer knots than nonplayers (5.8 v 9.0; P = 0.04). Subjects who had played sports for at least 4 years had fewer mechanical errors (P = 0.04), broke fewer sutures (P = 0.01), and committed fewer total errors (P = 0.01). Similarly, those playing musical instruments longer than 5 years missed fewer knots (P = 0.05). In the extremes of video-game experience tested in this study, game playing was inversely correlated with the ability to learn robotic suturing. This study suggests that advanced surgical skills such as robotic suturing may be learned more quickly by athletes and musicians. Prior extensive video-game exposure had a negative impact on robotic performance.

  11. Elite Youth Soccer Players' Physiological Responses, Time-Motion Characteristics, and Game Performance in 4 vs. 4 Small-Sided Games: The Influence of Coach Feedback.

    PubMed

    Brandes, Mirko; Elvers, Sebastian

    2017-10-01

    The purpose of this study was to determine the impact of mild vs. strongly pushed coach feedback on the physiological response, ratio of perceived exertion (RPE), and time-motion characteristics in soccer training with small-sided games (SSGs). Sixteen elite youth soccer players (aged 17.2 ± 0.7 years, V[Combining Dot Above]O2max 62.1 ± 3.8 ml·kg·min) played two 4 vs. 4 small-sided games each. In random order, the coach provided a mild, unobtrusive, or a strongly pushed feedback throughout the game. Physiological measurements included heart rate expressed in mean values and intensity zones, blood lactate concentration, and RPE. The distance traveled, number of sprints, and work:rest ratio were captured by global positioning systems at 5 Hz. Game performance, such as volume of play and efficacy index, was estimated using the Team Sports Assessment Procedure. No differences were found for the physiological response and time-motion characteristics, but effect sizes demonstrated an increase in RPE (+0.4, p = 0.27) and a decrease in game performance (e.g., volume of play, -2.5, p = 0.08) under pushed feedback. Although a pushed feedback raises RPE, it negatively affected the players' game performance, without necessarily provoking higher physiological responses. These results should help coaches to understand that modifying the type of feedback provided during SSG does not impact the physiological response if SSG are already played with high intensity but that the feedback affects RPE and game performance. To keep a better game performance, soccer coaches are encouraged to provide smooth feedback during SSG.

  12. Association between post-game recovery protocols, physical and perceived recovery, and performance in elite Australian Football League players.

    PubMed

    Bahnert, Andrew; Norton, Kevin; Lock, Phillip

    2013-03-01

    To determine the associations between post-game recovery protocols and physical and perceptual recovery, and game performance in Australian Football League players. A longitudinal quasi-experimental study design was used across a season. A full squad of 44 footballers was monitored weekly across a 23-game season. Players were required to choose from a number of recovery modalities available immediately post-game. These included floor stretching, pool stretching, bike active recovery, pool active recovery, cold-water immersion, contrast therapy and use of a compression garment. Perceptual measures of recovery were recorded throughout the week and a test of physical performance was conducted two days post-game. Game performance ratings were also recorded. The associations between the post-game recovery protocols chosen and players' perceived recovery, and physical and game performances were determined by the association rule data-mining strategy. Statistically significant associations were found between a number of post-game recovery protocols and perceptual recovery. In general, players who chose cold-water immersion, floor stretching, no active recovery (neither bike or pool) and the use of a compression garment post-game, had an increased probability of reporting greater perceptual recovery across the following week, relative to all other permutations of recovery protocols chosen. There were no associations found between post-game recovery protocol combinations and physical recovery. No associations were found between the post-game recovery methods and the next game performance. Perceptual recovery among players was enhanced through the selection of specific combinations of recovery protocols post game. However, no links were found between recovery protocols and physical or game performance measures. Copyright © 2012 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  13. Association between television, movie, and video game exposure and school performance.

    PubMed

    Sharif, Iman; Sargent, James D

    2006-10-01

    The relationship between media exposure and school performance has not been studied extensively in adolescents. The purpose of this work was to test the relative effects of television, movie, and video game screen time and content on adolescent school performance. We conducted a population-based cross-sectional survey of middle school students (grades 5-8) in the Northeastern United States. We looked at weekday television and video game screen time, weekend television and video game screen time, cable movie channel availability, parental R-rated movie restriction, and television content restriction. The main outcome was self-report of school performance (excellent, good, average, or below average). We used ordinal logistic-regression analysis to test the independent effects of each variable, adjusting for demographics, child personality, and parenting style. There were 4508 students who participated in the study; gender was equally represented, and 95% were white. In multivariate analyses, after adjusting for other covariates, the odds of poorer school performance increased with increasing weekday television screen time and cable movie channel availability and decreased with parental restriction of television content restriction. As compared with children whose parents never allowed them to watch R-rated movies, children who watched R-rated movies once in a while, sometimes, or all of the time had significantly increased cumulative odds of poorer school performance. Weekend screen time and video game use were not associated with school performance. We found that both content exposure and screen time had independent detrimental associations with school performance. These findings support parental enforcement of American Academy of Pediatrics guidelines for media time (particularly weekdays) and content limits to enhance school success.

  14. A longitudinal cross-level model of leader and salesperson influences on sales force technology use and performance.

    PubMed

    Mathieu, John; Ahearne, Michael; Taylor, Scott R

    2007-03-01

    The authors examined the influence of the introduction of a new suite of technology tools on the performance of 592 salespersons. They hypothesized that the salespersons' work experience would have a negative effect on their technology self-efficacy, which in turn would relate positively to their use of technology. Sales performance was hypothesized to be positively related to both past performance and the use of new technology tools. Further, the authors hypothesized that leaders' commitment to sales technology would enhance salespersons' technology self-efficacy and usage, and leaders' empowering behaviors would influence salespersons' technology self-efficacy and moderate the individual-level relationships. Hierarchical linear modeling analyses confirmed all of the hypothesized individual-level relationships and most of the cross-level relationships stemming from average leader behaviors. In particular, empowering leadership exhibited multiple cross-level interactions, as anticipated. Results are discussed in terms of the importance of social-psychological factors related to the success of sales force technology interventions. (c) 2007 APA, all rights reserved.

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

    PubMed

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

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

  16. Video Game Playing and Academic Performance in College Students

    ERIC Educational Resources Information Center

    Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R.

    2012-01-01

    The relations between media consumption, especially TV viewing, and school performance have been extensively examined. However, even though video game playing may have replaced TV viewing as the most frequent form of media usage, relatively little research has examined its relations to school performance, especially in older students. We surveyed…

  17. Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes

    ERIC Educational Resources Information Center

    Woo, Jeng-Chung

    2014-01-01

    Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…

  18. Relationship Between Maximum Aerobic Speed Performance and Distance Covered in Rugby Union Games.

    PubMed

    Swaby, Rick; Jones, Paul A; Comfort, Paul

    2016-10-01

    Swaby, R, Jones, PA, and Comfort, P. Relationship between maximum aerobic speed performance and distance covered in rugby union games. J Strength Cond Res 30(10): 2788-2793, 2016-Researchers have shown a clear relationship between aerobic fitness and the distance covered in professional soccer, although no research has identified such a relationship in rugby union. Therefore, the aim of the study was to identify whether there was a relationship between maximal aerobic speed (MAS) and the distance covered in rugby union games. Fourteen professional rugby union players (age = 26 ± 6 years, height = 1.90 ± 0.12 m, mass = 107.1 ± 24.1 kg) participated in this investigation. Each player performed a MAS test on 3 separate occasions during the preseason, to determine reliability and provide baseline data, and participated in 6 competitive games during the early stages of the season. Game data were collected using global positioning system technology. No significant difference (p > 0.05) in total distance covered was observed between games. Relationships between players' MAS and the average distance covered from 6 competitive games were explored using Pearson's correlation coefficients, with MAS performance showing a strong relationship with distance covered during match play (r = 0.746, p < 0.001). Significantly greater (p = 0.001, Cohen's d = 2.29) distances were covered by backs (6,544 ± 573 m) compared with the forwards (4,872 ± 857 m) during a game. Similarly, backs recorded a significantly (p = 0.001, Cohen's d = 2.20) higher MAS (4.9 ± 0.13 m·s) compared with the forwards (4.2 ± 0.43 m·s). Results of the study illustrate the importance of developing high levels of aerobic fitness to increase the distance that the athlete covers in the game.

  19. 75 FR 59290 - In the Matter of Certain Game Controllers; Notice of Commission Determination Not To Review an...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-09-27

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-715] In the Matter of Certain Game Controllers; Notice of Commission Determination Not To Review an Initial Determination Terminating the..., or the sale within the United States after importation of certain game controllers by reason of...

  20. The effect of video game "warm-up" on performance of laparoscopic surgery tasks.

    PubMed

    Rosser, James C; Gentile, Douglas A; Hanigan, Kevin; Danner, Omar K

    2012-01-01

    Performing laparoscopic procedures requires special training and has been documented as a significant source of surgical errors. "Warming up" before performing a task has been shown to enhance performance. This study investigates whether surgeons benefit from "warming up" using select video games immediately before performing laparoscopic partial tasks and clinical tasks. This study included 303 surgeons (249 men and 54 women). Participants were split into a control (n=180) and an experimental group (n=123). The experimental group played 3 previously validated video games for 6 minutes before task sessions. The Cobra Rope partial task and suturing exercises were performed immediately after the warm-up sessions. Surgeons who played video games prior to the Cobra Rope drill were significantly faster on their first attempt and across all 10 trials. The experimental and control groups were significantly different in their total suturing scores (t=2.28, df=288, P<.05). The overall Top Gun score showed that the experimental group performed marginally better overall. This study demonstrates that subjects completing "warming-up" sessions with select video games prior to performing laparoscopic partial and clinical tasks (intracorporeal suturing) were faster and had fewer errors than participants not engaging in "warm-up." More study is needed to determine whether this translates into superior procedural execution in the clinical setting.

  1. 76 FR 9962 - Surety Bond Guarantee Program; Timber Sales

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-02-23

    ... and performance bonds for timber sale contracts awarded by the Federal Government or other public and... that the exception for timber sale contracts applies only to bid and performance bonds. Bid bonds are..., except for contracts in connection with bid and performance bonds for the sale of timber and/or other...

  2. Violent Video Games and the Supreme Court: Lessons for the Scientific Community in the Wake of Brown v. Entertainment Merchants Association

    ERIC Educational Resources Information Center

    Ferguson, Christopher J.

    2013-01-01

    In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws.…

  3. Performance profile of NCAA Division I men's basketball games and training sessions.

    PubMed

    Conte, D; Tessitore, A; Smiley, K; Thomas, C; Favero, T G

    2016-06-01

    This study aimed to analyse live and stoppage time phases, their ratio, and action played on half and full court in college basketball games. Differences were assessed for the entire games and between halves. Moreover, differences of the live/stoppage time ratio were analysed between games and game-based conditioning drills. Ten games as well as fifteen defensive, fourteen offensive and six scrimmage-type drills of the same division I men's college team (13 players) were analysed using time-motion analysis technique. Live and stoppage time were classified in five classes of duration: 1-20, 21-40, 41-60, 61-80, >80 seconds. Half court actions started and finished in the same half court. Full court actions were classified as transfer (TR) phases when at least 3 teammates crossed the mid-court line. TR phases were then classified in 5 classes of frequency: 1TR, 2TR, 3TR, 4TR, and >4TR. The results revealed no statistically significant differences between games or between halves for the considered parameters. The only significant difference was observed for live/stoppage time ratio between halves (p<0.001). Furthermore, a significant difference of the live/stoppage ratio was found between games and game-based drills (p<0.01). Post-hoc analysis demonstrated significant differences of scrimmage-type drills in comparison to games, and defensive and offensive drills (p<0.05), whereas no differences emerged for the other pairwise comparisons. The absence of differences between games in the analysed parameters might be important to characterize the model of performance in division I men's college games. Furthermore, these results encourage coaches to use game-based conditioning drills to replicate the LT/ST ratio documented during games.

  4. Universality, Limits and Predictability of Gold-Medal Performances at the Olympic Games

    PubMed Central

    Radicchi, Filippo

    2012-01-01

    Inspired by the Games held in ancient Greece, modern Olympics represent the world’s largest pageant of athletic skill and competitive spirit. Performances of athletes at the Olympic Games mirror, since 1896, human potentialities in sports, and thus provide an optimal source of information for studying the evolution of sport achievements and predicting the limits that athletes can reach. Unfortunately, the models introduced so far for the description of athlete performances at the Olympics are either sophisticated or unrealistic, and more importantly, do not provide a unified theory for sport performances. Here, we address this issue by showing that relative performance improvements of medal winners at the Olympics are normally distributed, implying that the evolution of performance values can be described in good approximation as an exponential approach to an a priori unknown limiting performance value. This law holds for all specialties in athletics–including running, jumping, and throwing–and swimming. We present a self-consistent method, based on normality hypothesis testing, able to predict limiting performance values in all specialties. We further quantify the most likely years in which athletes will breach challenging performance walls in running, jumping, throwing, and swimming events, as well as the probability that new world records will be established at the next edition of the Olympic Games. PMID:22808137

  5. A Study of the Relationship between Student Final Exam Performance and Simulation Game Participation.

    ERIC Educational Resources Information Center

    Whiteley, T. R.; Faria, A. J.

    1989-01-01

    Describes study that investigated the relationship between participation in a business simulation game and performance on a final exam in a principles of marketing course. Past research on business games is reviewed; the use of midterm exam performance level as a pretest variable is explained; and question classification is described. (44…

  6. The new science of sales force productivity.

    PubMed

    Ledingham, Dianne; Kovac, Mark; Simon, Heidi Locke

    2006-09-01

    For years, sales managers at many companies have relied on top performers and sheer numbers of sales reps to stay competitive. But while they may have squeaked by on this wing-and-a-prayer technique, their sales teams haven't thrived the way they once did. Today's most successful sales leaders are taking a more scientific approach. Savvy managers are reshaping their tactics in response to changing markets. They are reaching out to new customers in innovative ways. And they are increasing productivity by helping the reps they already have make the most of their skills and resources. Leaders who take a scientific approach to sales force effectiveness have learned to use four levers to boost their reps' productivity in a predictable and manageable way. First, they systematically target their firms' offerings, matching the right products with the right customers. Second, they optimize the automation, tools, and procedures at their disposal, providing reps with the support they need to boost sales.Third, they analyze and manage their reps' performance, measuring both internal processes and results to determine where their teams' strengths and weaknesses are. Fourth, they pay close attention to sales force deployment--how well sales, support, marketing, and delivery resources are matched to customers. These four levers can help sales leaders increase productivity across the board, the authors say, though they have the greatest impact on lower-ranked performers. The overall effect of increasing the average sales per employee can be exponential; it means a company won't have to rely on just a few talented individuals to stay competitive. This is especially important because finding and keeping star salespeople is more difficult than ever. What's more, managers who optimize the sales forces they already have can see returns they never thought possible.

  7. To sell or not to sell: cigarette sales in alcohol-licenced premises.

    PubMed

    Burton, Suzan; Ludbrooke, Mark; Williams, Kelly; Walsberger, Scott C; Egger, Sam

    2017-11-27

    To obtain insight into tobacco retailing by alcohol-licenced premises, in order to understand the financial importance of tobacco sales for such retailers. Data were collected by a telephone survey of 1042 clubs, hotels and packaged liquor outlets in New South Wales, Australia. The response rate was 86.1%. Qualitative and quantitative data were obtained. Logistic and linear regression were used to determine factors associated with the probability of selling and stopping selling and the importance of cigarette sales. More than a third (36.4%) of premises contacted did not sell cigarettes. 147 (an estimated 18.1% of those who had ever sold) had stopped selling. There were significant differences in the probability of selling, in the reported importance of cigarette sales and in the probability of stopping selling, between different outlet types and other outlet characteristics (number of gaming machines, proximity of nearest alternative tobacco retailer and remoteness). Outlets where alcohol can be consumed were more likely to rate cigarette sales as 'not important' than 'important'. Despite claims by tobacco companies that tobacco sales are important for many Australian retailers, tobacco sales appear to be of limited importance for alcohol-licenced premises. This means that opposition to stopping tobacco sales where alcohol is consumed and/or sold may be less than expected. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  8. Examination of mechanisms underlying enhanced memory performance in action video game players: a pilot study

    PubMed Central

    Li, Xianchun; Cheng, Xiaojun; Li, Jiaying; Pan, Yafeng; Hu, Yi; Ku, Yixuan

    2015-01-01

    Previous studies have shown enhanced memory performance resulting from extensive action video game playing. The mechanisms underlying the cognitive benefit were investigated in the current study. We presented two types of retro-cues, with variable intervals to memory array (Task 1) or test array (Task 2), during the retention interval in a change detection task. In Task 1, action video game players demonstrated steady performance while non-action video game players showed decreased performance as cues occurred later, indicating their performance difference increased as the cue-to-memory-array intervals became longer. In Task 2, both participant groups increased their performance at similar rates as cues presented later, implying the performance difference in two groups were irrespective of the test-array-to-cue intervals. These findings suggested that memory benefit from game plays is not attributable to the higher ability of overcoming interference from the test array, but to the interactions between the two processes of protection from decay and resistance from interference, or from alternative hypotheses. Implications for future studies were discussed. PMID:26136720

  9. Examination of mechanisms underlying enhanced memory performance in action video game players: a pilot study.

    PubMed

    Li, Xianchun; Cheng, Xiaojun; Li, Jiaying; Pan, Yafeng; Hu, Yi; Ku, Yixuan

    2015-01-01

    Previous studies have shown enhanced memory performance resulting from extensive action video game playing. The mechanisms underlying the cognitive benefit were investigated in the current study. We presented two types of retro-cues, with variable intervals to memory array (Task 1) or test array (Task 2), during the retention interval in a change detection task. In Task 1, action video game players demonstrated steady performance while non-action video game players showed decreased performance as cues occurred later, indicating their performance difference increased as the cue-to-memory-array intervals became longer. In Task 2, both participant groups increased their performance at similar rates as cues presented later, implying the performance difference in two groups were irrespective of the test-array-to-cue intervals. These findings suggested that memory benefit from game plays is not attributable to the higher ability of overcoming interference from the test array, but to the interactions between the two processes of protection from decay and resistance from interference, or from alternative hypotheses. Implications for future studies were discussed.

  10. Game-Based Assessment: Investigating the Impact on Test Anxiety and Exam Performance

    ERIC Educational Resources Information Center

    Mavridis, A.; Tsiatsos, T.

    2017-01-01

    The aim of this study is to assess the impact of a 3D educational computer game on students' test anxiety and exam performance when used in evaluative situations as compared to the traditional method of examination. The participants of the study were students in tertiary education who were examined using game-based assessment and traditional…

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

    ERIC Educational Resources Information Center

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

    2016-01-01

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

  12. A Dataset for Education-Related Majors' Performance Measures with Pre/Post-Video Game Practice

    ERIC Educational Resources Information Center

    Novak, Elena; Tassell, Janet Lynne

    2015-01-01

    This dataset includes a series of 30 education-related majors' performance measures before and after they completed a 10-hour video game practice in a computer lab. The goal of the experimental study was to examine the effects of action video gaming on students' mathematics performance and mathematics anxiety as mediated by the effect of attention…

  13. How Game Location Affects Soccer Performance: T-Pattern Analysis of Attack Actions in Home and Away Matches.

    PubMed

    Diana, Barbara; Zurloni, Valentino; Elia, Massimiliano; Cavalera, Cesare M; Jonsson, Gudberg K; Anguera, M Teresa

    2017-01-01

    The influence of game location on performance has been widely examined in sport contexts. Concerning soccer, game-location affects positively the secondary and tertiary level of performance; however, there are fewer evidences about its effect on game structure (primary level of performance). This study aimed to detect the effect of game location on a primary level of performance in soccer. In particular, the objective was to reveal the hidden structures underlying the attack actions, in both home and away matches played by a top club (Serie A 2012/2013-First Leg). The methodological approach was based on systematic observation, supported by digital recordings and T-pattern analysis. Data were analyzed with THEME 6.0 software. A quantitative analysis, with nonparametric Mann-Whitney test and descriptive statistics, was carried out to test the hypotheses. A qualitative analysis on complex patterns was performed to get in-depth information on the game structure. This study showed that game tactics were significantly different, with home matches characterized by a more structured and varied game than away matches. In particular, a higher number of different patterns, with a higher level of complexity and including more unique behaviors was detected in home matches than in the away ones. No significant differences were found in the number of events coded per game between the two conditions. THEME software, and the corresponding T-pattern detection algorithm, enhance research opportunities by going further than frequency-based analyses, making this method an effective tool in supporting sport performance analysis and training.

  14. How Game Location Affects Soccer Performance: T-Pattern Analysis of Attack Actions in Home and Away Matches

    PubMed Central

    Diana, Barbara; Zurloni, Valentino; Elia, Massimiliano; Cavalera, Cesare M.; Jonsson, Gudberg K.; Anguera, M. Teresa

    2017-01-01

    The influence of game location on performance has been widely examined in sport contexts. Concerning soccer, game-location affects positively the secondary and tertiary level of performance; however, there are fewer evidences about its effect on game structure (primary level of performance). This study aimed to detect the effect of game location on a primary level of performance in soccer. In particular, the objective was to reveal the hidden structures underlying the attack actions, in both home and away matches played by a top club (Serie A 2012/2013—First Leg). The methodological approach was based on systematic observation, supported by digital recordings and T-pattern analysis. Data were analyzed with THEME 6.0 software. A quantitative analysis, with nonparametric Mann–Whitney test and descriptive statistics, was carried out to test the hypotheses. A qualitative analysis on complex patterns was performed to get in-depth information on the game structure. This study showed that game tactics were significantly different, with home matches characterized by a more structured and varied game than away matches. In particular, a higher number of different patterns, with a higher level of complexity and including more unique behaviors was detected in home matches than in the away ones. No significant differences were found in the number of events coded per game between the two conditions. THEME software, and the corresponding T-pattern detection algorithm, enhance research opportunities by going further than frequency-based analyses, making this method an effective tool in supporting sport performance analysis and training. PMID:28878712

  15. 75 FR 63419 - Surety Bond Guarantee Program; Timber Sales

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-10-15

    ... timber sale contracts may require the purchaser to furnish a performance bond for satisfactory compliance.... With respect to a Performance Bond involving the sale of timber on land managed by USDA, the Federal... Sales AGENCY: Small Business Administration. ACTION: Proposed rule. SUMMARY: The Small Business...

  16. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

    PubMed

    Drummond, Aaron; Sauer, James D

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.

  17. The Impact of Individual, Competitive, and Collaborative Mathematics Game Play on Learning, Performance, and Motivation

    ERIC Educational Resources Information Center

    Plass, Jan L.; O'Keefe, Paul A.; Homer, Bruce D.; Case, Jennifer; Hayward, Elizabeth O.; Stein, Murphy; Perlin, Ken

    2013-01-01

    The present research examined how mode of play in an educational mathematics video game impacts learning, performance, and motivation. The game was designed for the practice and automation of arithmetic skills to increase fluency and was adapted to allow for individual, competitive, or collaborative game play. Participants (N = 58) from urban…

  18. Video Games as a Context for Numeracy Development

    ERIC Educational Resources Information Center

    Thomas, Troy A.; Wiest, Lynda R.

    2013-01-01

    Troy Thomas and Lynda Wiest share an engaging lesson on statistics involving analysis of real-world data on the top ten video game sales in the United States during a one-week period. Three upper-primary classes completed the lesson, providing insight into the lesson's effectiveness. The lesson description includes attention to the manner in which…

  19. Post-Game High Protein Intake May Improve Recovery of Football-Specific Performance during a Congested Game Fixture: Results from the PRO-FOOTBALL Study

    PubMed Central

    Mohr, Magni; Sovatzidis, Apostolos; Nakopoulou, Theofano; Ermidis, Georgios; Koulouris, Agisilaos; Tsimeas, Panagiotis; Chatzinikolaou, Athanasios; Karagounis, Leonidas G.; Batsilas, Dimitrios; Krustrup, Peter; Jamurtas, Athanasios Z.

    2018-01-01

    The effects of protein supplementation on performance recovery and inflammatory responses during a simulated one-week in-season microcycle with two games (G1, G2) performed three days apart were examined. Twenty football players participated in two trials, receiving either milk protein concentrate (1.15 and 0.26 g/kg on game and training days, respectively) (PRO) or an energy-matched placebo (1.37 and 0.31 g/kg of carbohydrate on game and training days, respectively) (PLA) according to a randomized, repeated-measures, crossover, double-blind design. Each trial included two games and four daily practices. Speed, jump height, isokinetic peak torque, and muscle soreness of knee flexors (KF) and extensors (KE) were measured before G1 and daily thereafter for six days. Blood was drawn before G1 and daily thereafter. Football-specific locomotor activity and heart rate were monitored using GPS technology during games and practices. The two games resulted in reduced speed (by 3–17%), strength of knee flexors (by 12–23%), and jumping performance (by 3–10%) throughout recovery, in both trials. Average heart rate and total distance covered during games remained unchanged in PRO but not in PLA. Moreover, PRO resulted in a change of smaller magnitude in high-intensity running at the end of G2 (75–90 min vs. 0–15 min) compared to PLA (P = 0.012). KE concentric strength demonstrated a more prolonged decline in PLA (days 1 and 2 after G1, P = 0.014–0.018; days 1, 2 and 3 after G2, P = 0.016–0.037) compared to PRO (days 1 after G1, P = 0.013; days 1 and 2 after G2, P = 0.014–0.033) following both games. KF eccentric strength decreased throughout recovery after G1 (PLA: P=0.001–0.047—PRO: P =0.004–0.22) in both trials, whereas after G2 it declined throughout recovery in PLA (P = 0.000–0.013) but only during the first two days (P = 0.000–0.014) in PRO. No treatment effect was observed for delayed onset of muscle soreness, leukocyte counts, and creatine

  20. IPhone or Kindle: Competition of Electronic Books Sales

    NASA Astrophysics Data System (ADS)

    Chen, Li

    With the technical development of the reading equipment, e-books have witnessed a gradual and steady increase in sales in recent years. Last year, smart phones announced to be able to perform additional functions as e-book reading devices, making it possible for retailers selling e-books for smart phones (SPR) such as iPhone to differentiate with those selling e-books for specific reading equipment (SER) such as Amazon Kindle. We develop a game theory model to examine the competition between SER and SPR retailers. We derive the equilibrium price and analyze the factors that affect equilibrium outcomes under both scenarios of complete and incomplete information. Our results suggest that reduced cost due to inconvenience of reading e-books over iPhone lowers equilibrium prices, and reduced cost of specific reading equipment leads to more intense price competition. Under information asymmetry, we show that SER retailers will increase the price at equilibrium.

  1. Video gaming in children improves performance on a virtual reality trainer but does not yet make a laparoscopic surgeon.

    PubMed

    Rosenthal, Rachel; Geuss, Steffen; Dell-Kuster, Salome; Schäfer, Juliane; Hahnloser, Dieter; Demartines, Nicolas

    2011-06-01

    In children, video game experience improves spatial performance, a predictor of surgical performance. This study aims at comparing laparoscopic virtual reality (VR) task performance of children with different levels of experience in video games and residents. A total of 32 children (8.4 to 12.1 years), 20 residents, and 14 board-certified surgeons (total n = 66) performed several VR and 2 conventional tasks (cube/spatial and pegboard/fine motor). Performance between the groups was compared (primary outcome). VR performance was correlated with conventional task performance (secondary outcome). Lowest VR performance was found in children with low video game experience, followed by those with high video game experience, residents, and board-certified surgeons. VR performance correlated well with the spatial test and moderately with the fine motor test. The use of computer games can be considered not only as pure entertainment but may also contribute to the development of skills relevant for adequate performance in VR laparoscopic tasks. Spatial skills are relevant for VR laparoscopic task performance.

  2. Estimating sales and sales market share from sales rank data for consumer appliances

    NASA Astrophysics Data System (ADS)

    Touzani, Samir; Van Buskirk, Robert

    2016-06-01

    Our motivation in this work is to find an adequate probability distribution to fit sales volumes of different appliances. This distribution allows for the translation of sales rank into sales volume. This paper shows that the log-normal distribution and specifically the truncated version are well suited for this purpose. We demonstrate that using sales proxies derived from a calibrated truncated log-normal distribution function can be used to produce realistic estimates of market average product prices, and product attributes. We show that the market averages calculated with the sales proxies derived from the calibrated, truncated log-normal distribution provide better market average estimates than sales proxies estimated with simpler distribution functions.

  3. Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading

    PubMed Central

    Drummond, Aaron; Sauer, James D.

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement. PMID:24699536

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

    PubMed Central

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

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

  5. Ending the war between Sales & Marketing.

    PubMed

    Kotler, Philip; Rackham, Neil; Krishnaswamy, Suj

    2006-01-01

    Sales departments tend to believe that marketers are out of touch with what's really going on in the marketplace. Marketing people, in turn, believe the sales force is myopic--too focused on individual customer experiences, insufficiently aware of the larger market, and blind to the future. In short, each group undervalues the other's contributions. Both stumble (and organizational performance suffers) when they are out of sync. Yet few firms seem to make serious overtures toward analyzing and enhancing the relationship between these two critical functions. Curious about the misalignment between Sales and Marketing, the authors interviewed pairs of chief marketing officers and sales vice presidents to capture their perspectives. They looked in depth at the relationship between Sales and Marketing in a variety of companies in different industries. Their goal was to identify best practices that could enhance the joint performance and increase the contributions of these two functions. Among their findings: The marketing function takes different forms in different companies at different product life cycle stages. Marketing's increasing influence in each phase of an organization's growth profoundly affects its relationship with Sales. The strains between Sales and Marketing fall into two main categories: economic (a single budget is typically divided, between Sales and Marketing, and not always evenly) and cultural (the two functions attract very different types of people who achieve success by spending their time in very different ways). In this article, the authors describe the four types of relationships Sales and Marketing typically exhibit. They provide a diagnostic to help readers assess their companies' level of integration, and they offer recommendations for more closely aligning the two functions.

  6. The Commission Game: An Ethics Activity for Professional Selling Courses

    ERIC Educational Resources Information Center

    Milewicz, Chad

    2012-01-01

    The Commission Game is an experiment-based experiential learning activity designed to elicit students' sincere ethical decision making in an ambiguous sales context. The activity includes multiple relevant stakeholders as well as tangible, shared risk/reward elements. The activity's design encourages students to contemplate their own personal code…

  7. Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class

    ERIC Educational Resources Information Center

    Wichadee, Saovapa; Pattanapichet, Fasawang

    2018-01-01

    The study was conducted to find out what impact a digital game had on students' learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game "Kahoot" whereas the control group was taught with the conventional method. Pre-tests,…

  8. Characterizing the performance of XOR games and the Shannon capacity of graphs.

    PubMed

    Ramanathan, Ravishankar; Kay, Alastair; Murta, Gláucia; Horodecki, Paweł

    2014-12-12

    In this Letter we give a set of necessary and sufficient conditions such that quantum players of a two-party XOR game cannot perform any better than classical players. With any such game, we associate a graph and examine its zero-error communication capacity. This allows us to specify a broad new class of graphs for which the Shannon capacity can be calculated. The conditions also enable the parametrization of new families of games that have no quantum advantage for arbitrary input probability distributions, up to certain symmetries. In the future, these might be used in information-theoretic studies on reproducing the set of quantum nonlocal correlations.

  9. A Mixed-Method Approach on Digital Educational Games for K12: Gender, Attitudes and Performance

    NASA Astrophysics Data System (ADS)

    Law, Effie Lai-Chong; Gamble, Tim; Schwarz, Daniel; Kickmeier-Rust, Michael D.; Holzinger, Andreas

    Research on the influence of gender on attitudes towards and performance in digital educational games (DEGs) has quite a long history. Generally, males tend to play such games more engagingly than females, consequently attitude and performance of males using DEGs should be presumably higher than that of females. This paper reports an investigation of a DEG, which was developed to enhance the acquisition of geographical knowledge, carried out on British, German and Austrian K12 students aged between 11 and 14. Methods include a survey on initial design concepts, user tests on the system and two single-gender focus groups. Gender and cultural differences in gameplay habit, game type preferences and game character perceptions were observed. The results showed that both genders similarly improved their geographical knowledge, although boys tended to have a higher level of positive user experience than the girls. The qualitative data from the focus groups illustrated some interesting gender differences in perceiving various aspects of the game.

  10. Minority Game of price promotions in fast moving consumer goods markets

    NASA Astrophysics Data System (ADS)

    Groot, Robert D.; Musters, Pieter A. D.

    2005-05-01

    A variation of the Minority Game has been applied to study the timing of promotional actions at retailers in the fast moving consumer goods market. The underlying hypotheses for this work are that price promotions are more effective when fewer than average competitors do a promotion, and that a promotion strategy can be based on past sales data. The first assumption has been checked by analysing 1467 promotional actions for three products on the Dutch market (ketchup, mayonnaise and curry sauce) over a 120-week period, both on an aggregated level and on retailer chain level. The second assumption was tested by analysing past sales data with the Minority Game. This revealed that high or low competitor promotional pressure for actual ketchup, mayonnaise, curry sauce and barbecue sauce markets is to some extent predictable up to a forecast of some 10 weeks. Whereas a random guess would be right 50% of the time, a single-agent game can predict the market with a success rate of 56% for a 6-9 week forecast. This number is the same for all four mentioned fast moving consumer markets. For a multi-agent game a larger variability in the success rate is obtained, but predictability can be as high as 65%. Contrary to expectation, the actual market does the opposite of what game theory would predict. This points at a systematic oscillation in the market. Even though this result is not fully understood, merely observing that this trend is present in the data could lead to exploitable trading benefits. As a check, random history strings were generated from which the statistical variation in the game prediction was studied. This shows that the odds are 1:1,000,000 that the observed pattern in the market is based on coincidence.

  11. 75 FR 40763 - Federal Management Regulation; Sale of Personal Property

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-07-14

    ... Sec. Sec. 102- 38.365 and 102-38.370 must report quarterly sales performance measures to the GSA...; Sequence 1] RIN 3090-AJ04 Federal Management Regulation; Sale of Personal Property AGENCY: Office of... the sale of personal property through Federal Asset Sales (FAS) Sales Centers. DATES: Interested...

  12. 47 CFR 32.6611 - Product management and sales.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 47 Telecommunication 2 2012-10-01 2012-10-01 false Product management and sales. 32.6611 Section... Product management and sales. This account shall include: (a) Costs incurred in performing administrative..., development and presentation of customer proposals, sales order preparation and handling, and preparation of...

  13. 47 CFR 32.6611 - Product management and sales.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 47 Telecommunication 2 2013-10-01 2013-10-01 false Product management and sales. 32.6611 Section... Product management and sales. This account shall include: (a) Costs incurred in performing administrative..., development and presentation of customer proposals, sales order preparation and handling, and preparation of...

  14. 47 CFR 32.6611 - Product management and sales.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 47 Telecommunication 2 2014-10-01 2014-10-01 false Product management and sales. 32.6611 Section... Product management and sales. This account shall include: (a) Costs incurred in performing administrative..., development and presentation of customer proposals, sales order preparation and handling, and preparation of...

  15. Serious games and blended learning; effects on performance and motivation in medical education.

    PubMed

    Dankbaar, Mary

    2017-02-01

    More efficient, flexible training models are needed in medical education. Information technology offers the tools to design and develop effective and more efficient training. The aims of this thesis were: 1) Compare the effectiveness of blended versus classroom training for the acquisition of knowledge; 2) Investigate the effectiveness and critical design features of serious games for performance improvement and motivation. Five empirical studies were conducted to answer the research questions and a descriptive study on an evaluation framework to assess serious games was performed. The results of the research studies indicated that: 1) For knowledge acquisition, blended learning is equally effective and attractive for learners as classroom learning; 2) A serious game with realistic, interactive cases improved complex cognitive skills for residents, with limited self-study time. Although the same game was motivating for inexperienced medical students and stimulated them to study longer, it did not improve their cognitive skills, compared with what they learned from an instructional e‑module. This indicates an 'expertise reversal effect', where a rich learning environment is effective for experts, but may be contra-productive for novices (interaction of prior knowledge and complexity of format). A blended design is equally effective and attractive as classroom training. Blended learning facilitates adaptation to the learners' knowledge level, flexibility in time and scalability of learning. Games may support skills learning, provided task complexity matches the learner's competency level. More design-based research is needed on the effects of task complexity and other design features on performance improvement, for both novices and experts.

  16. Video game players show higher performance but no difference in speed of attention shifts.

    PubMed

    Mack, David J; Wiesmann, Helene; Ilg, Uwe J

    2016-09-01

    Video games have become both a widespread leisure activity and a substantial field of research. In a variety of tasks, video game players (VGPs) perform better than non-video game players (NVGPs). This difference is most likely explained by an alteration of the basic mechanisms underlying visuospatial attention. More specifically, the present study hypothesizes that VGPs are able to shift attention faster than NVGPs. Such alterations in attention cannot be disentangled from changes in stimulus-response mappings in reaction time based measurements. Therefore, we used a spatial cueing task with varying cue lead times (CLTs) to investigate the speed of covert attention shifts of 98 male participants divided into 36 NVGPs and 62 VGPs based on their weekly gaming time. VGPs exhibited higher peak and mean performance than NVGPs. However, we did not find any differences in the speed of covert attention shifts as measured by the CLT needed to achieve peak performance. Thus, our results clearly rule out faster stimulus-response mappings as an explanation for the higher performance of VGPs in line with previous studies. More importantly, our data do not support the notion of faster attention shifts in VGPs as another possible explanation. Copyright © 2016 Elsevier B.V. All rights reserved.

  17. Game Location and Team Quality Effects on Performance Profiles in Professional Soccer

    PubMed Central

    Lago-Peñas, Carlos; Lago-Ballesteros, Joaquin

    2011-01-01

    Home advantage in team sports has an important role in determining the outcome of a game. The aim of the present study was to identify the soccer game- related statistics that best discriminate home and visiting teams according to the team quality. The sample included all 380 games of the Spanish professional men’s league. The independent variables were game location (home or away) and the team quality. Teams were classified into four groups according to their final ranking at the end of the league. The game-related statistics registered were divided into three groups: (i) variables related to goals scored; (ii) variables related to offense and (iii) variables related to defense. A univariate (t-test and Mann-Whitney U) and multivariate (discriminant analysis) analysis of data was done. Results showed that home teams have significantly higher means for goal scored, total shots, shots on goal, attacking moves, box moves, crosses, offsides committed, assists, passes made, successful passes, dribbles made, successful dribbles, ball possession, and gains of possession, while visiting teams presented higher means for losses of possession and yellow cards. In addition, the findings of the current study confirm that game location and team quality are important in determining technical and tactical performances in matches. Teams described as superior and those described as inferior did not experience the same home advantage. Future research should consider the influence of other confounding variables such as weather conditions, game status and team form. Key points Home teams have significantly higher figures for attack indicators probably due to facilities familiarity and crowd effects. The teams’ game-related statistics profile varied according to game location and team quality. Teams described as superior and those described as inferior did not experience the same home advantage. PMID:24150619

  18. Effect of video-game experience and position of flight stick controller on simulated-flight performance.

    PubMed

    Cho, Bo-Keun; Aghazadeh, Fereydoun; Al-Qaisi, Saif

    2012-01-01

    The purpose of this study was to determine the effects of video-game experience and flight-stick position on flying performance. The study divided participants into 2 groups; center- and side-stick groups, which were further divided into high and low level of video-game experience subgroups. The experiment consisted of 7 sessions of simulated flying, and in the last session, the flight stick controller was switched to the other position. Flight performance was measured in terms of the deviation of heading, altitude, and airspeed from their respective requirements. Participants with high experience in video games performed significantly better (p < .001) than the low-experienced group. Also, participants performed significantly better (p < .001) with the center-stick than the side-stick. When the side-stick controller was switched to the center-stick position, performance scores continued to increase (0.78 %). However, after switching from a center- to a side-stick controller, performance scores decreased (4.8%).

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

    ERIC Educational Resources Information Center

    Mesquita, Isabel; Farias, Claudio; Hastie, Peter

    2012-01-01

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

  20. Mental Fatigue: Impairment of Technical Performance in Small-Sided Soccer Games.

    PubMed

    Badin, Oliver O; Smith, Mitchell R; Conte, Daniele; Coutts, Aaron J

    2016-11-01

    To assess the effects of mental fatigue on physical and technical performance in small-sided soccer games. Twenty soccer players (age 17.8 ± 1.0 y, height 179 ± 5 cm, body mass 72.4 ± 6.8 kg, playing experience 8.3 ± 1.4 y) from an Australian National Premier League soccer club volunteered to participate in this randomized crossover investigation. Participants played 15-min 5-vs-5 small-sided games (SSGs) without goalkeepers on 2 occasions separated by 1 wk. Before the SSG, 1 team watched a 30-min emotionally neutral documentary (control), while the other performed 30 min of a computer-based Stroop task (mental fatigue). Subjective ratings of mental and physical fatigue were recorded before and after treatment and after the SSG. Motivation was assessed before treatment and SSG; mental effort was assessed after treatment and SSG. Player activity profiles and heart rate (HR) were measured throughout the SSG, whereas ratings of perceived exertion (RPEs) were recorded before the SSG and immediately after each half. Video recordings of the SSG allowed for notational analysis of technical variables. Subjective ratings of mental fatigue and effort were higher after the Stroop task, whereas motivation for the upcoming SSG was similar between conditions. HR during the SSG was possibly higher in the control condition, whereas RPE was likely higher in the mental-fatigue condition. Mental fatigue had an unclear effect on most physical-performance variables but impaired most technical-performance variables. Mental fatigue impairs technical but not physical performance in small-sided soccer games.

  1. Sales Education Efficacy: Examining the Relationship between Sales Education and Sales Success

    ERIC Educational Resources Information Center

    Bolander, William; Bonney, Leff; Satornino, Cinthia

    2014-01-01

    Sales education is on the rise and for good reason. Statistics say that sales jobs will continue to grow at a rapid rate over the next few years. Many universities are preparing their students to start their careers in the professional selling function through the inclusion of sales education in their business curriculum. Yet little research…

  2. Communication, opponents, and clan performance in online games: a social network approach.

    PubMed

    Lee, Hong Joo; Choi, Jaewon; Kim, Jong Woo; Park, Sung Joo; Gloor, Peter

    2013-12-01

    Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved.

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

    PubMed

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  4. 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

  5. Sales Training for Army Recruiter Success: Sales Strategies and Skills Used by Excellent U. S. Army Recruiters

    DTIC Science & Technology

    1987-11-01

    Army recruiters. Neurolinguistic programming (NLP) was used as the protocol for modeling performance and acquiring information on the communication...kills -Linguistic pattern~ Sales cycle, Communica tion s trategies Mode-H.R-g. Sales skills, {:( ~Expert kn0\\vlc dge1 ’ Neurolinguist ic~ Sales...describe s a program of r esearch on the communicat ion st rate - gies a nd skills use d by excellen t Army r ecrui t e rs. Information to be used to

  6. Effects of interactive games on motor performance in children with spastic cerebral palsy

    PubMed Central

    AlSaif, Amer A.; Alsenany, Samira

    2015-01-01

    [Purpose] Motor control and muscle strength impairments are the prime reasons for motor behavior disorders in children with spastic cerebral palsy. These impairments lead to histological changes in muscle growth and the learning of motor skills. Therefore, such children experience reduced muscle force generation and decreased muscle flexibility. We investigated the effect of training with Nintendo Wii Fit games on motor performance in children with spastic cerebral palsy. [Subjects and Methods] Forty children with cerebral palsy spastic diplegia aged 6–10 years diagnosed with level-3 functional capabilities according to the Gross Motor Classification System (GMFCS) were enrolled. Participants were divided randomly into equal groups: group (A) that practiced with the Nintendo Wii Fit game for at least 20 minutes/day for 12 weeks and group (B) that underwent no training (control group). The Movement Assessment Battery for Children-2 (mABC-2) was used to assess motor performance, because it mainly involves motor tasks very similar to those involved in playing Nintendo Wii Fit games, e.g., goal-directed arm movements, balancing, and jumping. [Results] There were significant improvements in the subscales of the motor performance test of those who practiced with the Nintendo Wii, while the control group showed no significant changes. [Conclusion] Using motion interactive games in home rehabilitation is feasible for children with cerebral palsy. PMID:26180367

  7. Effects of interactive games on motor performance in children with spastic cerebral palsy.

    PubMed

    AlSaif, Amer A; Alsenany, Samira

    2015-06-01

    [Purpose] Motor control and muscle strength impairments are the prime reasons for motor behavior disorders in children with spastic cerebral palsy. These impairments lead to histological changes in muscle growth and the learning of motor skills. Therefore, such children experience reduced muscle force generation and decreased muscle flexibility. We investigated the effect of training with Nintendo Wii Fit games on motor performance in children with spastic cerebral palsy. [Subjects and Methods] Forty children with cerebral palsy spastic diplegia aged 6-10 years diagnosed with level-3 functional capabilities according to the Gross Motor Classification System (GMFCS) were enrolled. Participants were divided randomly into equal groups: group (A) that practiced with the Nintendo Wii Fit game for at least 20 minutes/day for 12 weeks and group (B) that underwent no training (control group). The Movement Assessment Battery for Children-2 (mABC-2) was used to assess motor performance, because it mainly involves motor tasks very similar to those involved in playing Nintendo Wii Fit games, e.g., goal-directed arm movements, balancing, and jumping. [Results] There were significant improvements in the subscales of the motor performance test of those who practiced with the Nintendo Wii, while the control group showed no significant changes. [Conclusion] Using motion interactive games in home rehabilitation is feasible for children with cerebral palsy.

  8. The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance.

    PubMed

    Gentile, Douglas A; Lynch, Paul J; Linder, Jennifer Ruh; Walsh, David A

    2004-02-01

    Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violent video game exposure, hostility, arguments with teachers, school grades, and physical fights. In addition, path analyses were conducted to test mediational pathways from video game habits to outcomes. Six hundred and seven 8th- and 9th-grade students from four schools participated. Adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Mediational pathways were found such that hostility mediated the relationship between violent video game exposure and outcomes. Results are interpreted within and support the framework of the General Aggression Model.

  9. Visuospatial skills and computer game experience influence the performance of virtual endoscopy.

    PubMed

    Enochsson, Lars; Isaksson, Bengt; Tour, René; Kjellin, Ann; Hedman, Leif; Wredmark, Torsten; Tsai-Felländer, Li

    2004-11-01

    Advanced medical simulators have been introduced to facilitate surgical and endoscopic training and thereby improve patient safety. Residents trained in the Procedicus Minimally Invasive Surgical Trainer-Virtual Reality (MIST-VR) laparoscopic simulator perform laparoscopic cholecystectomy safer and faster than a control group. Little has been reported regarding whether factors like gender, computer experience, and visuospatial tests can predict the performance with a medical simulator. Our aim was to investigate whether such factors influence the performance of simulated gastroscopy. Seventeen medical students were asked about computer gaming experiences. Before virtual endoscopy, they performed the visuospatial test PicCOr, which discriminates the ability of the tested person to create a three-dimensional image from a two-dimensional presentation. Each student performed one gastroscopy (level 1, case 1) in the GI Mentor II, Simbionix, and several variables related to performance were registered. Percentage of time spent with a clear view in the endoscope correlated well with the performance on the PicSOr test (r = 0.56, P < 0.001). Efficiency of screening also correlated with PicSOr (r = 0.23, P < 0.05). In students with computer gaming experience, the efficiency of screening increased (33.6% +/- 3.1% versus 22.6% +/- 2.8%, P < 0.05) and the duration of the examination decreased by 1.5 minutes (P < 0.05). A similar trend was seen in men compared with women. The visuospatial test PicSOr predicts the results with the endoscopic simulator GI Mentor II. Two-dimensional image experience, as in computer games, also seems to affect the outcome.

  10. Communication, Opponents, and Clan Performance in Online Games: A Social Network Approach

    PubMed Central

    Lee, Hong Joo; Choi, Jaewon; Park, Sung Joo; Gloor, Peter

    2013-01-01

    Abstract Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved. PMID:23745617

  11. Rethinking the extraverted sales ideal: the ambivert advantage.

    PubMed

    Grant, Adam M

    2013-06-01

    Despite the widespread assumption that extraverts are the most productive salespeople, research has shown weak and conflicting relationships between extraversion and sales performance. In light of these puzzling results, I propose that the relationship between extraversion and sales performance is not linear but curvilinear: Ambiverts achieve greater sales productivity than extraverts or introverts do. Because they naturally engage in a flexible pattern of talking and listening, ambiverts are likely to express sufficient assertiveness and enthusiasm to persuade and close a sale but are more inclined to listen to customers' interests and less vulnerable to appearing too excited or overconfident. A study of 340 outbound-call-center representatives supported the predicted inverted-U-shaped relationship between extraversion and sales revenue. This research presents a fresh perspective on the personality traits that facilitate successful influence and offers novel insights for people in choosing jobs and for organizations in hiring and training employees.

  12. Validity Evidence for a Serious Game to Assess Performance on Critical Pediatric Emergency Medicine Scenarios.

    PubMed

    Gerard, James M; Scalzo, Anthony J; Borgman, Matthew A; Watson, Christopher M; Byrnes, Chelsie E; Chang, Todd P; Auerbach, Marc; Kessler, David O; Feldman, Brian L; Payne, Brian S; Nibras, Sohail; Chokshi, Riti K; Lopreiato, Joseph O

    2018-06-01

    We developed a first-person serious game, PediatricSim, to teach and assess performances on seven critical pediatric scenarios (anaphylaxis, bronchiolitis, diabetic ketoacidosis, respiratory failure, seizure, septic shock, and supraventricular tachycardia). In the game, players are placed in the role of a code leader and direct patient management by selecting from various assessment and treatment options. The objective of this study was to obtain supportive validity evidence for the PediatricSim game scores. Game content was developed by 11 subject matter experts and followed the American Heart Association's 2011 Pediatric Advanced Life Support Provider Manual and other authoritative references. Sixty subjects with three different levels of experience were enrolled to play the game. Before game play, subjects completed a 40-item written pretest of knowledge. Game scores were compared between subject groups using scoring rubrics developed for the scenarios. Validity evidence was established and interpreted according to Messick's framework. Content validity was supported by a game development process that involved expert experience, focused literature review, and pilot testing. Subjects rated the game favorably for engagement, realism, and educational value. Interrater agreement on game scoring was excellent (intraclass correlation coefficient = 0.91, 95% confidence interval = 0.89-0.9). Game scores were higher for attendings followed by residents then medical students (Pc < 0.01) with large effect sizes (1.6-4.4) for each comparison. There was a very strong, positive correlation between game and written test scores (r = 0.84, P < 0.01). These findings contribute validity evidence for PediatricSim game scores to assess knowledge of pediatric emergency medicine resuscitation.

  13. Marketing/Sales Students' Understanding of What Counts as Sales

    ERIC Educational Resources Information Center

    Hoshower, Leon; Gupta, Ashok K.

    2009-01-01

    Improper sales revenue recognition is the single largest issue contributing to financial restatements. Understanding and applying the rules of sales revenue recognition is not just an accounting problem; it is a marketing problem, too. Thus, it is important that the sales force has a basic understanding of the rules of sales recognition and be…

  14. S3D depth-axis interaction for video games: performance and engagement

    NASA Astrophysics Data System (ADS)

    Zerebecki, Chris; Stanfield, Brodie; Hogue, Andrew; Kapralos, Bill; Collins, Karen

    2013-03-01

    Game developers have yet to embrace and explore the interactive stereoscopic 3D medium. They typically view stereoscopy as a separate mode that can be disabled throughout the design process and rarely develop game mechanics that take advantage of the stereoscopic 3D medium. What if we designed games to be S3D-specific and viewed traditional 2D viewing as a separate mode that can be disabled? The design choices made throughout such a process may yield interesting and compelling results. Furthermore, we believe that interaction within a stereoscopic 3D environment is more important than the visual experience itself and therefore, further exploration is needed to take into account the interactive affordances presented by stereoscopic 3D displays. Stereoscopic 3D displays allow players to perceive objects at different depths, thus we hypothesize that designing a core mechanic to take advantage of this viewing paradigm will create compelling content. In this paper, we describe Z-Fighter a game that we have developed that requires the player to interact directly along the stereoscopic 3D depth axis. We also outline an experiment conducted to investigate the performance, perception, and enjoyment of this game in stereoscopic 3D vs. traditional 2D viewing.

  15. The Impact of Students' Temporal Perspectives on Time-on-Task and Learning Performance in Game Based Learning

    ERIC Educational Resources Information Center

    Romero, Margarida; Usart, Mireia

    2013-01-01

    The use of games for educational purposes has been considered as a learning methodology that attracts the students' attention and may allow focusing individuals on the learning activity through the [serious games] SG game dynamic. Based on the hypothesis that students' Temporal Perspective has an impact on learning performance and time-on-task,…

  16. Motor performance of individuals with cerebral palsy in a virtual game using a mobile phone.

    PubMed

    de Paula, Juliana Nobre; de Mello Monteiro, Carlos Bandeira; da Silva, Talita Dias; Capelini, Camila Miliani; de Menezes, Lilian Del Cielo; Massetti, Thais; Tonks, James; Watson, Suzanna; Nicolai Ré, Alessandro Hervaldo

    2017-11-01

    Cerebral palsy (CP) is a permanent disorder of movement, muscle tone or posture that is caused by damage to the immature and developing brain. Research has shown that Virtual Reality (VR) technology can be used in rehabilitation to support the acquisition of motor skills and the achievement of functional tasks. The aim of this study was to explore for improvements in the performance of individuals with CP with practice in the use of a virtual game on a mobile phone and to compare their performance with that of the control group. Twenty-five individuals with CP were matched for age and sex with twenty-five, typically developing individuals. Participants were asked to complete a VR maze task as fast as possible on a mobile phone. All participants performed 20 repetitions in the acquisition phase, five repetitions for retention and five more repetitions for transfer tests, in order to evaluate motor learning from the task. The CP group improved their performance in the acquisition phase and maintained the performance, which was shown by the retention test; in addition, they were able to transfer the performance acquired in an opposite maze path. The CP group had longer task-execution compared to the control group for all phases of the study. Individuals with cerebral palsy were able to learn a virtual reality game (maze task) using a mobile phone, and despite their differences from the control group, this kind of device offers new possibilities for use to improve function. Implications for rehabilitation A virtual game on a mobile phone can enable individuals with Cerebral Palsy (CP) to improve performance. This illustrates the potential for use of mobile phone games to improve function. Individuals with CP had poorer performance than individuals without CP, but they demonstrated immediate improvements from using a mobile phone device. Individuals with CP were able to transfer their skills to a similar task indicating that they were able to learn these motor skills by

  17. The Influence of Collaborative Learning Games within Different Devices on Student's Learning Performance and Behaviours

    ERIC Educational Resources Information Center

    Hsiao, Hsien-Sheng; Chang, Cheng-Sian; Lin, Chien-Yu; Chang, Chih-Chun; Chen, Jyun-Chen

    2014-01-01

    This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface. The learning performance of participants is also explored, along with their related behaviours and their experiences. Consisting of 49 Taipei…

  18. Violence in E-rated video games.

    PubMed

    Thompson, K M; Haninger, K

    2001-08-01

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

  19. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    ERIC Educational Resources Information Center

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  20. Looking behind the score: Skill structure explains sex differences in skilled video game performance

    PubMed Central

    Boot, Walter R.; Ericsson, K. Anders

    2018-01-01

    Some have explained large sex differences in visuospatial abilities by genetic adaptations to different roles in primitive hunter-gatherer societies and the interaction of innate biological differences and environmental factors. We explored the extent to which variations in behavior and acquired skills can provide alternative accounts for sex differences in the performance of a complex spatially-demanding video game (Space Fortress). Men and women with limited video game experience were given 30 hours of training, and latent curve analyses examined the development of their ship control performance and behavior. Men had significantly better control performance than women before and after training, but differences diminished substantially over the training period. An analysis of participants’ joystick behaviors revealed that initially men and women relied on different patterns of control behaviors, but changes in these behaviors over time accounted for the reduced sex differences in performance. When we controlled for these differences in behavior, sex effects after training were no longer significant. Finally, examining the development of control performance and control behaviors of men and women categorized as initially high and low performers revealed the lower-performing women may have been controlling their ship using an approach that was very different from the men and higher-performing women. The potential problems of analyzing men and women’s spatial performance as homogenous groups are discussed, as well as how these issues may account for sex differences in skilled video game performance and perhaps other domains involving spatial abilities. PMID:29847565

  1. Looking behind the score: Skill structure explains sex differences in skilled video game performance.

    PubMed

    Harwell, Kyle W; Boot, Walter R; Ericsson, K Anders

    2018-01-01

    Some have explained large sex differences in visuospatial abilities by genetic adaptations to different roles in primitive hunter-gatherer societies and the interaction of innate biological differences and environmental factors. We explored the extent to which variations in behavior and acquired skills can provide alternative accounts for sex differences in the performance of a complex spatially-demanding video game (Space Fortress). Men and women with limited video game experience were given 30 hours of training, and latent curve analyses examined the development of their ship control performance and behavior. Men had significantly better control performance than women before and after training, but differences diminished substantially over the training period. An analysis of participants' joystick behaviors revealed that initially men and women relied on different patterns of control behaviors, but changes in these behaviors over time accounted for the reduced sex differences in performance. When we controlled for these differences in behavior, sex effects after training were no longer significant. Finally, examining the development of control performance and control behaviors of men and women categorized as initially high and low performers revealed the lower-performing women may have been controlling their ship using an approach that was very different from the men and higher-performing women. The potential problems of analyzing men and women's spatial performance as homogenous groups are discussed, as well as how these issues may account for sex differences in skilled video game performance and perhaps other domains involving spatial abilities.

  2. Enhancing visuospatial performance through video game training to increase learning in visuospatial science domains.

    PubMed

    Sanchez, Christopher A

    2012-02-01

    Although previous research has demonstrated that performance on visuospatial assessments can be enhanced through relevant experience, an unaddressed question is whether such experience also produces a similar increase in target domains (such as science learning) where visuospatial abilities are directly relevant for performance. In the present study, participants completed either spatial or nonspatial training via interaction with video games and were then asked to read and learn about the geologic topic of plate tectonics. Results replicate the benefit of playing appropriate video games in enhancing visuospatial performance and demonstrate that this facilitation also manifests itself in learning science topics that are visuospatial in nature. This novel result suggests that visuospatial training not only can impact performance on measures of spatial functioning, but also can affect performance in content areas in which these abilities are utilized.

  3. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    PubMed

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  4. Games as Formative Assessment Environments: Examining the Impact of Explanations of Scoring and Incentives on Math Learning, Game Performance, and Help Seeking. CRESST Report 796

    ERIC Educational Resources Information Center

    Delacruz, Girlie C.

    2011-01-01

    Due to their motivational nature, there has been growing interest in the potential of games to help teach academic content and skills. This report examines how different levels of detail about a game's scoring rules affect math learning and performance. Data were collected from 164 students in the fourth to sixth grades at five after-school…

  5. 17 CFR 270.34b-1 - Sales literature deemed to be misleading.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... any sales literature that contains performance data for an investment company, include the disclosure... any other performance data. Note: Sales literature (except that of a money market fund) containing a... 17 Commodity and Securities Exchanges 3 2010-04-01 2010-04-01 false Sales literature deemed to be...

  6. 17 CFR 270.34b-1 - Sales literature deemed to be misleading.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... any sales literature that contains performance data for an investment company, include the disclosure... any other performance data. Note: Sales literature (except that of a money market fund) containing a... 17 Commodity and Securities Exchanges 3 2011-04-01 2011-04-01 false Sales literature deemed to be...

  7. Effects of Age and Visual-Motor Skills on Preschool Children's Computer-Game Performance.

    ERIC Educational Resources Information Center

    Strein, William

    1987-01-01

    The relationship of both age and visual-motor skills to performance on an arcade-like video game was studied with 16 preschool children. While age was positively related to performance, no significant relationship was found for the visual-motor skills variable. (Author/CB)

  8. Sales skills for health-care professionals: the emotional side of sales.

    PubMed

    Nigon, D L

    2001-01-01

    Health-care sales continues to be an area of opportunity for many laboratory professionals. For those who possess the necessary skills and the desire to enthusiastically embrace the unique challenges of a sales career, a new CLMA publication by CLMR contributor Donna L. Nigon, MT(ASCP), titled Sales Skills for Health-Care Professionals, will provide the knowledge of sales structure and techniques needed to succeed. This Sales Skills excerpt, "The Emotional Side of Sales," describes many of the emotional aspects of sales and selling, including how to handle the transition from a technical or medical role to that of sales representative, relationship building, maintaining personal and professional support systems, dealing with rejection, avoiding burnout, time management, and customer concerns. For more information about this book, please see the order form that accompanies this excerpt, or visit www.clma.org.

  9. Impact of Maryland's 2011 alcohol sales tax increase on alcoholic beverage sales.

    PubMed

    Esser, Marissa B; Waters, Hugh; Smart, Mieka; Jernigan, David H

    2016-07-01

    Increasing alcohol taxes has proven effective in reducing alcohol consumption, but the effects of alcohol sales taxes on sales of specific alcoholic beverages have received little research attention. Data on sales are generally less subject to reporting biases than self-reported patterns of alcohol consumption. We aimed to assess the effects of Maryland's July 1, 2011 three percentage point increase in the alcohol sales tax (6-9%) on beverage-specific and total alcohol sales. Using county-level data on Maryland's monthly alcohol sales in gallons for 2010-2012, by beverage type, multilevel mixed effects multiple linear regression models estimated the effects of the tax increase on alcohol sales. We controlled for seasonality, county characteristics, and national unemployment rates in the main analyses. In the 18 months after the tax increase, average per capita sales of spirits were 5.1% lower (p < 0.001), beer sales were 3.2% lower (p < 0.001), and wine sales were 2.5% lower (p < 0.01) relative to what would have been expected from sales trends in the 18 months prior to the tax increase. Overall, the alcohol sales tax increase was associated with a 3.8% decline in total alcohol sold relative to what would have been expected based on sales in the prior 18 months (p < 0.001). The findings suggest that increased alcohol sales taxes may be as effective as excise taxes in reducing alcohol consumption and related problems. Sales taxes also have the added advantages of rising with inflation and taxing the highest priced beverages most heavily.

  10. Prior video game utilization is associated with improved performance on a robotic skills simulator.

    PubMed

    Harbin, Andrew C; Nadhan, Kumar S; Mooney, James H; Yu, Daohai; Kaplan, Joshua; McGinley-Hence, Nora; Kim, Andrew; Gu, Yiming; Eun, Daniel D

    2017-09-01

    Laparoscopic surgery and robotic surgery, two forms of minimally invasive surgery (MIS), have recently experienced a large increase in utilization. Prior studies have shown that video game experience (VGE) may be associated with improved laparoscopic surgery skills; however, similar data supporting a link between VGE and proficiency on a robotic skills simulator (RSS) are lacking. The objective of our study is to determine whether volume or timing of VGE had any impact on RSS performance. Pre-clinical medical students completed a comprehensive questionnaire detailing previous VGE across several time periods. Seventy-five subjects were ultimately evaluated in 11 training exercises on the daVinci Si Skills Simulator. RSS skill was measured by overall score, time to completion, economy of motion, average instrument collision, and improvement in Ring Walk 3 score. Using the nonparametric tests and linear regression, these metrics were analyzed for systematic differences between non-users, light, and heavy video game users based on their volume of use in each of the following four time periods: past 3 months, past year, past 3 years, and high school. Univariate analyses revealed significant differences between heavy and non-users in all five performance metrics. These trends disappeared as the period of VGE went further back. Our study showed a positive association between video game experience and robotic skills simulator performance that is stronger for more recent periods of video game use. The findings may have important implications for the evolution of robotic surgery training.

  11. Virtual navigation performance: the relationship to field of view and prior video gaming experience.

    PubMed

    Richardson, Anthony E; Collaer, Marcia L

    2011-04-01

    Two experiments examined whether learning a virtual environment was influenced by field of view and how it related to prior video gaming experience. In the first experiment, participants (42 men, 39 women; M age = 19.5 yr., SD = 1.8) performed worse on a spatial orientation task displayed with a narrow field of view in comparison to medium and wide field-of-view displays. Counter to initial hypotheses, wide field-of-view displays did not improve performance over medium displays, and this was replicated in a second experiment (30 men, 30 women; M age = 20.4 yr., SD = 1.9) presenting a more complex learning environment. Self-reported video gaming experience correlated with several spatial tasks: virtual environment pointing and tests of Judgment of Line Angle and Position, mental rotation, and Useful Field of View (with correlations between .31 and .45). When prior video gaming experience was included as a covariate, sex differences in spatial tasks disappeared.

  12. Model of medicines sales forecasting taking into account factors of influence

    NASA Astrophysics Data System (ADS)

    Kravets, A. G.; Al-Gunaid, M. A.; Loshmanov, V. I.; Rasulov, S. S.; Lempert, L. B.

    2018-05-01

    The article describes a method for forecasting sales of medicines in conditions of data sampling, which is insufficient for building a model based on historical data alone. The developed method is applicable mainly to new drugs that are already licensed and released for sale but do not yet have stable sales performance in the market. The purpose of this study is to prove the effectiveness of the suggested method forecasting drug sales, taking into account the selected factors of influence, revealed during the review of existing solutions and analysis of the specificity of the area under study. Three experiments were performed on samples of different volumes, which showed an improvement in the accuracy of forecasting sales in small samples.

  13. Gaming of performance measurement in health care: parallels with tax compliance.

    PubMed

    Mears, Alex; Webley, Paul

    2010-10-01

    Gaming of performance measurement in health care distorts performance, making it appear better than it is. This can conceal potentially hazardous practice and endanger patients and staff. Research has investigated and categorized this behaviour but as yet has offered little in the way of potential solutions as the drivers are still not well understood. Studies of the psychology of tax behaviour, specifically tax avoidance and evasion, reveal some insights into what the underlying causes are. Looking at health care and tax compliance, seven similarities in response can be detected: negative view of those subject to it; not salient except for specific classes of people; general understanding of the need versus resentment of actuality; cognitive dissonance; moral versus legal grey areas; two levels of objective non-compliance; and four categories of subjective behaviour and attitude. We suggest a model of reaction and compliance for gaming and offer some suggestions as to how this phenomenon might be minimized.

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

    PubMed Central

    Kahol, Kanav

    2011-01-01

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

  15. Teaching Young Children with Special Needs and Their Peers to Play Board Games: Effects of a Least to Most Prompting Procedure to Increase Independent Performance.

    PubMed

    Davis-Temple, Janet; Jung, Sunhwa; Sainato, Diane M

    2014-05-01

    We investigated the effects of a least to most prompting procedure on the performance of board game steps and game-related on-task behavior of young children with special needs and their typically developing peers. This study was conducted employing a concurrent multiple baseline design across participants. After teaching the board game steps using a systematic prompting strategy, the participants demonstrated increases in the performance of board game steps and game-related on-task behavior. In addition, the participants maintained high levels of performance and game-related on-task behavior during post-game training. The effects of teaching board games using prompting strategies, implications for practice, and areas for future study are presented.

  16. Traffic Games: Modeling Freeway Traffic with Game Theory

    PubMed Central

    Cortés-Berrueco, Luis E.; Gershenson, Carlos; Stephens, Christopher R.

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers’ interactions. PMID:27855176

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

    PubMed

    Cortés-Berrueco, Luis E; Gershenson, Carlos; Stephens, Christopher R

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers' interactions.

  18. Violence against women in video games: a prequel or sequel to rape myth acceptance?

    PubMed

    Beck, Victoria Simpson; Boys, Stephanie; Rose, Christopher; Beck, Eric

    2012-10-01

    Current research suggests a link between negative attitudes toward women and violence against women, and it also suggests that media may condition such negative attitudes. When considering the tremendous and continued growth of video game sales, and the resulting proliferation of sexual objectification and violence against women in some video games, it is lamentable that there is a dearth of research exploring the effect of such imagery on attitudes toward women. This study is the first study to use actual video game playing and control for causal order, when exploring the effect of sexual exploitation and violence against women in video games on attitudes toward women. By employing a Solomon Four-Group experimental research design, this exploratory study found that a video game depicting sexual objectification of women and violence against women resulted in statistically significant increased rape myths acceptance (rape-supportive attitudes) for male study participants but not for female participants.

  19. Understanding what your sales manager is up against.

    PubMed

    Trailer, Barry; Dickie, Jim

    2006-01-01

    Every year, the research firm CSO Insights publishes the results of its Sales Performance Optimization survey, an online questionnaire given to more than 1,000 sales executives worldwide that seeks to examine the effectiveness of key sales practices and metrics. In this article, two partners from CSO provide the 2005 and 2006 survey highlights, which describe the challenges today's sales organizations face and how they're responding. An overall theme is the degree to which the buy cycle has gotten out of sync with the sell cycle. Buyers have always had a buy cycle, starting at the point they perceive a need. Sellers have always had a sales cycle, starting at the point they spot a prospect. Traditionally, the two have dovetailed--either because the seller created the buyer's perception of need or because the buyer pursued a need by contacting a salesperson (often for product information). Now the buy cycle is often well under way before the seller is even aware there is a cycle--in part because of the information asymmetry created by the Internet. The implications for managing a sales organization are profound in that sales training must now address how reps handle an environment in which buyers have more knowledge than they do. The authors offer evidence that sales executives are taking--and should take--aggressive action to train and retain sales talent, manage the sales process, and use sales support technologies to meet the challenges of this new environment.

  20. Differences in game-related statistics of basketball performance by game location for men's winning and losing teams.

    PubMed

    Gómez, Miguel A; Lorenzo, Alberto; Barakat, Rubén; Ortega, Enrique; Palao, José M

    2008-02-01

    The aim of the present study was to identify game-related statistics that differentiate winning and losing teams according to game location. The sample included 306 games of the 2004-2005 regular season of the Spanish professional men's league (ACB League). The independent variables were game location (home or away) and game result (win or loss). The game-related statistics registered were free throws (successful and unsuccessful), 2- and 3-point field goals (successful and unsuccessful), offensive and defensive rebounds, blocks, assists, fouls, steals, and turnovers. Descriptive and inferential analyses were done (one-way analysis of variance and discriminate analysis). The multivariate analysis showed that winning teams differ from losing teams in defensive rebounds (SC = .42) and in assists (SC = .38). Similarly, winning teams differ from losing teams when they play at home in defensive rebounds (SC = .40) and in assists (SC = .41). On the other hand, winning teams differ from losing teams when they play away in defensive rebounds (SC = .44), assists (SC = .30), successful 2-point field goals (SC = .31), and unsuccessful 3-point field goals (SC = -.35). Defensive rebounds and assists were the only game-related statistics common to all three analyses.

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

    PubMed

    Borgonovi, Francesca

    2016-04-01

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

  2. 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.

  3. Interaction between Gaming and Multistage Guiding Strategies on Students' Field Trip Mobile Learning Performance and Motivation

    ERIC Educational Resources Information Center

    Chen, Chih-Hung; Liu, Guan-Zhi; Hwang, Gwo-Jen

    2016-01-01

    In this study, an integrated gaming and multistage guiding approach was proposed for conducting in-field mobile learning activities. A mobile learning system was developed based on the proposed approach. To investigate the interaction between the gaming and guiding strategies on students' learning performance and motivation, a 2 × 2 experiment was…

  4. The Mediation Effect of In-Game Performance between Prior Knowledge and Posttest Score. CRESST Report 819

    ERIC Educational Resources Information Center

    Kerr, Deirdre; Chung, Gregory K. W. K.

    2012-01-01

    Though video games are commonly considered to hold great potential as learning environments, their effectiveness as a teaching tool has yet to be determined. One reason for this is that researchers often run into the problem of multicollinearity between prior knowledge, in-game performance, and posttest scores, thereby making the determination of…

  5. Violence against Women in Video Games: A Prequel or Sequel to Rape Myth Acceptance?

    ERIC Educational Resources Information Center

    Beck, Victoria Simpson; Boys, Stephanie; Rose, Christopher; Beck, Eric

    2012-01-01

    Current research suggests a link between negative attitudes toward women and violence against women, and it also suggests that media may condition such negative attitudes. When considering the tremendous and continued growth of video game sales, and the resulting proliferation of sexual objectification and violence against women in some video…

  6. Differential effects of wakeful rest, music and video game playing on working memory performance in the n-back task.

    PubMed

    Kuschpel, Maxim S; Liu, Shuyan; Schad, Daniel J; Heinzel, Stephan; Heinz, Andreas; Rapp, Michael A

    2015-01-01

    The interruption of learning processes by breaks filled with diverse activities is common in everyday life. We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. Young adults were exposed to breaks involving (i) eyes-open resting, (ii) listening to music and (iii) playing the video game "Angry Birds" before performing the n-back working memory task. Based on linear mixed-effects modeling, we found that playing the "Angry Birds" video game during a short learning break led to a decline in task performance over the course of the task as compared to eyes-open resting and listening to music, although overall task performance was not impaired. This effect was associated with high levels of daily mind wandering and low self-reported ability to concentrate. These findings indicate that video games can negatively affect working memory performance over time when played in between learning tasks. We suggest further investigation of these effects because of their relevance to everyday activity.

  7. Differential effects of wakeful rest, music and video game playing on working memory performance in the n-back task

    PubMed Central

    Kuschpel, Maxim S.; Liu, Shuyan; Schad, Daniel J.; Heinzel, Stephan; Heinz, Andreas; Rapp, Michael A.

    2015-01-01

    The interruption of learning processes by breaks filled with diverse activities is common in everyday life. We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. Young adults were exposed to breaks involving (i) eyes-open resting, (ii) listening to music and (iii) playing the video game “Angry Birds” before performing the n-back working memory task. Based on linear mixed-effects modeling, we found that playing the “Angry Birds” video game during a short learning break led to a decline in task performance over the course of the task as compared to eyes-open resting and listening to music, although overall task performance was not impaired. This effect was associated with high levels of daily mind wandering and low self-reported ability to concentrate. These findings indicate that video games can negatively affect working memory performance over time when played in between learning tasks. We suggest further investigation of these effects because of their relevance to everyday activity. PMID:26579055

  8. Effects of Targeted Sales Messages on Subscription Sales and Retention.

    ERIC Educational Resources Information Center

    Gamst, Glenn; And Others

    1987-01-01

    Investigates the effects of targeted sales messages on newspaper subscription sales and retention by combining two large research projects--a demographic market segmentation scheme, and a readership-lifestyle survey. Proposes that the content of sales messages influences new subscriptions but does not affect retention. (MM)

  9. Deliberate practice and performance in music, games, sports, education, and professions: a meta-analysis.

    PubMed

    Macnamara, Brooke N; Hambrick, David Z; Oswald, Frederick L

    2014-08-01

    More than 20 years ago, researchers proposed that individual differences in performance in such domains as music, sports, and games largely reflect individual differences in amount of deliberate practice, which was defined as engagement in structured activities created specifically to improve performance in a domain. This view is a frequent topic of popular-science writing-but is it supported by empirical evidence? To answer this question, we conducted a meta-analysis covering all major domains in which deliberate practice has been investigated. We found that deliberate practice explained 26% of the variance in performance for games, 21% for music, 18% for sports, 4% for education, and less than 1% for professions. We conclude that deliberate practice is important, but not as important as has been argued. © The Author(s) 2014.

  10. Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children.

    PubMed

    Dworak, Markus; Schierl, Thomas; Bruns, Thomas; Strüder, Heiko Klaus

    2007-11-01

    Television and computer game consumption are a powerful influence in the lives of most children. Previous evidence has supported the notion that media exposure could impair a variety of behavioral characteristics. Excessive television viewing and computer game playing have been associated with many psychiatric symptoms, especially emotional and behavioral symptoms, somatic complaints, attention problems such as hyperactivity, and family interaction problems. Nevertheless, there is insufficient knowledge about the relationship between singular excessive media consumption on sleep patterns and linked implications on children. The aim of this study was to investigate the effects of singular excessive television and computer game consumption on sleep patterns and memory performance of children. Eleven school-aged children were recruited for this polysomnographic study. Children were exposed to voluntary excessive television and computer game consumption. In the subsequent night, polysomnographic measurements were conducted to measure sleep-architecture and sleep-continuity parameters. In addition, a visual and verbal memory test was conducted before media stimulation and after the subsequent sleeping period to determine visuospatial and verbal memory performance. Only computer game playing resulted in significant reduced amounts of slow-wave sleep as well as significant declines in verbal memory performance. Prolonged sleep-onset latency and more stage 2 sleep were also detected after previous computer game consumption. No effects on rapid eye movement sleep were observed. Television viewing reduced sleep efficiency significantly but did not affect sleep patterns. The results suggest that television and computer game exposure affect children's sleep and deteriorate verbal cognitive performance, which supports the hypothesis of the negative influence of media consumption on children's sleep, learning, and memory.

  11. Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.

    PubMed

    Boot, Walter R; Sumner, Anna; Towne, Tyler J; Rodriguez, Paola; Anders Ericsson, K

    2017-04-01

    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior performance of one of the highest scoring players of the video game Space Fortress (Towne, Boot, & Ericsson, ). This analysis revealed how certain behaviors contributed to his exceptional performance. In this study, we recruited a participant for a similar training regimen, but we collected concurrent and retrospective verbal protocol data throughout training. Protocol analysis revealed insights into strategies, errors, mental representations, and shifting game priorities. We argue that these insights into the developing representations that guided skilled performance could only easily have been derived from the tools of the Expert Performance Approach. We propose that the described approach could be applied to understand performance and skill acquisition in many different video games (and other short- to medium-term skill acquisition paradigms) and help reveal mechanisms of transfer from gameplay to other measures of laboratory and real-world performance. Copyright © 2016 Cognitive Science Society, Inc.

  12. An Analysis of Sales Training Effectiveness within the Housing Market

    ERIC Educational Resources Information Center

    Ronbinson, John Cheney, IV

    2012-01-01

    The purpose of this study was to assess the performance outcomes of a sales training program. This study is unique in a number of ways. First, it focuses on an under-studied area (sales training effectiveness). Second, it is directed at the evaluation of sales training programs completed by Realtors within the housing industry. Finally, it…

  13. Between-game variation of physical soccer performance measures in highly trained youth soccer players.

    PubMed

    Doncaster, Greg; Unnithan, Viswanath

    2017-07-12

    To assess the between-game variation in measures of physical performance during 11 v 11 soccer match-play, over a short period of time, in highly trained youth soccer players. A single cohort observational study design was employed. Physical match performance data were collected from 17 male, highly trained youth soccer players (age: 13.3 ± 0.4 y) over three, 2 x 20min, 11 v 11 matches. Using 10 Hz GPS, the variables selected for analyses were total distance (TD), high-speed running (HSR), very high-speed running (VHSR), number of high-speed running efforts (HSReff) and number of very high-speed running efforts (VHSReff). Match data was also separated into cumulative 5 min epochs, to identify the peak 5 min epoch and the mean of the cumulative 5 min epochs for each match. Variability was quantified using the coefficient of variation (CV), Standard error of measurement (SEM) and intra-class correlation coefficient (ICC). Between- and within-player smallest worthwhile changes (SWC) were also calculated for each variable to aid in the interpretation of the data. Analysis of the variance between games reported a low CV for TD (3.8%) but larger CVs for HSR (33.3%), HSReff (35.4%) and VHSR and VHSReff (59.6 and 57.4 %, respectively). Analysis of 5 min epochs (peak and average) found an increase in the CVs beyond that of the values reported for the whole match. Between-player SWC in high intensity physical performance data ranged from 24.7 - 42.4 %, whereas within-player SWC ranged from 1.2 - 79.9%. The between-game variability of high and very high intensity activities in youth soccer players, across three soccer matches over a short period of time (2 weeks), is relatively 'large' and specific to the individual, thus highlighting the need for caution when interpreting physical performance data between games and players.

  14. 2016 Rio Olympic Games: Can the schedule of events compromise athletes' performance?

    PubMed

    Rosa, João Paulo P; Rodrigues, Dayane F; Silva, Andressa; de Moura Simim, Mário Antônio; Costa, Varley T; Noce, Franco; de Mello, Marco Túlio

    2016-01-01

    The organizing committee of the 2016 Rio Olympic Games recently announced that some of the preliminary and final competitions will be held at night. The present article discusses the potential harmful effects of these late-night competitions on sleep, circadian rhythms and athletic performance during the Olympic Games. Specifically, night-time competition could lead to injury and may compromise an athlete's decision-making, attentional, physiological and other processes. Consequently, these impacts could negatively affect the performance of athletes and their teams. Thus, it is suggested that technical commissions take special care when creating strategies to minimize harm to the athletes by considering factors such as light exposure, melatonin intake, sleep hygiene and scheduled naps, and training at local competition time. Furthermore, it is necessary for specialists in chronobiology and sleep to engage with members of the national teams to develop an activity schedule for physical, technical, tactical and psychological preparation that accounts for circadian rhythms, thereby creating the best possible environment for the athletes to achieve their ideal performance.

  15. Using Game Theory and Competition-Based Learning to Stimulate Student Motivation and Performance

    ERIC Educational Resources Information Center

    Burguillo, Juan C.

    2010-01-01

    This paper introduces a framework for using Game Theory tournaments as a base to implement Competition-based Learning (CnBL), together with other classical learning techniques, to motivate the students and increase their learning performance. The paper also presents a description of the learning activities performed along the past ten years of a…

  16. Performance changes and relationship between vertical jump measures and actual sprint performance in elite sprinters with visual impairment throughout a Parapan American games training season

    PubMed Central

    Loturco, Irineu; Winckler, Ciro; Kobal, Ronaldo; Cal Abad, Cesar C.; Kitamura, Katia; Veríssimo, Amaury W.; Pereira, Lucas A.; Nakamura, Fábio Y.

    2015-01-01

    The aims of this study were to estimate the magnitude of variability and progression in actual competitive and field vertical jump test performances in elite Paralympic sprinters with visual impairment in the year leading up to the 2015 Parapan American Games, and to investigate the relationships between loaded and unloaded vertical jumping test results and actual competitive sprinting performance. Fifteen Brazilian Paralympic sprinters with visual impairment attended seven official competitions (four national, two international and the Parapan American Games 2015) between April 2014 and August 2015, in the 100- and 200-m dash. In addition, they were tested in five different periods using loaded (mean propulsive power [MPP] in jump squat [JS] exercise) and unloaded (squat jump [SJ] height) vertical jumps within the 3 weeks immediately prior to the main competitions. The smallest important effect on performances was calculated as half of the within-athlete race-to-race (or test-to-test) variability and a multiple regression analysis was performed to predict the 100- and 200-m dash performances using the vertical jump test results. Competitive performance was enhanced during the Parapan American Games in comparison to the previous competition averages, overcoming the smallest worthwhile enhancement in both the 100- (0.9%) and 200-m dash (1.43%). In addition, The SJ and JS explained 66% of the performance variance in the competitive results. This study showed that vertical jump tests, in loaded and unloaded conditions, could be good predictors of the athletes' sprinting performance, and that during the Parapan American Games the Brazilian team reached its peak competitive performance. PMID:26594181

  17. Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation

    ERIC Educational Resources Information Center

    Bottino, Rosa Maria; delle Ricerche, Consiglio Nazionale; Ott, Michela; Tavella, Mauro

    2014-01-01

    The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of…

  18. Motivation and Performance in a Game-Based Intelligent Tutoring System

    ERIC Educational Resources Information Center

    Jackson, G. Tanner; McNamara, Danielle S.

    2013-01-01

    One strength of educational games stems from their potential to increase students' motivation and engagement during educational tasks. However, game features may also detract from principle learning goals and interfere with students' ability to master the target material. To assess the potential impact of game-based learning environments, in this…

  19. Applying Video Game Interaction Design to Business Performance, Round 2.

    ERIC Educational Resources Information Center

    Shirinian, Ara; Dickelman, Erik

    2002-01-01

    Discusses software design for enterprise systems and for video games, and describes difficulties with enterprise tools, including interface complexity, training costs, and user frustration. Examines the world of tools and games from the human perspective and suggests ways in which game design can be successfully transferred to the enterprise tool…

  20. A "not-for-profit" regulatory model for legal recreational cannabis: Insights from the regulation of gaming machine gambling in New Zealand.

    PubMed

    Wilkins, Chris

    2018-03-01

    A dozen or more regulatory frameworks have been proposed for legal cannabis but many of the "not-for-profit" options have yet to be developed in any detail, reducing the likelihood they will be seriously considered by policy makers. New Zealand's innovative "not-for-profit" regulatory regime for gaming machine gambling (i.e. "slot machines") has reversed the previous increase in gambling expenditure, empowered local councils to cap the number of gambling venues, and is unique in requiring the societies operating gaming machines to distribution 40% of the gross expenditure from machines (i.e. $NZ 262 million in 2015) to community purposes (e.g. sports). However, the regime has been criticised for not addressing the concentration of gaming outlets in poorer communities, and not requiring grants to be allocated in the disadvantaged communities where outlets are located. There have also been cases of gaming societies providing community grants in exchange for direct or indirect benefits. In this paper we adapt this regulatory approach to a legal cannabis market. Under the proposed regime, licensed "not-for-profit" cannabis societies will be required to distribute 20% of cannabis sales to drug treatment and 20% to community purposes, including drug prevention. Grants must be allocated in the regions where cannabis sales are made and grant committees must be independent from cannabis societies. A 20% levy will be used to cover the wider health costs of cannabis use. A further 10% levy will be used to fund the regulator and evaluate the new regime. Local councils will have the power to decide how many, and where, cannabis retail outlets are located. Other important elements include a minimum price for cannabis, effective taxation of cannabis products, regulating CBD in cannabis products, higher taxation of traditional smoking products, advertising restricted to place-of-sale, no internet sales, and restrictions on industry involvement in regulation making and research

  1. 7 CFR 1955.118 - Processing cash sales or MFH credit sales on NP terms.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... 7 Agriculture 14 2010-01-01 2009-01-01 true Processing cash sales or MFH credit sales on NP terms... Inventory Property Rural Housing (rh) Real Property § 1955.118 Processing cash sales or MFH credit sales on NP terms. (a) Cash sales. Cash sales will be closed by the servicing official collecting the purchase...

  2. Tactical Games Model and Its Effects on Student Physical Activity and Gameplay Performance in Secondary Physical Education

    ERIC Educational Resources Information Center

    Hodges, Michael; Wicke, Jason; Flores-Marti, Ismael

    2018-01-01

    Many have examined game-based instructional models, though few have examined the effects of the Tactical Games Model (TGM) on secondary-aged students. Therefore, this study examined the effects TGM has on secondary students' physical activity (PA) and gameplay performance (GPP) in three secondary schools. Physical education teachers (N = 3) were…

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

    PubMed

    Weinstein, Aviv Malkiel

    2010-09-01

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

  4. Learning by gaming - evaluation of an online game for children.

    PubMed

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  5. 76 FR 174 - International Business Machines (IBM), Global Sales Operations Organization, Sales and...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-01-03

    ...] International Business Machines (IBM), Global Sales Operations Organization, Sales and Distribution Business Manager Roles; One Teleworker Located in Charleston, WV; International Business Machines (IBM), Global Sales Operations Organization, Sales and Distribution Business Unit, Relations Analyst and Band 8...

  6. Teaching "Yes, And" … Improv in Sales Classes: Enhancing Student Adaptive Selling Skills, Sales Performance, and Teaching Evaluations

    ERIC Educational Resources Information Center

    Rocco, Richard A.; Whalen, D. Joel

    2014-01-01

    In an application of experiential learning, assessment, and career development, this article reports a field experiment of teaching sales students adaptive selling skills via an "Improvisational (Improv) Comedy" technique: "Yes, And." Students learn this well-established theatrical improv method via classroom lecture,…

  7. Modeling of geographical pricing: A game analysis of siberian fuel costs

    NASA Astrophysics Data System (ADS)

    Sivushina, Anastasiya; Kombu, Anchy; Ryumkin, Valeriy

    2017-11-01

    In the present study, we propose a novel game-theoretic pricing model describing the interaction between producers and retailers of goods in conditions of poor transport infrastructure and sparse geographical distribution of the points of sale. The proposed model generalizes the Stackelberg leadership model for an arbitrary number of leaders and followers. We show that the model always has a Nash and Stackelberg equilibria. We also provide formulas for the equilibrium prices and volume of sales. As an example we model diesel pricing in south Siberia. Our model found no signs of a cartel. The results of this paper can be used by policymakers to inform market regulations aimed at promoting free competition and avoiding monopolies in production and retail of goods.

  8. When Theory Meets Practice: A New Approach for Teaching Undergraduate Sales Management Courses

    ERIC Educational Resources Information Center

    O'Reilly, Kelley A.

    2015-01-01

    Most sales management undergraduate courses teach students about sales management rather than how to successfully manage a sales team. A desire to change this paradigm resulted in a newly designed hands-on, skill-based sales management course that uses business case studies in combination with students developing, practicing, and performing the…

  9. Impact of IQ, computer-gaming skills, general dexterity, and laparoscopic experience on performance with the da Vinci surgical system.

    PubMed

    Hagen, Monika E; Wagner, Oliver J; Inan, Ihsan; Morel, Philippe

    2009-09-01

    Due to improved ergonomics and dexterity, robotic surgery is promoted as being easily performed by surgeons with no special skills necessary. We tested this hypothesis by measuring IQ elements, computer gaming skills, general dexterity with chopsticks, and evaluating laparoscopic experience in correlation to performance ability with the da Vinci robot. Thirty-four individuals were tested for robotic dexterity, IQ elements, computer-gaming skills and general dexterity. Eighteen surgically inexperienced and 16 laparoscopically trained surgeons were included. Each individual performed three different tasks with the da Vinci surgical system and their times were recorded. An IQ test (elements: logical thinking, 3D imagination and technical understanding) was completed by each participant. Computer skills were tested with a simple computer game (hand-eye coordination) and general dexterity was evaluated by the ability to use chopsticks. We found no correlation between logical thinking, 3D imagination and robotic skills. Both computer gaming and general dexterity showed a slight but non-significant improvement in performance with the da Vinci robot (p > 0.05). A significant correlation between robotic skills, technical understanding and laparoscopic experience was observed (p < 0.05). The data support the conclusion that there are no significant correlations between robotic performance and logical thinking, 3D understanding, computer gaming skills and general dexterity. A correlation between robotic skills and technical understanding may exist. Laparoscopic experience seems to be the strongest predictor of performance with the da Vinci surgical system. Generally, it appears difficult to determine non-surgical predictors for robotic surgery.

  10. The sales learning curve.

    PubMed

    Leslie, Mark; Holloway, Charles A

    2006-01-01

    When a company launches a new product into a new market, the temptation is to immediately ramp up sales force capacity to gain customers as quickly as possible. But hiring a full sales force too early just causes the firm to burn through cash and fail to meet revenue expectations. Before it can sell an innovative product efficiently, the entire organization needs to learn how customers will acquire and use it, a process the authors call the sales learning curve. The concept of a learning curve is well understood in manufacturing. Employees transfer knowledge and experience back and forth between the production line and purchasing, manufacturing, engineering, planning, and operations. The sales learning curve unfolds similarly through the give-and-take between the company--marketing, sales, product support, and product development--and its customers. As customers adopt the product, the firm modifies both the offering and the processes associated with making and selling it. Progress along the manufacturing curve is measured by tracking cost per unit: The more a firm learns about the manufacturing process, the more efficient it becomes, and the lower the unit cost goes. Progress along the sales learning curve is measured in an analogous way: The more a company learns about the sales process, the more efficient it becomes at selling, and the higher the sales yield. As the sales yield increases, the sales learning process unfolds in three distinct phases--initiation, transition, and execution. Each phase requires a different size--and kind--of sales force and represents a different stage in a company's production, marketing, and sales strategies. Adjusting those strategies as the firm progresses along the sales learning curve allows managers to plan resource allocation more accurately, set appropriate expectations, avoid disastrous cash shortfalls, and reduce both the time and money required to turn a profit.

  11. Brain activation for response inhibition under gaming cue distraction in internet gaming disorder.

    PubMed

    Liu, Gin-Chung; Yen, Ju-Yu; Chen, Chiao-Yun; Yen, Cheng-Fang; Chen, Cheng-Sheng; Lin, Wei-Chen; Ko, Chih-Hung

    2014-01-01

    We evaluated neural substrates related to the loss of control in college students with internet gaming disorder (IGD). We hypothesized that deficit in response inhibition under gaming cue distraction was the possible mechanism for the loss of control internet use. Eleven cases of IGD and 11 controls performed Go/NoGo tasks with/without gaming distraction in the functional magnetic resonance imaging scanner. When the gaming picture was shown as background while individuals were performing Go/NoGo tasks, the IGD group committed more commission errors. The control group increased their brain activations more over the right dorsolateral prefrontal cortex (DLPFC) and superior parietal lobe under gaming cue distraction in comparison with the IGD group. Furthermore, brain activation of the right DLPFC and superior parietal lobe were negatively associated with performance of response inhibition among the IGD group. The results suggest that the function of response inhibition was impaired under gaming distraction among the IGD group, and individuals with IGD could not activate right DLPFC and superior parietal lobe to keep cognitive control and attention allocation for response inhibition under gaming cue distraction. This mechanism should be addressed in any intervention for IGD. Copyright © 2013. Published by Elsevier B.V.

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

    PubMed

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

    2017-12-01

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

  13. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played.

    PubMed

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-03-01

    Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.

  14. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    PubMed Central

    Kim, Jun Won; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. Results The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. Conclusion These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance. PMID:20396428

  15. 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.

  16. Managerial implications of medical sales representative perceptions of job duties, job qualifications, and other performance-related issues.

    PubMed

    Tengilimoğlu, Dilaver; Korkmaz, Sezer; Akinci, Fevzi; Parsons, Amy L

    2004-01-01

    This study examined the perceptions of medical sales representatives of job related duties, job qualifications needed, and motivating factors and tested for differences based on gender, age, years of experience and education using prior research as a base. This study also explored issues that may arise between sales people and physicians. The authors surveyed 132 medical sales representatives from pharmaceutical firms located in Ankara, Turkey. The authors' findings highlight the need in Turkey for developing in-service training programs for medical sales representatives, especially in the areas related to technical aspects of the product, effective marketing and personal selling strategies, and consumer relations. Training in these areas will help salespeople to better manage the problems typically encountered in physician-sales representative relations. While the study was conducted in Turkey, the results are similar to findings in prior research conducted in other countries and therefore may be of interest to all sales managers.

  17. 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.

  18. 17 CFR 250.85 - Service, sales, and construction by registered holding companies.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 17 Commodity and Securities Exchanges 3 2010-04-01 2010-04-01 false Service, sales, and... ACT OF 1935 Service, Sales and Construction Contracts § 250.85 Service, sales, and construction by...; or (c) Such transaction consists of performance of a contract made before August 26, 1935, for the...

  19. 17 CFR 250.85 - Service, sales, and construction by registered holding companies.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 17 Commodity and Securities Exchanges 3 2011-04-01 2011-04-01 false Service, sales, and... ACT OF 1935 Service, Sales and Construction Contracts § 250.85 Service, sales, and construction by...; or (c) Such transaction consists of performance of a contract made before August 26, 1935, for the...

  20. A Likelihood-Based Approach to Identifying Contaminated Food Products Using Sales Data: Performance and Challenges

    PubMed Central

    Kaufman, James; Lessler, Justin; Harry, April; Edlund, Stefan; Hu, Kun; Douglas, Judith; Thoens, Christian; Appel, Bernd; Käsbohrer, Annemarie; Filter, Matthias

    2014-01-01

    Foodborne disease outbreaks of recent years demonstrate that due to increasingly interconnected supply chains these type of crisis situations have the potential to affect thousands of people, leading to significant healthcare costs, loss of revenue for food companies, and—in the worst cases—death. When a disease outbreak is detected, identifying the contaminated food quickly is vital to minimize suffering and limit economic losses. Here we present a likelihood-based approach that has the potential to accelerate the time needed to identify possibly contaminated food products, which is based on exploitation of food products sales data and the distribution of foodborne illness case reports. Using a real world food sales data set and artificially generated outbreak scenarios, we show that this method performs very well for contamination scenarios originating from a single “guilty” food product. As it is neither always possible nor necessary to identify the single offending product, the method has been extended such that it can be used as a binary classifier. With this extension it is possible to generate a set of potentially “guilty” products that contains the real outbreak source with very high accuracy. Furthermore we explore the patterns of food distributions that lead to “hard-to-identify” foods, the possibility of identifying these food groups a priori, and the extent to which the likelihood-based method can be used to quantify uncertainty. We find that high spatial correlation of sales data between products may be a useful indicator for “hard-to-identify” products. PMID:24992565

  1. A likelihood-based approach to identifying contaminated food products using sales data: performance and challenges.

    PubMed

    Kaufman, James; Lessler, Justin; Harry, April; Edlund, Stefan; Hu, Kun; Douglas, Judith; Thoens, Christian; Appel, Bernd; Käsbohrer, Annemarie; Filter, Matthias

    2014-07-01

    Foodborne disease outbreaks of recent years demonstrate that due to increasingly interconnected supply chains these type of crisis situations have the potential to affect thousands of people, leading to significant healthcare costs, loss of revenue for food companies, and--in the worst cases--death. When a disease outbreak is detected, identifying the contaminated food quickly is vital to minimize suffering and limit economic losses. Here we present a likelihood-based approach that has the potential to accelerate the time needed to identify possibly contaminated food products, which is based on exploitation of food products sales data and the distribution of foodborne illness case reports. Using a real world food sales data set and artificially generated outbreak scenarios, we show that this method performs very well for contamination scenarios originating from a single "guilty" food product. As it is neither always possible nor necessary to identify the single offending product, the method has been extended such that it can be used as a binary classifier. With this extension it is possible to generate a set of potentially "guilty" products that contains the real outbreak source with very high accuracy. Furthermore we explore the patterns of food distributions that lead to "hard-to-identify" foods, the possibility of identifying these food groups a priori, and the extent to which the likelihood-based method can be used to quantify uncertainty. We find that high spatial correlation of sales data between products may be a useful indicator for "hard-to-identify" products.

  2. Simulation Gaming in Construction: ER, The Equipment Replacement Game.

    ERIC Educational Resources Information Center

    Nassar, Khaled

    2002-01-01

    The Equipment Replacement simulation game can be used to explain the different effects of various equipment buy/sell strategies on the economic performance of construction companies. The probabilistic aspect of demand in the construction market is incorporated. The game is implemented using Excel and Visual Basic for Applications. (Author/SK)

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

    PubMed Central

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

    2017-01-01

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

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

    PubMed

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

    2017-03-01

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

  5. Digital Game Playing Motives among Adolescents: Relations to Parent-Child Communication, School Performance, Sleeping Habits, and Perceived Health

    ERIC Educational Resources Information Center

    Wallenius, Marjut; Rimpela, Arja; Punamaki, Raija-Leena; Lintonen, Tomi

    2008-01-01

    The aims of this research were to describe Finnish adolescents' different motives for digital game playing, and to examine relations between digital game playing and parent-child communication, school performance, sleeping habits, and perceived health. A questionnaire was used to assess a nationwide postal sample of 12-18-year-old Finns (6761…

  6. Cross-Cultural Selling: Examining the Importance of Cultural Intelligence in Sales Education

    ERIC Educational Resources Information Center

    Delpechitre, Duleep; Baker, David S.

    2017-01-01

    Cross-cultural selling has become an important factor in sales education. In the current competitive business graduate market, students who enter the workforce in frontline customer service positions are expected to perform sales at a higher level. Students that have acquired an education in sales during their undergraduate program have been found…

  7. Relationship of opioid prescription sales and overdoses, North Carolina.

    PubMed

    Modarai, F; Mack, K; Hicks, P; Benoit, S; Park, S; Jones, C; Proescholdbell, S; Ising, A; Paulozzi, L

    2013-09-01

    In the United States, fatal drug overdoses have tripled since 1991. This escalation in deaths is believed to be driven primarily by prescription opioid medications. This investigation compared trends and patterns in sales of opioids, opioid drug overdoses treated in emergency departments (EDs), and unintentional overdose deaths in North Carolina (NC). Our ecological study compared rates of opioid sales, opioid related ED overdoses, and unintentional drug overdose deaths in NC. Annual sales data, provided by the Drug Enforcement Administration, for select opioids were converted into morphine equivalents and aggregated by zip code. These opioid drug sales rates were trended from 1997 to 2010. In addition, opioid sales were correlated and compared to opioid related ED visits, which came from a Centers for Disease Control and Prevention syndromic surveillance system, and unintentional overdose deaths, which came from NC Vital Statistics, from 2008 to 2010. Finally, spatial cluster analysis was performed and rates were mapped by zip code in 2010. Opioid sales increased substantially from 1997 to 2010. From 2008 to 2010, the quarterly rates of opioid drug overdoses treated in EDs and opioid sales correlated (r=0.68, p=0.02). Specific regions of the state, particularly in the southern and western corners, had both high rates of prescription opioid sales and overdoses. Temporal trends in sales of prescription opioids correlate with trends in opioid related ED visits. The spatial correlation of opioid sales with ED visit rates shows that opioid sales data may be a timely way to identify high-risk communities in the absence of timely ED data. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  8. How Not to Strike it Rich: Semantics, Pragmatics, and Semiotics of a Massachusetts Lottery Game Card

    ERIC Educational Resources Information Center

    Butters, Ronald R.

    2004-01-01

    In 2001, the Massachusetts State Lottery Commission released for sale a new "instant lottery ticket" "scratch-and-play" game card named "Caesars [sic] Palace[R]" (played by scratching the surface of each card at designated spots to reveal hidden numbers or images). It offered ten grand prizes of $1,000,000 each and a…

  9. Effects of Two Instructional Approaches on Skill Development, Knowledge, and Game Performance

    ERIC Educational Resources Information Center

    Pritchard, Tony; Hawkins, Andrew; Wiegand, Robert; Metzler, Jonathan N.

    2008-01-01

    Two instructional approaches that have been of interest in promoting sport have been the Sport Education Model (SEM) and the Traditional Style (TS) of teaching physical education. The purpose of this study was to investigate how SEM and TS would affect skill development, knowledge, and game performance for volleyball at the secondary level. A 2 x…

  10. Better sales networks.

    PubMed

    Ustüner, Tuba; Godes, David

    2006-01-01

    Anyone in sales will tell you that social networks are critical. The more contacts you have, the more leads you'll generate, and, ultimately, the more sales you'll make. But that's a vast oversimplification. Different configurations of networks produce different results, and the salesperson who develops a nuanced understanding of social networks will outshine competitors. The salesperson's job changes over the course of the selling process. Different abilities are required in each stage of the sale: identifying prospects, gaining buy-in from potential customers, creating solutions, and closing the deal. Success in the first stage, for instance, depends on the salesperson acquiring precise and timely information about opportunities from contacts in the marketplace. Closing the deal requires the salesperson to mobilize contacts from prior sales to act as references. Managers often view sales networks only in terms of direct contacts. But someone who knows lots of people doesn't necessarily have an effective network because networks often pay off most handsomely through indirect contacts. Moreover, the density of the connections in a network is important. Do a salesperson's contacts know all the same people, or are their associates widely dispersed? Sparse networks are better, for example, at generating unique information. Managers can use three levers--sales force structure, compensation, and skills development--to encourage salespeople to adopt a network-based view and make the best possible use of social webs. For example, the sales force can be restructured to decouple lead generation from other tasks because some people are very good at building diverse ties but not so good at maintaining other kinds of networks. Companies that take steps of this kind to help their sales teams build better networks will reap tremendous advantages.

  11. Geospatial Analytics in Retail Site Selection and Sales Prediction.

    PubMed

    Ting, Choo-Yee; Ho, Chiung Ching; Yee, Hui Jia; Matsah, Wan Razali

    2018-03-01

    Studies have shown that certain features from geography, demography, trade area, and environment can play a vital role in retail site selection, largely due to the impact they asserted on retail performance. Although the relevant features could be elicited by domain experts, determining the optimal feature set can be intractable and labor-intensive exercise. The challenges center around (1) how to determine features that are important to a particular retail business and (2) how to estimate retail sales performance given a new location? The challenges become apparent when the features vary across time. In this light, this study proposed a nonintervening approach by employing feature selection algorithms and subsequently sales prediction through similarity-based methods. The results of prediction were validated by domain experts. In this study, data sets from different sources were transformed and aggregated before an analytics data set that is ready for analysis purpose could be obtained. The data sets included data about feature location, population count, property type, education status, and monthly sales from 96 branches of a telecommunication company in Malaysia. The finding suggested that (1) optimal retail performance can only be achieved through fulfillment of specific location features together with the surrounding trade area characteristics and (2) similarity-based method can provide solution to retail sales prediction.

  12. Performance of Soldiers on the Battle Sight Tank Gunnery Video Game

    DTIC Science & Technology

    1986-06-01

    The purpose of this research was to examine practice effects on a tank gunnery video game in a series of three experiments. Number of hits and number...the standard video game with three lives and 60 rounds of ammunition, (b) a revised format that equally distributed the three lives and 60 rounds of ammunition into three separate games.

  13. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

    PubMed

    Colder Carras, Michelle; Van Rooij, Antonius J; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2017-03-01

    Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

  14. The effects of different pre-game motivational interventions on athlete free hormonal state and subsequent performance in professional rugby union matches.

    PubMed

    Cook, Christian J; Crewther, Blair T

    2012-07-16

    We examined the effect of different pre-match motivational interventions on athlete free testosterone (T) and cortisol (C) concentrations and subsequent match performance in professional rugby union. Male participants (n=12) playing at a senior or academy level in rugby union were recruited and each completed three interventions (15 min each) before a competitive game; 1) watching a video clip of successful skill execution by the player with positive coach feedback [VPCF1]; 2) watching a video clip of successful skill execution by an opposing player with cautionary coach feedback [VCCF], 3) the player left alone to self-motivate [SM1]. The first and last interventions were retested [VPCF2 and SM2]. Salivary free T and C measures were taken pre-intervention and pre-game. Within each game, players were rated by coaching staff on a key performance indicator (KPI) from identified skills and an overall performance indicator (OPI), where 1 = best performance to 5 = worst performance. The VPCF1 and VPCF2 interventions both promoted significant T responses (11.8% to 12.5%) before each game and more so than SM1, SM2 and VCCF. The VCCF approach produced the largest C response (17.6%) and this differed from all other treatments. The VPCF interventions were also associated with better game KPI (1.5 to 1.8) and OPI ratings (1.7 to 1.8) than SM1, SM2 and/or VCCF. Across all treatments, greater individual T responses and lower C responses were associated with better KPI and OPI outcomes. In conclusion, the pre-game presentation of motivational strategies to athletes involving specific video footage and coach feedback produced different outcomes on two indicators of match performance, which were also associated with changes in free hormonal state. Copyright © 2012 Elsevier Inc. All rights reserved.

  15. 41 CFR 109-45.304-2 - Negotiated sales and negotiated sales at fixed prices.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 41 Public Contracts and Property Management 3 2010-07-01 2010-07-01 false Negotiated sales and negotiated sales at fixed prices. 109-45.304-2 Section 109-45.304-2 Public Contracts and Property Management... REGULATIONS UTILIZATION AND DISPOSAL 45-SALE, ABANDONMENT, OR DESTRUCTION OF PERSONAL PROPERTY 45.3-Sale of...

  16. Swimming performance changes during the final 3 weeks of training leading to the Sydney 2000 Olympic Games.

    PubMed

    Mujika, I; Padilla, S; Pyne, D

    2002-11-01

    The purpose of this study was to determine the magnitude of the swimming performance change during the final 3 weeks of training (F3T) leading to the Sydney 2000 Olympic Games. Olympic swimmers who took part in the same event or events at the Telstra 2000 Grand Prix Series in Melbourne, Australia, (26 - 27 August 2000), and 21 - 28 d later at the Sydney 2000 Olympic Games (16 - 23 September 2000) were included in this analysis. A total of 99 performances (50 male, 49 female) were analysed. The overall performance improvement between pre- and post-F3T conditions for all swimmers was 2.18 +/- 1.50 % (p < 0.0001), (range - 1.14 % to 6.02 %). A total of 91 of the 99 analysed performances were faster after the F3T and only 8 were slower. The percentage improvement with F3T was significantly higher (P < 0.01) in males (2.57 +/- 1.45 %) than in females (1.78 +/- 1.45 %). In conclusion, the pre-Olympic F3T elicited a significant performance improvement of 2.57 % for male and 1.78 % for female swimmers at the Sydney 2000 Olympic Games. The magnitude was similar for all competition events, and was achieved by swimmers from different countries and performance levels. These data provide a quantitative framework for coaches and swimmers to set realistic performance goals based on individual performance levels before the final training phase leading to important competitions.

  17. Selling Sales: Factors Influencing Undergraduate Business Students' Decision to Pursue Sales Education

    ERIC Educational Resources Information Center

    Allen, Concha; Kumar, Poonam; Tarasi, Crina; Wilson, Holt

    2014-01-01

    With a better understanding of the typical sales student, sales educators can design and deliver curriculum with a more customer-oriented approach. In order to better understand the decision to pursue sales education, more than 500 undergraduate business students at a large Midwestern university participated in a survey that examined the factors…

  18. Match your sales force structure to your business life cycle.

    PubMed

    Zoltners, Andris A; Sinha, Prabhakant; Lorimer, Sally E

    2006-01-01

    Although companies devote considerable time and money to managing their sales forces, few focus much thought on how the structure of the sales force needs to change over the life cycle of a product or a business. However, the organization and goals of a sales operation have to evolve as businesses start up, grow, mature, and decline if a company wants to keep winning the race for customers. Specifically, firms must consider and alter four factors over time: the differing roles that internal salespeople and external selling partners should play, the size of the sales force, its degree of specialization, and how salespeople apportion their efforts among different customers, products, and activities. These variables are critical because they determine how quickly sales forces respond to market opportunities, they influence sales reps' performance, and they affect companies' revenues, costs, and profitability. In this article, the authors use timeseries data and cases to explain how, at each stage, firms can best tackle the relevant issues and get the most out of their sales forces. During start-up, smart companies focus on how big their sales staff should be and on whether they can depend upon selling partners. In the growth phase, they concentrate on getting the sales force's degree of specialization and size right. When businesses hit maturity, companies should better allocate existing resources and hire more general-purpose salespeople. Finally, as organizations go into decline, wise sales leaders reduce sales force size and use partners to keep the business afloat for as long as possible.

  19. Cognitive Analysis of Educational Games: The Number Game.

    PubMed

    van der Maas, Han L J; Nyamsuren, Enkhbold

    2017-04-01

    We analyze the cognitive strategies underlying performance in the Number task, a Math game that requires both arithmetic fluency and mathematical creativity. In this game all elements in a set of numbers (for instance, 2, 5, 9) have to be used precisely once to create a target number (for instance, 27) with basic arithmetic operations (solution: [5-2] × 9). We argue that some instances of this game are NP complete, by showing its relation to the well-known Partition problem. We propose heuristics based on the distinction in forward and backward reasoning. The Number Game is part of Math Garden, a popular online educational platform for practicing and monitoring math skills using innovations in computerized adaptive testing. These educational games generate enormous amounts of rich data on children's cognitive development. We found converging evidence for the use of forward proximity heuristics in the data of Math Garden, consisting of more than 20 million answers to 1,700 items. Item difficulties and the structure of correct answers were analyzed. Copyright © 2016 Cognitive Science Society, Inc.

  20. Automatic Assessment of Complex Task Performance in Games and Simulations. CRESST Report 775

    ERIC Educational Resources Information Center

    Iseli, Markus R.; Koenig, Alan D.; Lee, John J.; Wainess, Richard

    2010-01-01

    Assessment of complex task performance is crucial to evaluating personnel in critical job functions such as Navy damage control operations aboard ships. Games and simulations can be instrumental in this process, as they can present a broad range of complex scenarios without involving harm to people or property. However, "automatic"…

  1. A Conceptual Framework for Assessing Performance in Games and Simulations. CRESST Report 771

    ERIC Educational Resources Information Center

    Koenig, Alan D.; Lee, John J.; Iseli, Markus; Wainess, Richard

    2010-01-01

    The military's need for high-fidelity games and simulations is substantial, as these environments can be valuable for demonstration of essential knowledge, skills, and abilities required in complex tasks. However assessing performance in these settings can be difficult--particularly in non-linear simulations where more than one pathway to success…

  2. The Relationship between Video Game Use and a Performance-Based Measure of Persistence

    ERIC Educational Resources Information Center

    Ventura, Matthew; Shute, Valerie; Zhao, Weinan

    2013-01-01

    An online performance-based measure of persistence was developed using anagrams and riddles. Persistence was measured by recording the time spent on unsolved anagrams and riddles. Time spent on unsolved problems was correlated to a self-report measure of persistence. Additionally, frequent video game players spent longer times on unsolved problems…

  3. The Relationship of Practice Exposure and Injury Rate on Game Performance and Season Success in Professional Male Basketball.

    PubMed

    Caparrós, Toni; Alentorn-Geli, Eduard; Myer, Gregory D; Capdevila, Lluís; Samuelsson, Kristian; Hamilton, Bruce; Rodas, Gil

    2016-09-01

    The objectives of this study were to determine the relationship among game performance, injury rate, and practice exposure in a professional male basketball team. A retroospective analysis of prospective collected data was conducted over seven consecutive seasons (2007/2008 to 2013/2014). Data collection included sports performance during competition (statistical evaluation), injury rate, and total exposure (games and practices). Over the surveillance period, 162 injuries (91 practice; 71 matches) occurred over 32,668 hours of exposure (556 games and 2005 practices). There was a strong positive correlation between: 1) exposure (total number of practices and hours of exposure) and the total number of injuries (r = 0.77; p = 0.04); 2) exposure (total hours of exposure and total hours of practice exposure) and performance (total team ranking) (r = 0.77 and p = 0.04, and r = 0.8 and p = 0.03, respectively); and 3) total number of injuries and performance (total team ranking) (r = 0.84; p = 0.02). While increasing practice and competition time is related to greater team performance, it also increases the number of injuries. However, higher injury rates were not associated with worse overall team performance. Efforts to reduce high-risk activity during practice, optimally replaced with injury prevention training, might help to reduce injury risk.

  4. Active Video Games for Improving Physical Performance Measures in Older People: A Meta-analysis

    PubMed Central

    Taylor, Lynne M.; Kerse, Ngaire; Frakking, Tara; Maddison, Ralph

    2018-01-01

    Background and Purpose: Participation in regular physical activity is associated with better physical function in older people (>65 years); however, older people are the least active of all age groups. Exercise-based active video games (AVGs) offer an alternative to traditional exercise programs aimed at maintaining or enhancing physical performance measures in older people. This review systematically evaluated whether AVGs could improve measures of physical performance in older people. Secondary measures of safety, game appeal, and usability were also considered. Methods: Electronic databases were searched for randomized controlled trials published up to April 2015. Included were trials with 2 or more arms that evaluated the effect of AVGs on outcome measures of physical performance in older people. Results: Eighteen randomized controlled trials (n = 765) were included. Most trials limited inclusion to healthy community-dwelling older people. With the exception of 1 trial, all AVG programs were supervised. Using meta-analyses, AVGs were found to be more effective than conventional exercise (mean difference [MD], 4.33; 95% confidence intervals [CIs], 2.93-5.73) or no intervention (MD, 0.73; 95% CI, 0.17-1.29) for improving Berg Balance scores in community-dwelling older people. Active video games were also more effective than control for improving 30-second sit-to-stand scores (MD, 3.99; 95% CI, 1.92-6.05). No significant differences in Timed Up and Go scores were found when AVGs were compared with no intervention or with conventional exercise. Conclusions: Active video games can improve measures of mobility and balance in older people when used either on their own or as part of an exercise program. It is not yet clear whether AVGs are equally suitable for older people with significant cognitive impairments or balance or mobility limitations. Given the positive findings to date, consideration could be given to further development of age-appropriate AVGs for use by

  5. University Hospitals for Sale.

    ERIC Educational Resources Information Center

    Culliton, Barbara J.

    1984-01-01

    Although faculty opposition stopped the sale of Harvard's McLean Hospital to the Hospital Corporation of America (HCA), a partnership remains a possibility. Issues related to the proposed sale as well as those affecting hospital economics are considered. Proposed terms of the sale are included. (JN)

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

    DTIC Science & Technology

    1987-09-01

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

  7. Measuring surgical performance: A risky game?

    PubMed

    Kiernan, F; Rahman, F

    2015-08-01

    Interest in performance measurement has been driven by increased demand for better indicators of hospital quality of care. This is due in part to policy makers wishing to benchmark standards of care and implement quality improvements, and also by an increased demand for transparency and accountability. We describe the role of performance measurement, which is not only about quality improvement, but also serves as a guide in allocating resources within health systems, and between health, education, and social welfare systems. As hospital based healthcare is responsible for the most cost within the healthcare system, and treats the most severely ill of patients, it is no surprise that performance measurement has focused attention on hospital based care, and in particular on surgery, as an important means of improving quality and accountability. We are particularly concerned about the choice of mortality as an outcome measure in surgery, as this choice assumes that all mortality in surgery is preventable. In reality, as a low quality indicator of care it risks both gaming, and cream-skimming, unless accurate risk adjustment exists. Further concerns relate to the public reporting of this outcome measure. As mortality rates are an imperfect measure of quality, the reputation of individual surgeons will be threatened by the public release of this data. Significant effort should be made to communicate the results to the public in an appropriate manner. Copyright © 2015 Royal College of Surgeons of Edinburgh (Scottish charity number SC005317) and Royal College of Surgeons in Ireland. Published by Elsevier Ltd. All rights reserved.

  8. A Sales Representative Is Made: An Innovative Sales Course

    ERIC Educational Resources Information Center

    Levin, Michael A.; Peterson, Lori T.

    2016-01-01

    Job openings for nonscientific business-to-business sales professionals will increase over the next 10 years. A small private university in the Midwest has developed an innovative sales course to help create professionals who are ready to fill this need. This article addresses the challenges of creating a meaningful, hands-on, experiential course…

  9. Saving robots improves laparoscopic performance: transfer of skills from a serious game to a virtual reality simulator.

    PubMed

    IJgosse, Wouter M; van Goor, Harry; Luursema, Jan-Maarten

    2018-01-18

    Residents find it hard to commit to structural laparoscopic skills training. Serious gaming has been proposed as a solution on the premise that it is effective and more motivating than traditional simulation. We establish construct validity for the laparoscopic serious game Underground by comparing laparoscopic simulator performance for a control group and an Underground training group. A four-session laparoscopic basic skills course is part of the medical master students surgical internship at the Radboud University Medical Centre. Four cohorts, representing 107 participants, were assigned to either the Underground group or the control group. The control group trained on the FLS video trainer and the LapSim virtual reality simulator for four sessions. The Underground group played Underground for three sessions followed by a transfer session on the FLS video trainer and the LapSim. To assess the effect of engaging in serious gameplay on performance on two validated laparoscopic simulators, initial performance on the FLS video trainer and the LapSim was compared between the control group (first session) and the Underground group (fourth session). We chose task duration as a proxy for laparoscopic performance. The Underground group outperformed the control group on all three LapSim tasks: Camera navigation F(1) = 12.71, p < .01; Instrument navigation F(1) = 8.04, p < .01; and Coordination F(1) = 6.36, p = .01. There was no significant effect of playing Underground for performance on the FLS video trainer Peg Transfer task, F(1) = 0.28, p = .60. We demonstrated skills transfer between a serious game and validated laparoscopic simulator technology. Serious gaming may become a valuable, cost-effective addition to the skillslab, if transfer to the operating room can be established. Additionally, we discuss sources of transferable skills to help explain our and previous findings.

  10. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents

    PubMed Central

    Colder Carras, Michelle; Van Rooij, Antonius J.; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2016-01-01

    Aims Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. Results We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. Conclusions In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction. PMID:28260834

  11. Personality Traits and Performance in Online Game-Based Learning: Collaborative versus Individual Settings

    ERIC Educational Resources Information Center

    Lara, Miguel Angel

    2013-01-01

    Extant research indicates that, in face-to-face settings, cooperative learning and game-based learning strategies can be effective. However, in online settings (e.g., in distance education), there is a paucity of research in this area. This study was designed to investigate performance and attitudes of university students who played an educational…

  12. Discriminatory power of water polo game-related statistics at the 2008 Olympic Games.

    PubMed

    Escalante, Yolanda; Saavedra, Jose M; Mansilla, Mirella; Tella, Victor

    2011-02-01

    The aims of this study were (1) to compare water polo game-related statistics by context (winning and losing teams) and sex (men and women), and (2) to identify characteristics discriminating the performances for each sex. The game-related statistics of the 64 matches (44 men's and 20 women's) played in the final phase of the Olympic Games held in Beijing in 2008 were analysed. Unpaired t-tests compared winners and losers and men and women, and confidence intervals and effect sizes of the differences were calculated. The results were subjected to a discriminant analysis to identify the differentiating game-related statistics of the winning and losing teams. The results showed the differences between winning and losing men's teams to be in both defence and offence, whereas in women's teams they were only in offence. In men's games, passing (assists), aggressive play (exclusions), centre position effectiveness (centre shots), and goalkeeper defence (goalkeeper-blocked 5-m shots) predominated, whereas in women's games the play was more dynamic (possessions). The variable that most discriminated performance in men was goalkeeper-blocked shots, and in women shooting effectiveness (shots). These results should help coaches when planning training and competition.

  13. Remote gaming on resource-constrained devices

    NASA Astrophysics Data System (ADS)

    Reza, Waazim; Kalva, Hari; Kaufman, Richard

    2010-08-01

    Games have become important applications on mobile devices. A mobile gaming approach known as remote gaming is being developed to support games on low cost mobile devices. In the remote gaming approach, the responsibility of rendering a game and advancing the game play is put on remote servers instead of the resource constrained mobile devices. The games rendered on the servers are encoded as video and streamed to mobile devices. Mobile devices gather user input and stream the commands back to the servers to advance game play. With this solution, mobile devices with video playback and network connectivity can become game consoles. In this paper we present the design and development of such a system and evaluate the performance and design considerations to maximize the end user gaming experience.

  14. 26 CFR 400.4-1 - Notice required with respect to a nonjudicial sale.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... performance was required and effective under local law with respect to the sale. An example of such an act is... sale. 400.4-1 Section 400.4-1 Internal Revenue INTERNAL REVENUE SERVICE, DEPARTMENT OF THE TREASURY...-1 Notice required with respect to a nonjudicial sale. (a) Scope and application of this section—(1...

  15. 26 CFR 400.4-1 - Notice required with respect to a nonjudicial sale.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... performance was required and effective under local law with respect to the sale. An example of such an act is... sale. 400.4-1 Section 400.4-1 Internal Revenue INTERNAL REVENUE SERVICE, DEPARTMENT OF THE TREASURY...-1 Notice required with respect to a nonjudicial sale. (a) Scope and application of this section—(1...

  16. Surveillance of gastrointestinal disease in France using drug sales data.

    PubMed

    Pivette, Mathilde; Mueller, Judith E; Crépey, Pascal; Bar-Hen, Avner

    2014-09-01

    Drug sales data have increasingly been used for disease surveillance during recent years. Our objective was to assess the value of drug sales data as an operational early detection tool for gastroenteritis epidemics at national and regional level in France. For the period 2008-2013, we compared temporal trends of drug sales for the treatment of gastroenteritis with trends of cases reported by a Sentinel Network of general practitioners. We benchmarked detection models to select the one with the best sensitivity, false alert proportion and timeliness, and developed a prospective framework to assess the operational performance of the system. Drug sales data allowed the detection of seasonal gastrointestinal epidemics occurring in winter with a distinction between prescribed and non-prescribed drugs. Sales of non-prescribed drugs allowed epidemic detection on average 2.25 weeks earlier than Sentinel data. These results confirm the value of drug sales data for real-time monitoring of gastroenteritis epidemic activity. Copyright © 2014 The Authors. Published by Elsevier B.V. All rights reserved.

  17. 26 CFR 48.4216(b)-3 - Constructive sale price; special rule for arm's-length sales.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... volume of sales which are at retail or to retailers, or both, is less than half the total industry dollar volume of sales at all levels of distribution by manufacturers, producers, or importers, including sales... 26 Internal Revenue 16 2010-04-01 2010-04-01 true Constructive sale price; special rule for arm's...

  18. 32 CFR 644.544 - Negotiated sales.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 32 National Defense 4 2010-07-01 2010-07-01 true Negotiated sales. 644.544 Section 644.544... ESTATE HANDBOOK Disposal Sale Procedure § 644.544 Negotiated sales. (a) To private parties. Negotiated sales to private parties are not viewed with favor. Generally, such negotiated sales will be approved...

  19. 27 CFR 11.22 - Consignment sales.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 1 2010-04-01 2010-04-01 false Consignment sales. 11.22... OF THE TREASURY LIQUORS CONSIGNMENT SALES Unlawful Sales Arrangements § 11.22 Consignment sales. Consignment sales are arrangements wherein the trade buyer is under no obligation to pay for distilled spirits...

  20. 27 CFR 11.22 - Consignment sales.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 1 2011-04-01 2011-04-01 false Consignment sales. 11.22... OF THE TREASURY LIQUORS CONSIGNMENT SALES Unlawful Sales Arrangements § 11.22 Consignment sales. Consignment sales are arrangements wherein the trade buyer is under no obligation to pay for distilled spirits...

  1. 27 CFR 11.22 - Consignment sales.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 1 2014-04-01 2014-04-01 false Consignment sales. 11.22... OF THE TREASURY ALCOHOL CONSIGNMENT SALES Unlawful Sales Arrangements § 11.22 Consignment sales. Consignment sales are arrangements wherein the trade buyer is under no obligation to pay for distilled spirits...

  2. 32 CFR 644.544 - Negotiated sales.

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 32 National Defense 4 2013-07-01 2013-07-01 false Negotiated sales. 644.544 Section 644.544... ESTATE HANDBOOK Disposal Sale Procedure § 644.544 Negotiated sales. (a) To private parties. Negotiated sales to private parties are not viewed with favor. Generally, such negotiated sales will be approved...

  3. 32 CFR 644.544 - Negotiated sales.

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... 32 National Defense 4 2011-07-01 2011-07-01 false Negotiated sales. 644.544 Section 644.544... ESTATE HANDBOOK Disposal Sale Procedure § 644.544 Negotiated sales. (a) To private parties. Negotiated sales to private parties are not viewed with favor. Generally, such negotiated sales will be approved...

  4. 32 CFR 644.544 - Negotiated sales.

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 32 National Defense 4 2014-07-01 2013-07-01 true Negotiated sales. 644.544 Section 644.544... ESTATE HANDBOOK Disposal Sale Procedure § 644.544 Negotiated sales. (a) To private parties. Negotiated sales to private parties are not viewed with favor. Generally, such negotiated sales will be approved...

  5. 32 CFR 644.544 - Negotiated sales.

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... 32 National Defense 4 2012-07-01 2011-07-01 true Negotiated sales. 644.544 Section 644.544... ESTATE HANDBOOK Disposal Sale Procedure § 644.544 Negotiated sales. (a) To private parties. Negotiated sales to private parties are not viewed with favor. Generally, such negotiated sales will be approved...

  6. 27 CFR 11.22 - Consignment sales.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 1 2012-04-01 2012-04-01 false Consignment sales. 11.22... OF THE TREASURY LIQUORS CONSIGNMENT SALES Unlawful Sales Arrangements § 11.22 Consignment sales. Consignment sales are arrangements wherein the trade buyer is under no obligation to pay for distilled spirits...

  7. 27 CFR 11.22 - Consignment sales.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 1 2013-04-01 2013-04-01 false Consignment sales. 11.22... OF THE TREASURY ALCOHOL CONSIGNMENT SALES Unlawful Sales Arrangements § 11.22 Consignment sales. Consignment sales are arrangements wherein the trade buyer is under no obligation to pay for distilled spirits...

  8. 27 CFR 53.96 - Constructive sale price; special rule for arm's-length sales.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ...; special rule for arm's-length sales. 53.96 Section 53.96 Alcohol, Tobacco Products and Firearms ALCOHOL... sale price; special rule for arm's-length sales. (a) In general. Section 4216(b)(2) of the Code... distributors in arm's-length transactions, and the manufacturer establishes that its prices in such cases are...

  9. 27 CFR 53.96 - Constructive sale price; special rule for arm's-length sales.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ...; special rule for arm's-length sales. 53.96 Section 53.96 Alcohol, Tobacco Products and Firearms ALCOHOL... sale price; special rule for arm's-length sales. (a) In general. Section 4216(b)(2) of the Code... distributors in arm's-length transactions, and the manufacturer establishes that its prices in such cases are...

  10. 27 CFR 53.96 - Constructive sale price; special rule for arm's-length sales.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ...; special rule for arm's-length sales. 53.96 Section 53.96 Alcohol, Tobacco Products and Firearms ALCOHOL... sale price; special rule for arm's-length sales. (a) In general. Section 4216(b)(2) of the Code... distributors in arm's-length transactions, and the manufacturer establishes that its prices in such cases are...

  11. 27 CFR 53.96 - Constructive sale price; special rule for arm's-length sales.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ...; special rule for arm's-length sales. 53.96 Section 53.96 Alcohol, Tobacco Products and Firearms ALCOHOL... sale price; special rule for arm's-length sales. (a) In general. Section 4216(b)(2) of the Code... distributors in arm's-length transactions, and the manufacturer establishes that its prices in such cases are...

  12. Sales promotions and food consumption.

    PubMed

    Hawkes, Corinna

    2009-06-01

    Sales promotions are widely used to market food to adults, children, and youth. Yet, in contrast to advertising, practically no attention has been paid to their impacts on dietary behaviors, or to how they may be used more effectively to promote healthy eating. This review explores the available literature on the subject. The objective is to identify if and what literature exists, examine the nature of this literature, and analyze what can be learned from it about the effects of sales promotions on food consumption. The review finds that while sales promotions lead to significant sales increases over the short-term, this does not necessarily lead to changes in food-consumption patterns. Nevertheless, there is evidence from econometric modeling studies indicating that sales promotions can influence consumption patterns by influencing the purchasing choices of consumers and encouraging them to eat more. These effects depend on the characteristics of the food product, sales promotion, and consumer. The complexity of the effects means that sales promotions aiming to encourage consumption of nutritious foods need to be carefully designed. These conclusions are based on studies that use mainly sales data as a proxy for dietary intake. The nutrition (and economics) research communities should add to this existing body of research to provide evidence on the impact of sales promotions on dietary intake and related behaviors. This would help support the development of a sales promotion environment conducive to healthy eating.

  13. Does Digital Game Interactivity Always Promote Self-Efficacy?

    PubMed

    Lee, Yu-Hao

    2015-11-01

    Interactive digital games can promote self-efficacy by engaging players in enactive and observational learning. However, interactivity does not always lead to greater self-efficacy. Important constructs in social cognitive theory, such as performance outcome and perceived similarity, are often not accounted for in studies that have tested the effect of digital game interactivity on self-efficacy. This study assessed the effects of interactive digital games compared with passive digital games based on video comparison, a common experimental design used to test the effect of digital game interactivity on self-efficacy. In addition, this study also evaluated player performance and measured perceived similarity to the observed player. Findings suggested that in general, digital game interactivity predicted higher self-efficacy compared with noninteractive passive games. However, in the noninteractive conditions, the effects of performance on self-efficacy were moderated by perceived similarity between the observer and the observed player. When the observed player was perceived to be similar to the observer, the effects of performance on self-efficacy were comparable to the interactive game, but when the observed player was perceived as dissimilar to the observer, observing the dissimilar player failed to increase observer self-efficacy. Implications for interactivity manipulations and game developers are discussed.

  14. Applying different independent component analysis algorithms and support vector regression for IT chain store sales forecasting.

    PubMed

    Dai, Wensheng; Wu, Jui-Yu; Lu, Chi-Jie

    2014-01-01

    Sales forecasting is one of the most important issues in managing information technology (IT) chain store sales since an IT chain store has many branches. Integrating feature extraction method and prediction tool, such as support vector regression (SVR), is a useful method for constructing an effective sales forecasting scheme. Independent component analysis (ICA) is a novel feature extraction technique and has been widely applied to deal with various forecasting problems. But, up to now, only the basic ICA method (i.e., temporal ICA model) was applied to sale forecasting problem. In this paper, we utilize three different ICA methods including spatial ICA (sICA), temporal ICA (tICA), and spatiotemporal ICA (stICA) to extract features from the sales data and compare their performance in sales forecasting of IT chain store. Experimental results from a real sales data show that the sales forecasting scheme by integrating stICA and SVR outperforms the comparison models in terms of forecasting error. The stICA is a promising tool for extracting effective features from branch sales data and the extracted features can improve the prediction performance of SVR for sales forecasting.

  15. Applying Different Independent Component Analysis Algorithms and Support Vector Regression for IT Chain Store Sales Forecasting

    PubMed Central

    Dai, Wensheng

    2014-01-01

    Sales forecasting is one of the most important issues in managing information technology (IT) chain store sales since an IT chain store has many branches. Integrating feature extraction method and prediction tool, such as support vector regression (SVR), is a useful method for constructing an effective sales forecasting scheme. Independent component analysis (ICA) is a novel feature extraction technique and has been widely applied to deal with various forecasting problems. But, up to now, only the basic ICA method (i.e., temporal ICA model) was applied to sale forecasting problem. In this paper, we utilize three different ICA methods including spatial ICA (sICA), temporal ICA (tICA), and spatiotemporal ICA (stICA) to extract features from the sales data and compare their performance in sales forecasting of IT chain store. Experimental results from a real sales data show that the sales forecasting scheme by integrating stICA and SVR outperforms the comparison models in terms of forecasting error. The stICA is a promising tool for extracting effective features from branch sales data and the extracted features can improve the prediction performance of SVR for sales forecasting. PMID:25165740

  16. Effect of computer game playing on baseline laparoscopic simulator skills.

    PubMed

    Halvorsen, Fredrik H; Cvancarova, Milada; Fosse, Erik; Mjåland, Odd

    2013-08-01

    Studies examining the possible association between computer game playing and laparoscopic performance in general have yielded conflicting results and neither has a relationship between computer game playing and baseline performance on laparoscopic simulators been established. The aim of this study was to examine the possible association between previous and present computer game playing and baseline performance on a virtual reality laparoscopic performance in a sample of potential future medical students. The participating students completed a questionnaire covering the weekly amount and type of computer game playing activity during the previous year and 3 years ago. They then performed 2 repetitions of 2 tasks ("gallbladder dissection" and "traverse tube") on a virtual reality laparoscopic simulator. Performance on the simulator were then analyzed for association to their computer game experience. Local high school, Norway. Forty-eight students from 2 high school classes volunteered to participate in the study. No association between prior and present computer game playing and baseline performance was found. The results were similar both for prior and present action game playing and prior and present computer game playing in general. Our results indicate that prior and present computer game playing may not affect baseline performance in a virtual reality simulator.

  17. 7 CFR 46.19 - Sales tickets.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 7 Agriculture 2 2013-01-01 2013-01-01 false Sales tickets. 46.19 Section 46.19 Agriculture... Receivers § 46.19 Sales tickets. Sales tickets shall bear printed serial numbers running consecutively and...-day period. The sales tickets shall be prepared and all the details of the sale shall be entered on...

  18. 7 CFR 46.19 - Sales tickets.

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... 7 Agriculture 2 2012-01-01 2012-01-01 false Sales tickets. 46.19 Section 46.19 Agriculture... Receivers § 46.19 Sales tickets. Sales tickets shall bear printed serial numbers running consecutively and...-day period. The sales tickets shall be prepared and all the details of the sale shall be entered on...

  19. 7 CFR 46.19 - Sales tickets.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... 7 Agriculture 2 2011-01-01 2011-01-01 false Sales tickets. 46.19 Section 46.19 Agriculture... Receivers § 46.19 Sales tickets. Sales tickets shall bear printed serial numbers running consecutively and...-day period. The sales tickets shall be prepared and all the details of the sale shall be entered on...

  20. 7 CFR 46.19 - Sales tickets.

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... 7 Agriculture 2 2014-01-01 2014-01-01 false Sales tickets. 46.19 Section 46.19 Agriculture... Receivers § 46.19 Sales tickets. Sales tickets shall bear printed serial numbers running consecutively and...-day period. The sales tickets shall be prepared and all the details of the sale shall be entered on...

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

    PubMed

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

    2017-11-01

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

  2. AORN sales professional course.

    PubMed

    Moss, R; Thompson, J

    1996-04-01

    The sales professional course "Introduction to the Operating Room" offered by the AORN Center for Nursing Practice, Health Policy, and Research is an introductory program in OR etiquette. Its purpose is to provide sales professionals a working knowledge of OR protocol for them to function appropriately in OR settings. Sales professionals who have completed this course establish mutually beneficial perioperative partnerships with OR personnel. Sales professionals' effectiveness is strengthened as a result of their newly acquired knowledge of OR protocol, and patient safety is protected. An AORN Certificate of Recognition is awarded on completion of the course.

  3. The Relationship of Practice Exposure and Injury Rate on Game Performance and Season Success in Professional Male Basketball

    PubMed Central

    Caparrós, Toni; Alentorn-Geli, Eduard; Myer, Gregory D.; Capdevila, Lluís; Samuelsson, Kristian; Hamilton, Bruce; Rodas, Gil

    2016-01-01

    The objectives of this study were to determine the relationship among game performance, injury rate, and practice exposure in a professional male basketball team. A retroospective analysis of prospective collected data was conducted over seven consecutive seasons (2007/2008 to 2013/2014). Data collection included sports performance during competition (statistical evaluation), injury rate, and total exposure (games and practices). Over the surveillance period, 162 injuries (91 practice; 71 matches) occurred over 32,668 hours of exposure (556 games and 2005 practices). There was a strong positive correlation between: 1) exposure (total number of practices and hours of exposure) and the total number of injuries (r = 0.77; p = 0.04); 2) exposure (total hours of exposure and total hours of practice exposure) and performance (total team ranking) (r = 0.77 and p = 0.04, and r = 0.8 and p = 0.03, respectively); and 3) total number of injuries and performance (total team ranking) (r = 0.84; p = 0.02). While increasing practice and competition time is related to greater team performance, it also increases the number of injuries. However, higher injury rates were not associated with worse overall team performance. Efforts to reduce high-risk activity during practice, optimally replaced with injury prevention training, might help to reduce injury risk. Key points Increasing practice and competition time is related to greater team performance. Increasing practice and competition time increases the number of injuries. Higher injury rates were not associated with worse overall team performance. PMID:27803617

  4. Assessing the validity of sales self-efficacy: a cautionary tale.

    PubMed

    Gupta, Nina; Ganster, Daniel C; Kepes, Sven

    2013-07-01

    We developed a focused, context-specific measure of sales self-efficacy and assessed its incremental validity against the broad Big 5 personality traits with department store salespersons, using (a) both a concurrent and a predictive design and (b) both objective sales measures and supervisory ratings of performance. We found that in the concurrent study, sales self-efficacy predicted objective and subjective measures of job performance more than did the Big 5 measures. Significant differences between the predictability of subjective and objective measures of performance were not observed. Predictive validity coefficients were generally lower than concurrent validity coefficients. The results suggest that there are different dynamics operating in concurrent and predictive designs and between broad and contextualized measures; they highlight the importance of distinguishing between these designs and measures in meta-analyses. The results also point to the value of focused, context-specific personality predictors in selection research. PsycINFO Database Record (c) 2013 APA, all rights reserved.

  5. 29 CFR 779.327 - Wholesale sales.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... Particular Industryâ § 779.327 Wholesale sales. A wholesale sale, of course, is not recognized as a retail sale. If an establishment derives more than 25 percent of its annual dollar volume from sales made at... 29 Labor 3 2010-07-01 2010-07-01 false Wholesale sales. 779.327 Section 779.327 Labor Regulations...

  6. 29 CFR 779.327 - Wholesale sales.

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... 29 Labor 3 2012-07-01 2012-07-01 false Wholesale sales. 779.327 Section 779.327 Labor Regulations... Particular Industryâ § 779.327 Wholesale sales. A wholesale sale, of course, is not recognized as a retail sale. If an establishment derives more than 25 percent of its annual dollar volume from sales made at...

  7. 29 CFR 779.327 - Wholesale sales.

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 29 Labor 3 2013-07-01 2013-07-01 false Wholesale sales. 779.327 Section 779.327 Labor Regulations... Particular Industryâ § 779.327 Wholesale sales. A wholesale sale, of course, is not recognized as a retail sale. If an establishment derives more than 25 percent of its annual dollar volume from sales made at...

  8. 29 CFR 779.327 - Wholesale sales.

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... 29 Labor 3 2011-07-01 2011-07-01 false Wholesale sales. 779.327 Section 779.327 Labor Regulations... Particular Industryâ § 779.327 Wholesale sales. A wholesale sale, of course, is not recognized as a retail sale. If an establishment derives more than 25 percent of its annual dollar volume from sales made at...

  9. 29 CFR 779.327 - Wholesale sales.

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 29 Labor 3 2014-07-01 2014-07-01 false Wholesale sales. 779.327 Section 779.327 Labor Regulations... Particular Industryâ § 779.327 Wholesale sales. A wholesale sale, of course, is not recognized as a retail sale. If an establishment derives more than 25 percent of its annual dollar volume from sales made at...

  10. Relationship between Physiological Off-Ice Testing, On-Ice Skating, and Game Performance in Division I Women's Ice Hockey Players.

    PubMed

    Boland, Michelle; Miele, Emily M; Delude, Katie

    2017-10-07

    The purpose was to identify off-ice testing variables that correlate to skating and game performance in Division I collegiate women ice hockey players. Twenty female, forward and defensive players (19.95 ± 1.35 yr) were assessed for weight, height, percent fat mass (%FAT), bone mineral density, predicted one repetition maximum (RM) absolute and relative (REL%) bench press (BP) and hex bar deadlift (HDL), lower body explosive power, anaerobic power, countermovement vertical jump (CMJ), maximum inspiratory pressure (MIP), and on-ice repeated skate sprint (RSS) performance. The on-ice RSS test included 6 timed 85.6 m sprints with participants wearing full hockey equipment; fastest time (FT), average time (AT) and fatigue index (FI) for the first length skate (FLS; 10 m) and total length skate (TLS; 85.6 m) were used for analysis. Game performance was evaluated with game statistics: goals, assists, points, plus-minus, and shots on goal (SOG). Correlation coefficients were used to determine relationships. Percent fat mass was positively correlated (p < 0.05) with FLS-FI and TLS-AT; TLS-FT was negatively correlated with REL%HDL; BP-RM was negatively correlated with FLS-FT and FLS-AT; MIP positively correlated with assists, points, and SOG; FLS-AT negatively correlated with assists. Game performance in women ice hockey players may be enhanced by greater MIP, repeat acceleration ability, and mode-specific training. Faster skating times were associated with lower %FAT. Skating performance in women ice hockey players may be enhanced by improving body composition, anaerobic power, and both lower and upper body strength in off-ice training.

  11. 27 CFR 53.96 - Constructive sale price; special rule for arm's-length sales.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... as not being at retail or to retailers, or both, if the industry dollar volume of sales which are at retail or to retailers, or both, is less than half the total industry dollar volume of sales at all... 27 Alcohol, Tobacco Products and Firearms 2 2010-04-01 2010-04-01 false Constructive sale price...

  12. Effects of Video Games as Reinforcers for Computerized Addition Performance.

    ERIC Educational Resources Information Center

    Axelrod, Saul; And Others

    1987-01-01

    Four 2nd-grade students completed addition problems on a computer, using video games as reinforcers. Two variable ratio schedules of reinforcement failed to increase student accuracy or the rate of correct responses. In a no-games reinforcement condition, students had more opportunities to respond and had a greater number of correct answers.…

  13. A Serious Game for Anterior Cruciate Ligament Rehabilitation: Software Development Aspects and Game Engagement Assessment.

    PubMed

    Cordeiro d'Ornellas, Marcos; Santos Machado, Alison; de Moraes, Jefferson Potiguara; Cervi Prado, Ana Lúcia

    2017-01-01

    This work presents the steps for developing a serious game that allows the interaction through natural gestures, whose main purpose is to contribute to the treatment of individuals who have suffered an injury to the anterior cruciate ligament (ACL). In addition to the serious game development process, the users' gaming experience were performed. Through the evaluation assessment, positive results were obtained in relation to various aspects of the game engagement, proving the playful factor of this activity.

  14. Careers Canada, Volume 10: Careers in Sales.

    ERIC Educational Resources Information Center

    Department of Manpower and Immigration, Ottawa (Ontario).

    This booklet, one of a series on Canadian career opportunities, is designed for those who are interested in a career in sales. The sales occupations described include manufacturers, wholesale, technical and scientific sales representatives, sales managers, purchasing agents and buyers, and retail sales persons and managers. Special sales careers…

  15. 32 CFR 644.553 - Preparation and distribution of sales documents and reports of sales.

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... 32 National Defense 4 2011-07-01 2011-07-01 false Preparation and distribution of sales documents and reports of sales. 644.553 Section 644.553 National Defense Department of Defense (Continued) DEPARTMENT OF THE ARMY (CONTINUED) REAL PROPERTY REAL ESTATE HANDBOOK Disposal Sale Procedure § 644.553...

  16. 32 CFR 644.553 - Preparation and distribution of sales documents and reports of sales.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 32 National Defense 4 2010-07-01 2010-07-01 true Preparation and distribution of sales documents and reports of sales. 644.553 Section 644.553 National Defense Department of Defense (Continued) DEPARTMENT OF THE ARMY (CONTINUED) REAL PROPERTY REAL ESTATE HANDBOOK Disposal Sale Procedure § 644.553...

  17. Enhancing the Professional Mindset of Future Sales Professionals: Key Insights from a Master in Sales Transformation

    ERIC Educational Resources Information Center

    Marcos-Cuevas, Javier; Critten, Peter; Squire, Phil; Speakman, James I. F.

    2014-01-01

    Sales education has grown in importance, particularly throughout the last decade, with an increasing number of university sales centers offering programs to prepare new generations of sales professionals. In this article, we describe how work-based learning, action research, and reflective practice used in a sales master program can be used in…

  18. Game-induced fatigue patterns in elite female soccer.

    PubMed

    Krustrup, Peter; Zebis, Mette; Jensen, Jack M; Mohr, Magni

    2010-02-01

    The purpose was to examine the fatigue pattern of elite female soccer players after competitive games. Soccer players (n = 23) from the Danish women Premier League performed a countermovement vertical jump test, a repeated 30-m sprint test, and the Yo-Yo intermittent endurance level 2 (Yo-Yo IE2) test at rested state and after a competitive game. Average heart rate during the game was 86 +/- 1% of maximal heart rate with no differences between halves. Blood lactate was 5.1 +/- 0.5 mmol.L after the first half, which was higher (p < 0.05) than after the second half (2.7 +/- 0.4 mmol.L). Yo-Yo IE2 performance was 484 +/- 50 m after the game, which was 62% lower (p < 0.05) than at rested state (1,265 +/- 133 m). Average sprinting time of three 30-m sprints was 5.06 +/- 0.06 seconds after the game, which was 4% slower (p < 0.05) than at rest (4.86 +/- 0.06 seconds). No game-induced effect was observed on vertical jump performance. Significant inverse correlations were observed between Yo-Yo IE2 test performance and fatigue index during the repeated sprint test both at rest (r = -0.76, p < 0.05) and after the game (r = -0.66, p < 0.05). The study demonstrates that the type of fatigue that occurs after a female soccer game does cause marked impairment in intense intermittent exercise and repeated sprint performance but does not affect vertical jump performance. These findings support the notion that decrements in distance covered by sprinting and high-speed running toward the end of elite female games are caused by fatigue.

  19. Excessive Video Game Use, Sleep Deprivation, and Poor Work Performance Among U.S. Marines Treated in a Military Mental Health Clinic: A Case Series.

    PubMed

    Eickhoff, Erin; Yung, Kathryn; Davis, Diane L; Bishop, Frank; Klam, Warren P; Doan, Andrew P

    2015-07-01

    Excessive use of video games may be associated with sleep deprivation, resulting in poor job performance and atypical mood disorders. Three active duty service members in the U.S. Marine Corps were offered mental health evaluation for sleep disturbance and symptoms of blunted affect, low mood, poor concentration, inability to focus, irritability, and drowsiness. All three patients reported insomnia as their primary complaint. When asked about online video games and sleep hygiene practices, all three patients reported playing video games from 30 hours to more than 60 hours per week in addition to maintaining a 40-hour or more workweek. Our patients endorsed sacrificing sleep to maintain their video gaming schedules without insight into the subsequent sleep deprivation. During the initial interviews, they exhibited blunted affects and depressed moods, but appeared to be activated with enthusiasm and joy when discussing their video gaming with the clinical provider. Our article illustrates the importance of asking about online video gaming in patients presenting with sleep disturbances, poor work performance, and depressive symptoms. Because excessive video gaming is becoming more prevalent worldwide, military mental health providers should ask about video gaming when patients report problems with sleep. Reprint & Copyright © 2015 Association of Military Surgeons of the U.S.

  20. Helping Video Games Rewire "Our Minds"

    NASA Technical Reports Server (NTRS)

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

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

  1. 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

  2. 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.

  3. An Analysis of the Automobile Sales Occupation.

    ERIC Educational Resources Information Center

    Bohac, Robert D.; Vernon, Robert C.

    The general purpose of the occupational analysis is to provide workable, basic information dealing with the many and varied duties performed in the auto sales occupation. The analysis follows the salesperson through the essential everyday performance of the tasks in the occupation. The duties involve the process of obtaining the prospects and…

  4. Variations in the sales and sales patterns of veterinary antimicrobial agents in 25 European countries.

    PubMed

    Grave, Kari; Torren-Edo, Jordi; Muller, Arno; Greko, Christina; Moulin, Gerard; Mackay, David

    2014-08-01

    To describe sales and sales patterns of veterinary antimicrobial agents in 25 European Union (EU)/European Economic Area (EEA) countries for 2011. Data on the sales of veterinary antimicrobial agents from 25 EU member states and EEA countries for 2011 were collected at package level (name, formulation, strength, pack size, number of packages sold) according to a standardized protocol and template and presented in a harmonized manner. These data were calculated to express amounts sold, in metric tonnes, of active ingredient of each package. A population correction unit (PCU) was applied as a proxy for the animal biomass potentially treated with antimicrobial agents. The indicator used to express sales was milligrams of active substance per PCU. Substantial variations in the sales patterns and in the magnitude of sales of veterinary antimicrobial agents, expressed as mg/PCU, between the countries were observed. The proportion of sales, in mg/PCU, of products applicable for treatment of groups or herds of animals (premixes, oral powders and oral solution) varied considerably between the countries. Some countries reported much lower sales of veterinary antimicrobial agents than others, when expressed as mg/PCU. Sales patterns varied between countries, particularly with respect to pharmaceutical forms. Further studies are needed to understand the factors that explain the observed differences. © The Author 2014. Published by Oxford University Press on behalf of the British Society for Antimicrobial Chemotherapy. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.

  5. Selling Technical Sales to Engineering Learners

    ERIC Educational Resources Information Center

    Bumblauskas, Daniel P.; Carberry, Adam R.; Sly, David P.

    2017-01-01

    Sales engineering or technical sales programs bridge engineering and business to educate engineering students in sales specific to their discipline. Students develop business awareness through such programs, providing the sales workforce with technically knowledgeable salespeople. The following study analyzed cohorts of students enrolled in a…

  6. An Online Game Approach for Improving Students' Learning Performance in Web-Based Problem-Solving Activities

    ERIC Educational Resources Information Center

    Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang

    2012-01-01

    In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…

  7. 48 CFR 245.7306 - Sales services.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 48 Federal Acquisition Regulations System 3 2010-10-01 2010-10-01 false Sales services. 245.7306... OF DEFENSE CONTRACT MANAGEMENT GOVERNMENT PROPERTY Sale of Surplus Contractor Inventory 245.7306 Sales services. When sale services are needed, the plant clearance officer will document the reasons in...

  8. Game-based training of flexibility and attention improves task-switch performance: near and far transfer of cognitive training in an EEG study.

    PubMed

    Olfers, Kerwin J F; Band, Guido P H

    2018-01-01

    There is a demand for ways to enhance cognitive flexibility, as it can be a limiting factor for performance in daily life. Video game training has been linked to advantages in cognitive functioning, raising the question if training with video games can promote cognitive flexibility. In the current study, we investigated if game-based computerized cognitive training (GCCT) could enhance cognitive flexibility in a healthy young adult sample (N = 72), as measured by task-switch performance. Three GCCT schedules were contrasted, which targeted: (1) cognitive flexibility and task switching, (2) attention and working memory, or (3) an active control involving basic math games, in twenty 45-min sessions across 4-6 weeks. Performance on an alternating-runs task-switch paradigm during pretest and posttest sessions indicated greater overall reaction time improvements after both flexibility and attention training as compared to control, although not related to local switch cost. Flexibility training enhanced performance in the presence of distractor-related interference. In contrast, attention training was beneficial when low task difficulty undermined sustained selective attention. Furthermore, flexibility training improved response selection as indicated by a larger N2 amplitude after training as compared to control, and more efficient conflict monitoring as indicated by reduced Nc/CRN and larger Pe amplitude after training. These results provide tentative support for the efficacy of GCCT and suggest that an ideal training might include both task switching and attention components, with maximal task diversity both within and between training games.

  9. 24 CFR 290.13 - Negotiated sales.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 24 Housing and Urban Development 2 2010-04-01 2010-04-01 false Negotiated sales. 290.13 Section... DEVELOPMENT HUD-OWNED PROPERTIES DISPOSITION OF MULTIFAMILY PROJECTS AND SALE OF HUD-HELD MULTIFAMILY MORTGAGES Disposition of Multifamily Projects § 290.13 Negotiated sales. When HUD conducts a negotiated sale...

  10. 43 CFR 3602.30 - Noncompetitive sales.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 43 Public Lands: Interior 2 2014-10-01 2014-10-01 false Noncompetitive sales. 3602.30 Section 3602..., DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) MINERAL MATERIALS DISPOSAL Mineral Materials Sales Noncompetitive Sales § 3602.30 Noncompetitive sales. In addition to the following sections, §§ 3602.31 through...

  11. 43 CFR 3602.30 - Noncompetitive sales.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 43 Public Lands: Interior 2 2012-10-01 2012-10-01 false Noncompetitive sales. 3602.30 Section 3602..., DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) MINERAL MATERIALS DISPOSAL Mineral Materials Sales Noncompetitive Sales § 3602.30 Noncompetitive sales. In addition to the following sections, §§ 3602.31 through...

  12. 7 CFR 46.25 - Auction sales.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 7 Agriculture 2 2013-01-01 2013-01-01 false Auction sales. 46.25 Section 46.25 Agriculture... THAN RULES OF PRACTICE) UNDER THE PERISHABLE AGRICULTURAL COMMODITIES ACT, 1930 Auction Sales § 46.25 Auction sales. Commission merchants, dealers and brokers who offer produce for sale through auction...

  13. 24 CFR 290.13 - Negotiated sales.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 24 Housing and Urban Development 2 2013-04-01 2013-04-01 false Negotiated sales. 290.13 Section... DEVELOPMENT HUD-OWNED PROPERTIES DISPOSITION OF MULTIFAMILY PROJECTS AND SALE OF HUD-HELD MULTIFAMILY MORTGAGES Disposition of Multifamily Projects § 290.13 Negotiated sales. When HUD conducts a negotiated sale...

  14. 43 CFR 3602.30 - Noncompetitive sales.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 43 Public Lands: Interior 2 2013-10-01 2013-10-01 false Noncompetitive sales. 3602.30 Section 3602..., DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) MINERAL MATERIALS DISPOSAL Mineral Materials Sales Noncompetitive Sales § 3602.30 Noncompetitive sales. In addition to the following sections, §§ 3602.31 through...

  15. 7 CFR 46.25 - Auction sales.

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... 7 Agriculture 2 2012-01-01 2012-01-01 false Auction sales. 46.25 Section 46.25 Agriculture... THAN RULES OF PRACTICE) UNDER THE PERISHABLE AGRICULTURAL COMMODITIES ACT, 1930 Auction Sales § 46.25 Auction sales. Commission merchants, dealers and brokers who offer produce for sale through auction...

  16. 7 CFR 46.25 - Auction sales.

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... 7 Agriculture 2 2014-01-01 2014-01-01 false Auction sales. 46.25 Section 46.25 Agriculture... THAN RULES OF PRACTICE) UNDER THE PERISHABLE AGRICULTURAL COMMODITIES ACT, 1930 Auction Sales § 46.25 Auction sales. Commission merchants, dealers and brokers who offer produce for sale through auction...

  17. 7 CFR 46.25 - Auction sales.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... 7 Agriculture 2 2011-01-01 2011-01-01 false Auction sales. 46.25 Section 46.25 Agriculture... THAN RULES OF PRACTICE) UNDER THE PERISHABLE AGRICULTURAL COMMODITIES ACT, 1930 Auction Sales § 46.25 Auction sales. Commission merchants, dealers and brokers who offer produce for sale through auction...

  18. 43 CFR 3602.30 - Noncompetitive sales.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 43 Public Lands: Interior 2 2011-10-01 2011-10-01 false Noncompetitive sales. 3602.30 Section 3602..., DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) MINERAL MATERIALS DISPOSAL Mineral Materials Sales Noncompetitive Sales § 3602.30 Noncompetitive sales. In addition to the following sections, §§ 3602.31 through...

  19. Relationship between physical fitness at the end of pre-season and the in-season game performance in Japanese female professional baseball players.

    PubMed

    Watanabe, Yuya; Yamada, Yosuke; Yoshida, Tsukasa; Matsui, Tomoyuki; Seo, Kazuya; Azuma, Yoshikazu; Hiramoto, Machiko; Miura, Yuichiro; Fukushima, Hideaki; Shimazu, Akito; Eto, Toshiaki; Saotome, Homare; Kida, Noriyuki; Morihara, Toru

    2017-10-30

    This study examined anthropometric and fitness profiles of Japanese female professional baseball players and investigated the relationship between players' physical fitness and in-season game performance. Fifty-seven players who were registered in the Japan Women's Baseball League (JWBL) participated. Height, weight, grip strength, back strength, knee-extension and -flexion strength, hamstring extensibility, vertical jump height, and horizontal jump distance were measured at pre-season (February and March) in 2013. Game performance during the 2013 season (March to November) was obtained from official JWBL statistics. Vertical jump height showed significant positive correlations with individual performance records [e.g., total bases (r = 0.551), slugging percentage (r = 0.459), and stolen bases (r = 0.442)]. Similar relationships were observed between horizontal jump distance and performance statistics in most cases. In contrast, grip, back, and lower-limb strength, and hamstring extensibility were not significantly correlated with game performance. Stepwise regression analysis selected vertical jump height as an independent variable, significantly correlating with several game performance measures (e.g., total bases: adjusted R = 0.257). Also, vertical jump height and body mass index were identified as independent variables significantly associated with stolen bases (adjusted R = 0.251). Maximal jump performance, rather than simple isometric muscle strength or flexibility, is a good performance test that can be used at the end of pre-season to predict in-season batting and stolen base performance. Our findings demonstrate the importance of constructing pre-season training programs to enhance lower-limb muscular power that is linked to successful in-season performance in female baseball players.

  20. 30 CFR 285.216 - What information will MMS publish in the Proposed Sale Notice and Final Sale Notice?

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 30 Mineral Resources 2 2010-07-01 2010-07-01 false What information will MMS publish in the... information will MMS publish in the Proposed Sale Notice and Final Sale Notice? For each competitive lease sale, MMS will publish a Proposed Sale Notice and a Final Sale Notice in the Federal Register. In the...

  1. Effects of Consecutive Basketball Games on the Game-Related Statistics that Discriminate Winner and Losing Teams

    PubMed Central

    Ibáñez, Sergio J.; García, Javier; Feu, Sebastian; Lorenzo, Alberto; Sampaio, Jaime

    2009-01-01

    The aim of the present study was to identify the game-related statistics that discriminated basketball winning and losing teams in each of the three consecutive games played in a condensed tournament format. The data were obtained from the Spanish Basketball Federation and included game-related statistics from the Under-20 league (2005-2006 and 2006-2007 seasons). A total of 223 games were analyzed with the following game-related statistics: two and three-point field goal (made and missed), free-throws (made and missed), offensive and defensive rebounds, assists, steals, turnovers, blocks (made and received), fouls committed, ball possessions and offensive rating. Results showed that winning teams in this competition had better values in all game-related statistics, with the exception of three point field goals made, free-throws missed and turnovers (p ≥ 0.05). The main effect of game number was only identified in turnovers, with a statistical significant decrease between the second and third game. No interaction was found in the analysed variables. A discriminant analysis allowed identifying the two-point field goals made, the defensive rebounds and the assists as discriminators between winning and losing teams in all three games. Additionally to these, only the three-point field goals made contributed to discriminate teams in game three, suggesting a moderate effect of fatigue. Coaches may benefit from being aware of this variation in game determinant related statistics and, also, from using offensive and defensive strategies in the third game, allowing to explore or hide the three point field-goals performance. Key points Overall team performances along the three consecutive games were very similar, not confirming an accumulated fatigue effect. The results from the three-point field goals in the third game suggested that winning teams were able to shoot better from longer distances and this could be the result of exhibiting higher conditioning status and

  2. 40 CFR 73.72 - Direct sales.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 40 Protection of Environment 16 2010-07-01 2010-07-01 false Direct sales. 73.72 Section 73.72... ALLOWANCE SYSTEM Auctions, Direct Sales, and Independent Power Producers Written Guarantee § 73.72 Direct sales. Allowances that were formerly part of the direct sale program, which has been terminated under...

  3. 30 CFR 556.12 - Supplemental sales.

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 30 Mineral Resources 2 2013-07-01 2013-07-01 false Supplemental sales. 556.12 Section 556.12... Management, General § 556.12 Supplemental sales. (a) The Secretary may conduct a supplemental sale in accordance with the provisions of this section. (b) Supplemental sales shall be governed by the regulations...

  4. 30 CFR 556.12 - Supplemental sales.

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... 30 Mineral Resources 2 2012-07-01 2012-07-01 false Supplemental sales. 556.12 Section 556.12... Management, General § 556.12 Supplemental sales. (a) The Secretary may conduct a supplemental sale in accordance with the provisions of this section. (b) Supplemental sales shall be governed by the regulations...

  5. 7 CFR 930.16 - Sales constituency.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... 7 Agriculture 8 2011-01-01 2011-01-01 false Sales constituency. 930.16 Section 930.16 Agriculture... Definitions § 930.16 Sales constituency. Sales constituency means a common marketing organization or brokerage... consignments of cherries and does not direct where the consigned cherries are sold is not a sales constituency...

  6. 7 CFR 930.16 - Sales constituency.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 7 Agriculture 8 2013-01-01 2013-01-01 false Sales constituency. 930.16 Section 930.16 Agriculture... Definitions § 930.16 Sales constituency. Sales constituency means a common marketing organization or brokerage... consignments of cherries and does not direct where the consigned cherries are sold is not a sales constituency...

  7. 7 CFR 930.16 - Sales constituency.

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... 7 Agriculture 8 2014-01-01 2014-01-01 false Sales constituency. 930.16 Section 930.16 Agriculture... Definitions § 930.16 Sales constituency. Sales constituency means a common marketing organization or brokerage... consignments of cherries and does not direct where the consigned cherries are sold is not a sales constituency...

  8. 40 CFR 73.72 - Direct sales.

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 40 Protection of Environment 17 2014-07-01 2014-07-01 false Direct sales. 73.72 Section 73.72... ALLOWANCE SYSTEM Auctions, Direct Sales, and Independent Power Producers Written Guarantee § 73.72 Direct sales. Allowances that were formerly part of the direct sale program, which has been terminated under...

  9. 40 CFR 73.72 - Direct sales.

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... 40 Protection of Environment 17 2012-07-01 2012-07-01 false Direct sales. 73.72 Section 73.72... ALLOWANCE SYSTEM Auctions, Direct Sales, and Independent Power Producers Written Guarantee § 73.72 Direct sales. Allowances that were formerly part of the direct sale program, which has been terminated under...

  10. 7 CFR 930.16 - Sales constituency.

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... 7 Agriculture 8 2012-01-01 2012-01-01 false Sales constituency. 930.16 Section 930.16 Agriculture... Definitions § 930.16 Sales constituency. Sales constituency means a common marketing organization or brokerage... consignments of cherries and does not direct where the consigned cherries are sold is not a sales constituency...

  11. 40 CFR 73.72 - Direct sales.

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 40 Protection of Environment 17 2013-07-01 2013-07-01 false Direct sales. 73.72 Section 73.72... ALLOWANCE SYSTEM Auctions, Direct Sales, and Independent Power Producers Written Guarantee § 73.72 Direct sales. Allowances that were formerly part of the direct sale program, which has been terminated under...

  12. 40 CFR 73.72 - Direct sales.

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... 40 Protection of Environment 16 2011-07-01 2011-07-01 false Direct sales. 73.72 Section 73.72... ALLOWANCE SYSTEM Auctions, Direct Sales, and Independent Power Producers Written Guarantee § 73.72 Direct sales. Allowances that were formerly part of the direct sale program, which has been terminated under...

  13. 43 CFR 3602.40 - Competitive sales.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 43 Public Lands: Interior 2 2011-10-01 2011-10-01 false Competitive sales. 3602.40 Section 3602.40..., DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) MINERAL MATERIALS DISPOSAL Mineral Materials Sales Competitive Sales § 3602.40 Competitive sales. In addition to the following sections, §§ 3602.41 through 3602...

  14. 43 CFR 3602.40 - Competitive sales.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 43 Public Lands: Interior 2 2013-10-01 2013-10-01 false Competitive sales. 3602.40 Section 3602.40..., DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) MINERAL MATERIALS DISPOSAL Mineral Materials Sales Competitive Sales § 3602.40 Competitive sales. In addition to the following sections, §§ 3602.41 through 3602...

  15. 43 CFR 3602.40 - Competitive sales.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 43 Public Lands: Interior 2 2012-10-01 2012-10-01 false Competitive sales. 3602.40 Section 3602.40..., DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) MINERAL MATERIALS DISPOSAL Mineral Materials Sales Competitive Sales § 3602.40 Competitive sales. In addition to the following sections, §§ 3602.41 through 3602...

  16. 43 CFR 3602.40 - Competitive sales.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 43 Public Lands: Interior 2 2014-10-01 2014-10-01 false Competitive sales. 3602.40 Section 3602.40..., DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) MINERAL MATERIALS DISPOSAL Mineral Materials Sales Competitive Sales § 3602.40 Competitive sales. In addition to the following sections, §§ 3602.41 through 3602...

  17. 30 CFR 556.12 - Supplemental sales.

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 30 Mineral Resources 2 2014-07-01 2014-07-01 false Supplemental sales. 556.12 Section 556.12... Management, General § 556.12 Supplemental sales. (a) The Secretary may conduct a supplemental sale in accordance with the provisions of this section. (b) Supplemental sales shall be governed by the regulations...

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

    PubMed

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

    2015-06-27

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

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

    PubMed Central

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

    2015-01-01

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

  20. 24 CFR 291.90 - Sales methods.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 24 Housing and Urban Development 2 2010-04-01 2010-04-01 false Sales methods. 291.90 Section 291....90 Sales methods. HUD will prescribe the terms and conditions for all methods of sale. HUD may, in... following methods of sale: (a) Future REO acquisition method. The Future Real Estate-Owned (REO) acquisition...

  1. 24 CFR 291.90 - Sales methods.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 24 Housing and Urban Development 2 2014-04-01 2014-04-01 false Sales methods. 291.90 Section 291....90 Sales methods. HUD will prescribe the terms and conditions for all methods of sale. HUD may, in... following methods of sale: (a) Future REO acquisition method. The Future Real Estate-Owned (REO) acquisition...

  2. 24 CFR 291.90 - Sales methods.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 24 Housing and Urban Development 2 2013-04-01 2013-04-01 false Sales methods. 291.90 Section 291....90 Sales methods. HUD will prescribe the terms and conditions for all methods of sale. HUD may, in... following methods of sale: (a) Future REO acquisition method. The Future Real Estate-Owned (REO) acquisition...

  3. 24 CFR 291.90 - Sales methods.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... 24 Housing and Urban Development 2 2012-04-01 2012-04-01 false Sales methods. 291.90 Section 291....90 Sales methods. HUD will prescribe the terms and conditions for all methods of sale. HUD may, in... following methods of sale: (a) Future REO acquisition method. The Future Real Estate-Owned (REO) acquisition...

  4. 33 CFR 211.77 - Sale procedure.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 33 Navigation and Navigable Waters 3 2010-07-01 2010-07-01 false Sale procedure. 211.77 Section... DEFENSE REAL ESTATE ACTIVITIES OF THE CORPS OF ENGINEERS IN CONNECTION WITH CIVIL WORKS PROJECTS Sale of... Use § 211.77 Sale procedure. Any individual cottage site offered for sale generally will not contain...

  5. 24 CFR 291.90 - Sales methods.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 24 Housing and Urban Development 2 2011-04-01 2011-04-01 false Sales methods. 291.90 Section 291....90 Sales methods. HUD will prescribe the terms and conditions for all methods of sale. HUD may, in... following methods of sale: (a) Future REO acquisition method. The Future Real Estate-Owned (REO) acquisition...

  6. 33 CFR 211.77 - Sale procedure.

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 33 Navigation and Navigable Waters 3 2013-07-01 2013-07-01 false Sale procedure. 211.77 Section... DEFENSE REAL ESTATE ACTIVITIES OF THE CORPS OF ENGINEERS IN CONNECTION WITH CIVIL WORKS PROJECTS Sale of... Use § 211.77 Sale procedure. Any individual cottage site offered for sale generally will not contain...

  7. 33 CFR 211.77 - Sale procedure.

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... 33 Navigation and Navigable Waters 3 2011-07-01 2011-07-01 false Sale procedure. 211.77 Section... DEFENSE REAL ESTATE ACTIVITIES OF THE CORPS OF ENGINEERS IN CONNECTION WITH CIVIL WORKS PROJECTS Sale of... Use § 211.77 Sale procedure. Any individual cottage site offered for sale generally will not contain...

  8. 33 CFR 211.77 - Sale procedure.

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... 33 Navigation and Navigable Waters 3 2012-07-01 2012-07-01 false Sale procedure. 211.77 Section... DEFENSE REAL ESTATE ACTIVITIES OF THE CORPS OF ENGINEERS IN CONNECTION WITH CIVIL WORKS PROJECTS Sale of... Use § 211.77 Sale procedure. Any individual cottage site offered for sale generally will not contain...

  9. 10 CFR 625.3 - Standard sales provisions.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 10 Energy 4 2013-01-01 2013-01-01 false Standard sales provisions. 625.3 Section 625.3 Energy DEPARTMENT OF ENERGY (CONTINUED) SALES REGULATION PRICE COMPETITIVE SALE OF STRATEGIC PETROLEUM RESERVE PETROLEUM § 625.3 Standard sales provisions. (a) Contents. The Standards Sales Provisions shall contain...

  10. 31 CFR 56.2 - Sales price.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 31 Money and Finance: Treasury 1 2010-07-01 2010-07-01 false Sales price. 56.2 Section 56.2 Money and Finance: Treasury Regulations Relating to Money and Finance DOMESTIC GOLD AND SILVER OPERATIONS SALE OF SILVER § 56.2 Sales price. Sales of silver will be at prices offered through the competitive...

  11. 31 CFR 56.2 - Sales price.

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 31 Money and Finance: Treasury 1 2013-07-01 2013-07-01 false Sales price. 56.2 Section 56.2 Money and Finance: Treasury Regulations Relating to Money and Finance MONETARY OFFICES, DEPARTMENT OF THE TREASURY DOMESTIC GOLD AND SILVER OPERATIONS SALE OF SILVER § 56.2 Sales price. Sales of silver will be at...

  12. 31 CFR 56.2 - Sales price.

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... 31 Money and Finance: Treasury 1 2012-07-01 2012-07-01 false Sales price. 56.2 Section 56.2 Money and Finance: Treasury Regulations Relating to Money and Finance MONETARY OFFICES, DEPARTMENT OF THE TREASURY DOMESTIC GOLD AND SILVER OPERATIONS SALE OF SILVER § 56.2 Sales price. Sales of silver will be at...

  13. 31 CFR 56.2 - Sales price.

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 31 Money and Finance: Treasury 1 2014-07-01 2014-07-01 false Sales price. 56.2 Section 56.2 Money and Finance: Treasury Regulations Relating to Money and Finance MONETARY OFFICES, DEPARTMENT OF THE TREASURY DOMESTIC GOLD AND SILVER OPERATIONS SALE OF SILVER § 56.2 Sales price. Sales of silver will be at...

  14. 31 CFR 56.2 - Sales price.

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... 31 Money and Finance: Treasury 1 2011-07-01 2011-07-01 false Sales price. 56.2 Section 56.2 Money and Finance: Treasury Regulations Relating to Money and Finance MONETARY OFFICES, DEPARTMENT OF THE TREASURY DOMESTIC GOLD AND SILVER OPERATIONS SALE OF SILVER § 56.2 Sales price. Sales of silver will be at...

  15. 77 FR 43077 - Federal Acquisition Regulation; Information Collection; North Carolina Sales Tax Certification

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-23

    ...; Information Collection; North Carolina Sales Tax Certification AGENCY: Department of Defense (DOD), General... information collection requirement concerning North Carolina sales tax certification. Public comments are particularly invited on: Whether this collection of information is necessary for the proper performance of...

  16. 50 CFR 12.37 - Sale.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 50 Wildlife and Fisheries 1 2012-10-01 2012-10-01 false Sale. 12.37 Section 12.37 Wildlife and..., TRANSPORTATION, SALE, PURCHASE, BARTER, EXPORTATION, AND IMPORTATION OF WILDLIFE AND PLANTS SEIZURE AND FORFEITURE PROCEDURES Disposal of Forfeited or Abandoned Property § 12.37 Sale. (a) Wildlife and plants may...

  17. 50 CFR 12.37 - Sale.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 50 Wildlife and Fisheries 1 2013-10-01 2013-10-01 false Sale. 12.37 Section 12.37 Wildlife and..., TRANSPORTATION, SALE, PURCHASE, BARTER, EXPORTATION, AND IMPORTATION OF WILDLIFE AND PLANTS SEIZURE AND FORFEITURE PROCEDURES Disposal of Forfeited or Abandoned Property § 12.37 Sale. (a) Wildlife and plants may...

  18. 50 CFR 12.37 - Sale.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 50 Wildlife and Fisheries 1 2014-10-01 2014-10-01 false Sale. 12.37 Section 12.37 Wildlife and..., TRANSPORTATION, SALE, PURCHASE, BARTER, EXPORTATION, AND IMPORTATION OF WILDLIFE AND PLANTS SEIZURE AND FORFEITURE PROCEDURES Disposal of Forfeited or Abandoned Property § 12.37 Sale. (a) Wildlife and plants may...

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

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

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

    1998-11-01

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

  20. To empower or not to empower your sales force? An empirical examination of the influence of leadership empowerment behavior on customer satisfaction and performance.

    PubMed

    Ahearne, Michael; Mathieu, John; Rapp, Adam

    2005-09-01

    This research focuses on the impact of leadership empowerment behavior (LEB) on customer service satisfaction and sales performance, as mediated by salespeople's self-efficacy and adaptability. Moreover, the authors propose an interactive relationship whereby LEB will be differentially effective as a function of employees' empowerment readiness. The authors' hypotheses are tested using survey data from a sample of 231 salespeople in the pharmaceutical field, along with external ratings of satisfaction from 864 customers and archival sales performance information. Results indicated that contrary to popular belief, employees with low levels of product/industry knowledge and low experience benefit the most from leadership behaviors that are empowering, whereas high-knowledge and experienced employees reap no clear benefit. The authors conclude with directions for future research and application. Copyright 2005 APA, all rights reserved.

  1. Work for Play: Careers in Video Game Development

    ERIC Educational Resources Information Center

    Liming, Drew; Vilorio, Dennis

    2011-01-01

    Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…

  2. 43 CFR 2566.2 - Public sale.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 43 Public Lands: Interior 2 2014-10-01 2014-10-01 false Public sale. 2566.2 Section 2566.2 Public... § 2566.2 Public sale. (a) Generally. The unreserved and unsold lots will be offered at public sale to the... Interior the superintendent of the sale will be, and he is hereby, authorized to make all appraisements of...

  3. 43 CFR 2566.2 - Public sale.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 43 Public Lands: Interior 2 2013-10-01 2013-10-01 false Public sale. 2566.2 Section 2566.2 Public... § 2566.2 Public sale. (a) Generally. The unreserved and unsold lots will be offered at public sale to the... Interior the superintendent of the sale will be, and he is hereby, authorized to make all appraisements of...

  4. 43 CFR 2566.2 - Public sale.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 43 Public Lands: Interior 2 2012-10-01 2012-10-01 false Public sale. 2566.2 Section 2566.2 Public... § 2566.2 Public sale. (a) Generally. The unreserved and unsold lots will be offered at public sale to the... Interior the superintendent of the sale will be, and he is hereby, authorized to make all appraisements of...

  5. 43 CFR 2566.2 - Public sale.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 43 Public Lands: Interior 2 2011-10-01 2011-10-01 false Public sale. 2566.2 Section 2566.2 Public... § 2566.2 Public sale. (a) Generally. The unreserved and unsold lots will be offered at public sale to the... Interior the superintendent of the sale will be, and he is hereby, authorized to make all appraisements of...

  6. Key personality traits of sales managers.

    PubMed

    Lounsbury, John W; Foster, Nancy A; Levy, Jacob J; Gibson, Lucy W

    2014-01-01

    Sales managers are crucial for producing positive sales outcomes for companies. However, there has been a relative dearth of scholarly investigations into the personal attributes of sales managers. Such information could prove important in the recruitment, selection, training needs identification, career planning, counseling, and development of sales managers. Drawing on Holland's vocational theory, we sought to identify key personality traits that distinguish sales managers from other occupations and are related to their career satisfaction. The main sample was comprised of a total of 978 sales managers employed in a large number of companies across the United States (along with a comparison sample drawn from 79,512 individuals from other professional occupations). Participants completed an online version of Resource Associates' Personal Style Inventory as well a measure of career satisfaction. Our sample of 978 sales managers had higher levels of Assertiveness, Customer Service Orientation, Extraversion, Image Management, Optimism, and Visionary Style; and lower levels of Conscientiousness, Agreeableness, Intrinsic Motivation, Openness, and Tough-Mindedness than a sample of 79,512 individuals in a variety of other occupations. Nine of these traits were significantly correlated with sales managers' career satisfaction. Based on the results, a psychological profile of sales managers was presented as were implications for their recruitment, selection, training, development, and mentoring.

  7. Fuel Oil and Kerosene Sales

    EIA Publications

    2016-01-01

    Provides information, illustrations and state-level statistical data on end-use sales of kerosene; No.1, No. 2, and No. 4 distillate fuel oil; and residual fuel oil. State-level kerosene sales include volumes for residential, commercial, industrial, farm, and all other uses. State-level distillate sales include volumes for residential, commercial, industrial, oil company, railroad, vessel bunkering, military, electric utility, farm, on-highway, off-highway construction, and other uses. State-level residual fuel sales include volumes for commercial, industrial, oil company, vessel bunkering, military, electric utility, and other uses.

  8. 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)

  9. Educational games for health professionals.

    PubMed

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

    2013-03-28

    The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We searched the following databases in January 2012: MEDLINE, AMED, CINAHL, Cochrane Central Database of Controlled Trials, EMBASE, EPOC Register, ERIC, Proquest Dissertations & Theses Database, and PsycINFO. Related reviews were sought in DARE and the above named databases. Database searches identified 1546 citations. We also screened the reference lists of included studies in relevant reviews, contacted authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review. These search methods identified an additional 62 unique citations for a total of 1608 for this update. We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behavior (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified a total of 2079 unique citations. Out of 84 potentially eligible citations, we included two RCTs. The game evaluated in the first study used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The

  10. Pathological video-gaming among Singaporean youth.

    PubMed

    Choo, Hyekyung; Gentile, Douglas A; Sim, Timothy; Li, Dongdong; Khoo, Angeline; Liau, Albert K

    2010-11-01

    Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.

  11. 25 CFR 152.27 - Procedure of sale.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 25 Indians 1 2014-04-01 2014-04-01 false Procedure of sale. 152.27 Section 152.27 Indians BUREAU... OF COMPETENCY, REMOVAL OF RESTRICTIONS, AND SALE OF CERTAIN INDIAN LANDS Sales, Exchanges and Conveyances of Trust Or Restricted Lands § 152.27 Procedure of sale. Advertised sales shall be by sealed bids...

  12. 25 CFR 152.27 - Procedure of sale.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 25 Indians 1 2013-04-01 2013-04-01 false Procedure of sale. 152.27 Section 152.27 Indians BUREAU... OF COMPETENCY, REMOVAL OF RESTRICTIONS, AND SALE OF CERTAIN INDIAN LANDS Sales, Exchanges and Conveyances of Trust Or Restricted Lands § 152.27 Procedure of sale. Advertised sales shall be by sealed bids...

  13. 25 CFR 152.27 - Procedure of sale.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... OF COMPETENCY, REMOVAL OF RESTRICTIONS, AND SALE OF CERTAIN INDIAN LANDS Sales, Exchanges and Conveyances of Trust Or Restricted Lands § 152.27 Procedure of sale. Advertised sales shall be by sealed bids... 25 Indians 1 2010-04-01 2010-04-01 false Procedure of sale. 152.27 Section 152.27 Indians BUREAU...

  14. Survival Sales Forecasting.

    ERIC Educational Resources Information Center

    Paradiso, James; Stair, Kenneth

    Intended to provide insight into the dynamics of demand analysis, this paper presents an eight-step method for forecasting sales. Focusing on sales levels that must be achieved to enjoy targeted profits in favor of the usual approach of emphasizing how much will be sold within a given period, a sample situation is provided to illustrate this…

  15. Sales Fundamentals Guide.

    ERIC Educational Resources Information Center

    North Carolina State Dept. of Public Instruction, Raleigh. Div. of Vocational Education.

    This curriculum guide is designed as a resource for marketing education teachers in planning and teaching a course on sales fundamentals for students in grades 10-12 who are interested in a sales career. Internships, simulations, and co-op experiences may be used to expand practical application of the course. The student course objectives are to…

  16. Understanding community norms surrounding tobacco sales.

    PubMed

    McDaniel, Patricia A; Malone, Ruth E

    2014-01-01

    In the US, denormalizing tobacco use is key to tobacco control; less attention has been paid to denormalizing tobacco sales. However, some localities have placed limits on the number and type of retailers who may sell tobacco, and some retailers have abandoned tobacco sales voluntarily. Understanding community norms surrounding tobacco sales may help accelerate tobacco denormalization. We conducted 15 focus groups with customers of California, New York, and Ohio retailers who had voluntarily discontinued tobacco sales to examine normative assumptions about where cigarettes should or should not be sold, voluntary decisions to discontinue tobacco sales, and government limits on such sales. Groups in all three states generally agreed that grocery stores that sold healthy products should not sell tobacco; California groups saw pharmacies similarly, while this was a minority opinion in the other two states. Convenience stores were regarded as a natural place to sell tobacco. In each state, it was regarded as normal and commendable for some stores to want to stop selling tobacco, although few participants could imagine convenience stores doing so. Views on government's role in setting limits on tobacco sales varied, with California and New York participants generally expressing support for restrictions, and Ohio participants expressing opposition. However, even those who expressed opposition did not approve of tobacco sales in all possible venues. Banning tobacco sales entirely was not yet normative. Limiting the ubiquitous availability of tobacco sales is key to ending the tobacco epidemic. Some limits on tobacco sales appear to be normative from the perspective of community members; it may be possible to shift norms further by problematizing the ubiquitous presence of cigarettes and drawing connections to other products already subject to restrictions.

  17. Industrial Simulation Games for Executive Development: Review of the Literature and Implications for Military Applications

    DTIC Science & Technology

    1988-12-01

    the effects of two formal training methods in the retail sales arena was reported by Ivancevich and Smith (1981). The methods involved (a) role...now established and that his work has extended the theory. Oligopoly theory also was the focus of the work reported by Lyons (1982). Oligopoly refers...benefit for the group while providing a fair share for each group member. Lyons described a computer-based game designed primarily for management

  18. Socio-Spatial Patterning of Off-Sale and On-Sale Alcohol Outlets in a Texas City

    PubMed Central

    Han, Daikwon; Gorman, Dennis M.

    2014-01-01

    Introduction and Aims To examine the socio-spatial patterning of off-sale and on-sale alcohol outlets following a policy change that ended prohibition of off-sale outlets in Lubbock, Texas. Design and Methods The spatial patterning of alcohol outlets by licensing type was examined using the k-function difference (D statistic) to compare the relative degree of spatial aggregation of the two types of alcohol outlets and by the spatial scan statistic to identify statistically significant geographic clusters of outlets. The sociodemographic characteristics of the areas containing clusters of outlets were compared to the rest of the city. In addition, the socioeconomic characteristics of census block groups with and without existing on-sale outlets were compared, as were the socioeconomic characteristics of census block groups with and without the newly issued off-sale licenses. Results The existing on-sale premises in Lubbock and the newly established off-sale premises introduced as a result of the 2009 policy change displayed different spatial patterns, with the latter being more spatially dispersed. A large cluster of on-sale outlets identified in the north-east of the city was located in a socially and economically disadvantaged area of the city. Discussion and Conclusion The findings support the view that it is important to understand the local context of deprivation within a city when examining the location of alcohol outlets and add to the existing research by drawing attention to the importance of geographic scale in assessing such relationships. PMID:24320205

  19. Socio-spatial patterning of off-sale and on-sale alcohol outlets in a Texas city.

    PubMed

    Han, Daikwon; Gorman, Dennis M

    2014-03-01

    To examine the socio-spatial patterning of off-sale and on-sale alcohol outlets following a policy change that ended prohibition of off-sale outlets in Lubbock, Texas. The spatial patterning of alcohol outlets by licensing type was examined using the k-function difference (D statistic) to compare the relative degree of spatial aggregation of the two types of alcohol outlets and by the spatial scan statistic to identify statistically significant geographic clusters of outlets. The sociodemographic characteristics of the areas containing clusters of outlets were compared with the rest of the city. In addition, the socioeconomic characteristics of census block groups with and without existing on-sale outlets were compared, as were the socioeconomic characteristics of census block groups with and without the newly issued off-sale licenses. The existing on-sale premises in Lubbock and the newly established off-sale premises introduced as a result of the 2009 policy change displayed different spatial patterns, with the latter being more spatially dispersed. A large cluster of on-sale outlets identified in the north-east of the city was located in a socially and economically disadvantaged area of the city. The findings support the view that it is important to understand the local context of deprivation within a city when examining the location of alcohol outlets and add to the existing research by drawing attention to the importance of geographic scale in assessing such relationships. © 2013 Australasian Professional Society on Alcohol and other Drugs.

  20. [Factors on internet game addiction among adolescents].

    PubMed

    Park, Hyun Sook; Kwon, Yun Hee; Park, Kyung-Min

    2007-08-01

    The purpose of this study was to explore factors related to internet game addiction for adolescents. This study was a cross-sectional survey, and data was collected through self-report questionnaires. Data was analyzed using the SPSS program. In logistic regression analysis, the risk of being addicted to internet games was 2.22 times higher in males than females. Adolescents with low and middle academic performance also had a higher risk(2.08 times and 2.54 times) to become addicted to internet games. For the location of the computer, the risk of becoming addicted to internet games were .01 times lower in the living room or brother or sisters' room than in their own room. The risk of becoming addicted to internet games was 1.18 times higher in the higher usage time of internet games. The risk of becoming addicted to internet games was .49 times lower in the more accepting and autonomic parents' rearing attitude and .02 times lower in the high self-efficacy group than the low group. The result of this study suggests that there are noticeable relationships between internet game addiction and gender, academic performance, location of computer, usage time of internet games, parents' rearing attitude, and self efficacy.

  1. Exercise in Thoroughbred yearlings during sales preparation: a cohort study.

    PubMed

    Bolwell, C F; Rogers, C W; French, N P; Firth, E C

    2012-01-01

    There is increasing evidence suggesting that early exercise in Thoroughbred racehorses may be beneficial to the development of the musculoskeletal system. At present, information on the exercise programmes and health problems of individual yearlings during a sales preparation is scant. To describe the exercise and health problems of Thoroughbred yearlings during preparation for sales, and to identify variations in exercise between and within farms. A prospective cohort study was used to collect exercise and health information from 18 farms across New Zealand. Daily exercise records for individual horses were recorded during the studfarms' preparation for the annual national yearling sales in January 2009. Data were collected from 319 yearlings, of which 283 (88.7%) were exercised (hand walking, mechanical walker and lungeing) during their preparations. Sales preparation lasted a median of 69 days (interquartile range 61-78) and differed significantly between farms (P<0.001). The median exercise time performed differed significantly by gender (P<0.001), farm (P<0.001) and month of the preparation (P<0.001), but not by type of sale (P = 0.14) or category of sales price (P = 0.12). Within certain farms, daily exercise differed between horses as did total exercise by gender and the number of days spent in the sales preparation. Lameness was the most common condition affecting yearlings and the overall incidence rate of lameness was 0.08 per 100 horse days (95% confidence interval 0.05-0.13). Incidence rates of lameness varied significantly between farms (P = 0.02), but not by age (P = 0.77), sales type (P = 0.58) or month of the preparation (P = 0.53). Yearling exercise programmes varied between and within farms. Since exercise is already being tailored for each individual horse, there may be an opportunity to allow for modifications to sales preparation with the future career in mind. © 2011 EVJ Ltd.

  2. 24 CFR 290.13 - Negotiated sales.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... DEVELOPMENT HUD-OWNED PROPERTIES DISPOSITION OF MULTIFAMILY PROJECTS AND SALE OF HUD-HELD MULTIFAMILY MORTGAGES Disposition of Multifamily Projects § 290.13 Negotiated sales. When HUD conducts a negotiated sale...

  3. 24 CFR 290.13 - Negotiated sales.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... DEVELOPMENT HUD-OWNED PROPERTIES DISPOSITION OF MULTIFAMILY PROJECTS AND SALE OF HUD-HELD MULTIFAMILY MORTGAGES Disposition of Multifamily Projects § 290.13 Negotiated sales. When HUD conducts a negotiated sale...

  4. 24 CFR 290.13 - Negotiated sales.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... DEVELOPMENT HUD-OWNED PROPERTIES DISPOSITION OF MULTIFAMILY PROJECTS AND SALE OF HUD-HELD MULTIFAMILY MORTGAGES Disposition of Multifamily Projects § 290.13 Negotiated sales. When HUD conducts a negotiated sale...

  5. 43 CFR 4150.4-5 - Sale.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 43 Public Lands: Interior 2 2011-10-01 2011-10-01 false Sale. 4150.4-5 Section 4150.4-5 Public... Grazing Use § 4150.4-5 Sale. If the livestock are not redeemed on or before the date and time fixed for their sale, they shall be offered at public sale to the highest bidder by the authorized officer under...

  6. 43 CFR 4150.4-5 - Sale.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 43 Public Lands: Interior 2 2014-10-01 2014-10-01 false Sale. 4150.4-5 Section 4150.4-5 Public... Grazing Use § 4150.4-5 Sale. If the livestock are not redeemed on or before the date and time fixed for their sale, they shall be offered at public sale to the highest bidder by the authorized officer under...

  7. 43 CFR 4150.4-5 - Sale.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 43 Public Lands: Interior 2 2013-10-01 2013-10-01 false Sale. 4150.4-5 Section 4150.4-5 Public... Grazing Use § 4150.4-5 Sale. If the livestock are not redeemed on or before the date and time fixed for their sale, they shall be offered at public sale to the highest bidder by the authorized officer under...

  8. 43 CFR 4150.4-5 - Sale.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 43 Public Lands: Interior 2 2012-10-01 2012-10-01 false Sale. 4150.4-5 Section 4150.4-5 Public... Grazing Use § 4150.4-5 Sale. If the livestock are not redeemed on or before the date and time fixed for their sale, they shall be offered at public sale to the highest bidder by the authorized officer under...

  9. Paid to Persuade: Careers in Sales

    ERIC Educational Resources Information Center

    Torpey, Elka Maria

    2011-01-01

    Workers who make a living in sales are paid to persuade others to buy goods and services. Just about anything, from apricots to zip-line tours, needs an intermediary to move from producer to buyer. That go-between person is the sales worker. Sales jobs are numerous. In May 2010, there were over 13 million wage and salary sales workers in the…

  10. Using Game-Based Cooperative Learning to Improve Learning Motivation: A Study of Online Game Use in an Operating Systems Course

    ERIC Educational Resources Information Center

    Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu

    2013-01-01

    Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…

  11. 19 CFR 127.24 - Notice of sale.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 19 Customs Duties 1 2010-04-01 2010-04-01 false Notice of sale. 127.24 Section 127.24 Customs... GENERAL ORDER, UNCLAIMED, AND ABANDONED MERCHANDISE Sale of Unclaimed and Abandoned Merchandise § 127.24 Notice of sale. Notice of sale shall be sent on Customs Form 5251, 30 days prior to the date of sale, or...

  12. 43 CFR 402.7 - Notice of sale.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 43 Public Lands: Interior 1 2010-10-01 2010-10-01 false Notice of sale. 402.7 Section 402.7 Public... SALE OF LANDS IN FEDERAL RECLAMATION PROJECTS Public Lands § 402.7 Notice of sale. The sale of lands at public auction under this part shall be administered by the Commissioner. Notice of such sales shall be...

  13. 18 CFR 292.305 - Rates for sales.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 18 Conservation of Power and Water Resources 1 2010-04-01 2010-04-01 false Rates for sales. 292... § 292.305 Rates for sales. (a) General rules. (1) Rates for sales: (i) Shall be just and reasonable and... to rates for sales to other customers served by the electric utility. (2) Rates for sales which are...

  14. 18 CFR 292.305 - Rates for sales.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... 18 Conservation of Power and Water Resources 1 2012-04-01 2012-04-01 false Rates for sales. 292... § 292.305 Rates for sales. (a) General rules. (1) Rates for sales: (i) Shall be just and reasonable and... to rates for sales to other customers served by the electric utility. (2) Rates for sales which are...

  15. 43 CFR 402.7 - Notice of sale.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 43 Public Lands: Interior 1 2011-10-01 2011-10-01 false Notice of sale. 402.7 Section 402.7 Public... SALE OF LANDS IN FEDERAL RECLAMATION PROJECTS Public Lands § 402.7 Notice of sale. The sale of lands at public auction under this part shall be administered by the Commissioner. Notice of such sales shall be...

  16. 19 CFR 127.24 - Notice of sale.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 19 Customs Duties 1 2011-04-01 2011-04-01 false Notice of sale. 127.24 Section 127.24 Customs... GENERAL ORDER, UNCLAIMED, AND ABANDONED MERCHANDISE Sale of Unclaimed and Abandoned Merchandise § 127.24 Notice of sale. Notice of sale shall be sent on Customs Form 5251, 30 days prior to the date of sale, or...

  17. 43 CFR 402.7 - Notice of sale.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 43 Public Lands: Interior 1 2014-10-01 2014-10-01 false Notice of sale. 402.7 Section 402.7 Public... SALE OF LANDS IN FEDERAL RECLAMATION PROJECTS Public Lands § 402.7 Notice of sale. The sale of lands at public auction under this part shall be administered by the Commissioner. Notice of such sales shall be...

  18. Brain regions engaged by part- and whole-task performance in a video game: a model-based test of the decomposition hypothesis.

    PubMed

    Anderson, John R; Bothell, Daniel; Fincham, Jon M; Anderson, Abraham R; Poole, Ben; Qin, Yulin

    2011-12-01

    Part- and whole-task conditions were created by manipulating the presence of certain components of the Space Fortress video game. A cognitive model was created for two-part games that could be combined into a model that performed the whole game. The model generated predictions both for behavioral patterns and activation patterns in various brain regions. The activation predictions concerned both tonic activation that was constant in these regions during performance of the game and phasic activation that occurred when there was resource competition. The model's predictions were confirmed about how tonic and phasic activation in different regions would vary with condition. These results support the Decomposition Hypothesis that the execution of a complex task can be decomposed into a set of information-processing components and that these components combine unchanged in different task conditions. In addition, individual differences in learning gains were predicted by individual differences in phasic activation in those regions that displayed highest tonic activity. This individual difference pattern suggests that the rate of learning of a complex skill is determined by capacity limits.

  19. Brain Regions Engaged by Part- and Whole-task Performance in a Video Game: A Model-based Test of the Decomposition Hypothesis

    PubMed Central

    Anderson, John R.; Bothell, Daniel; Fincham, Jon M.; Anderson, Abraham R.; Poole, Ben; Qin, Yulin

    2013-01-01

    Part- and whole-task conditions were created by manipulating the presence of certain components of the Space Fortress video game. A cognitive model was created for two-part games that could be combined into a model that performed the whole game. The model generated predictions both for behavioral patterns and activation patterns in various brain regions. The activation predictions concerned both tonic activation that was constant in these regions during performance of the game and phasic activation that occurred when there was resource competition. The model’s predictions were confirmed about how tonic and phasic activation in different regions would vary with condition. These results support the Decomposition Hypothesis that the execution of a complex task can be decomposed into a set of information-processing components and that these components combine unchanged in different task conditions. In addition, individual differences in learning gains were predicted by individual differences in phasic activation in those regions that displayed highest tonic activity. This individual difference pattern suggests that the rate of learning of a complex skill is determined by capacity limits. PMID:21557648

  20. Carbohydrate gel ingestion significantly improves the intermittent endurance capacity, but not sprint performance, of adolescent team games players during a simulated team games protocol.

    PubMed

    Phillips, Shaun M; Turner, Anthony P; Sanderson, Mark F; Sproule, John

    2012-03-01

    The aim of this study was to investigate the influence of ingesting a carbohydrate (CHO) gel on the intermittent endurance capacity and sprint performance of adolescent team games players. Eleven participants [mean age 13.5 ± 0.7 years, height 1.72 ± 0.08 m, body mass (BM) 62.1 ± 9.4 kg] performed two trials separated by 3-7 days. In each trial, they completed four 15 min periods of part A of the Loughborough Intermittent Shuttle Test (LIST), followed by an intermittent run to exhaustion (part B). In the 5 min pre-exercise, participants consumed 0.818 mL kg(-1) BM of a CHO or a non-CHO placebo gel, and a further 0.327 mL kg(-1) BM every 15 min during part A of the LIST (38.0 ± 5.5 g CHO h(-1) in the CHO trial). Intermittent endurance capacity was increased by 21.1% during part B when the CHO gel was ingested (4.6 ± 2.0 vs. 3.8 ± 2.4 min, P < 0.05, r = 0.67), with distance covered in part B significantly greater in the CHO trial (787 ± 319 vs. 669 ± 424 m, P < 0.05, r = 0.57). Gel ingestion did not significantly influence mean 15 m sprint time (P = 0.34), peak sprint time (P = 0.81), or heart rate (P = 0.66). Ingestion of a CHO gel significantly increases the intermittent endurance capacity of adolescent team games players during a simulated team games protocol.

  1. Dynamic Pervasive Storytelling in Long Lasting Learning Games

    ERIC Educational Resources Information Center

    Pløhn, Trygve; Louchart, Sandy; Aalberg, Trond

    2015-01-01

    Pervasive gaming is a reality-based gaming genre originating from alternative theatrical forms in which the performance becomes a part of the players' everyday life. In recent years much research has been done on pervasive gaming and its potential applications towards specific domains. Pervasive games have been effective with regards to…

  2. 14 CFR 381.9 - Sales.

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... 14 Aeronautics and Space 4 2014-01-01 2014-01-01 false Sales. 381.9 Section 381.9 Aeronautics and... SPECIAL EVENT TOURS § 381.9 Sales. (a) Except as provided in paragraph (b) of this section: (1) No... booking must be returned within 3 business days. (2) Upon acceptance of the money for a sale, the operator...

  3. 14 CFR 381.9 - Sales.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 14 Aeronautics and Space 4 2013-01-01 2013-01-01 false Sales. 381.9 Section 381.9 Aeronautics and... SPECIAL EVENT TOURS § 381.9 Sales. (a) Except as provided in paragraph (b) of this section: (1) No... booking must be returned within 3 business days. (2) Upon acceptance of the money for a sale, the operator...

  4. 14 CFR 381.9 - Sales.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... 14 Aeronautics and Space 4 2011-01-01 2011-01-01 false Sales. 381.9 Section 381.9 Aeronautics and... SPECIAL EVENT TOURS § 381.9 Sales. (a) Except as provided in paragraph (b) of this section: (1) No... booking must be returned within 3 business days. (2) Upon acceptance of the money for a sale, the operator...

  5. 14 CFR 381.9 - Sales.

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... 14 Aeronautics and Space 4 2012-01-01 2012-01-01 false Sales. 381.9 Section 381.9 Aeronautics and... SPECIAL EVENT TOURS § 381.9 Sales. (a) Except as provided in paragraph (b) of this section: (1) No... booking must be returned within 3 business days. (2) Upon acceptance of the money for a sale, the operator...

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

    PubMed

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

    2012-09-01

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

  7. 48 CFR 245.7302 - Competitive sales.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 48 Federal Acquisition Regulations System 3 2010-10-01 2010-10-01 false Competitive sales. 245..., DEPARTMENT OF DEFENSE CONTRACT MANAGEMENT GOVERNMENT PROPERTY Sale of Surplus Contractor Inventory 245.7302 Competitive sales. ...

  8. Understanding Community Norms Surrounding Tobacco Sales

    PubMed Central

    McDaniel, Patricia A.; Malone, Ruth E.

    2014-01-01

    Background In the US, denormalizing tobacco use is key to tobacco control; less attention has been paid to denormalizing tobacco sales. However, some localities have placed limits on the number and type of retailers who may sell tobacco, and some retailers have abandoned tobacco sales voluntarily. Understanding community norms surrounding tobacco sales may help accelerate tobacco denormalization. Methods We conducted 15 focus groups with customers of California, New York, and Ohio retailers who had voluntarily discontinued tobacco sales to examine normative assumptions about where cigarettes should or should not be sold, voluntary decisions to discontinue tobacco sales, and government limits on such sales. Results Groups in all three states generally agreed that grocery stores that sold healthy products should not sell tobacco; California groups saw pharmacies similarly, while this was a minority opinion in the other two states. Convenience stores were regarded as a natural place to sell tobacco. In each state, it was regarded as normal and commendable for some stores to want to stop selling tobacco, although few participants could imagine convenience stores doing so. Views on government's role in setting limits on tobacco sales varied, with California and New York participants generally expressing support for restrictions, and Ohio participants expressing opposition. However, even those who expressed opposition did not approve of tobacco sales in all possible venues. Banning tobacco sales entirely was not yet normative. Conclusion Limiting the ubiquitous availability of tobacco sales is key to ending the tobacco epidemic. Some limits on tobacco sales appear to be normative from the perspective of community members; it may be possible to shift norms further by problematizing the ubiquitous presence of cigarettes and drawing connections to other products already subject to restrictions. PMID:25180772

  9. An Intervention Including an Online Game to Improve Grade 6 Students' Performance in Early Algebra

    ERIC Educational Resources Information Center

    Kolovou, Angeliki; van den Heuvel-Panhuizen, Marja; Koller, Olaf

    2013-01-01

    This study investigated whether an intervention including an online game contributed to 236 Grade 6 students' performance in early algebra, that is, solving problems with covarying quantities. An exploratory quasi-experimental study was conducted with a pretest-posttest-control-group design. Students in the experimental group were asked to solve…

  10. Temporal Changes in Technical and Physical Performances During a Small-Sided Game in Elite Youth Soccer Players

    PubMed Central

    Moreira, Alexandre; Saldanha Aoki, Marcelo; Carling, Chris; Alan Rodrigues Lopes, Rafael; Felipe Schultz de Arruda, Ademir; Lima, Marcelo; Cesar Correa, Umberto; Bradley, Paul S

    2016-01-01

    Background There have been claims that small-sided games (SSG) may generate an appropriate environment to develop youth players’ technical performance associated to game-related problem solving. However, the temporal change in technical performance parameters of youth players during SSG is still unknown. Objectives The aim of this study was to examine temporal changes in technical and physical performances during a small-sided game (SSG) in elite soccer players. Methods Sixty elite youth players (age 14.8 ± 0.2 yr; stature 177 ± 5 cm; body mass 66.2 ± 4.7 kg) completed a 5 v 5 SSG using two repetitions of 8 minutes interspersed by 3 minutes of passive recovery. To evaluate temporal changes in performance, the data were analysed across 4 minutes quarters. Physical performance parameters included the total distance covered (TDC), the frequency of sprints (>18 km•h-1), accelerations and decelerations (> 2.0 m•s-2 and - 2.0 m•s-2), metabolic power (W•kg-1), training impulse (TRIMP), TDC: TRIMP, number of impacts, and body load. Technical performance parameters included goal attempts, total number of tackles, tackles and interceptions, total number of passes, and passes effectiveness. Results All physical performance parameters decreased from the first to the last quarter with notable declines in TDC, metabolic power and the frequency of sprints, accelerations and decelerations (P < 0.05; moderate to very large ES: 1.08 - 3.30). However, technical performance parameters did not vary across quarters (P > 0.05; trivial ES for 1st v 4th quarters: 0.15 - 0.33). Conclusions The data demonstrate that technical performance is maintained despite substantial declines in physical performance during a SSG in elite youth players. This finding may have implications for designing SSG’s for elite youth players to ensure physical, technical and tactical capabilities are optimized. Modifications in player number, pitch dimensions, rules, coach encouragement, for instance

  11. Temporal Changes in Technical and Physical Performances During a Small-Sided Game in Elite Youth Soccer Players.

    PubMed

    Moreira, Alexandre; Saldanha Aoki, Marcelo; Carling, Chris; Alan Rodrigues Lopes, Rafael; Felipe Schultz de Arruda, Ademir; Lima, Marcelo; Cesar Correa, Umberto; Bradley, Paul S

    2016-12-01

    There have been claims that small-sided games (SSG) may generate an appropriate environment to develop youth players' technical performance associated to game-related problem solving. However, the temporal change in technical performance parameters of youth players during SSG is still unknown. The aim of this study was to examine temporal changes in technical and physical performances during a small-sided game (SSG) in elite soccer players. Sixty elite youth players (age 14.8 ± 0.2 yr; stature 177 ± 5 cm; body mass 66.2 ± 4.7 kg) completed a 5 v 5 SSG using two repetitions of 8 minutes interspersed by 3 minutes of passive recovery. To evaluate temporal changes in performance, the data were analysed across 4 minutes quarters. Physical performance parameters included the total distance covered (TDC), the frequency of sprints (>18 km•h -1 ), accelerations and decelerations (> 2.0 m•s -2 and - 2.0 m•s -2 ), metabolic power (W•kg -1 ), training impulse (TRIMP), TDC: TRIMP, number of impacts, and body load. Technical performance parameters included goal attempts, total number of tackles, tackles and interceptions, total number of passes, and passes effectiveness. All physical performance parameters decreased from the first to the last quarter with notable declines in TDC, metabolic power and the frequency of sprints, accelerations and decelerations (P < 0.05; moderate to very large ES: 1.08 - 3.30). However, technical performance parameters did not vary across quarters (P > 0.05; trivial ES for 1st v 4th quarters: 0.15 - 0.33). The data demonstrate that technical performance is maintained despite substantial declines in physical performance during a SSG in elite youth players. This finding may have implications for designing SSG's for elite youth players to ensure physical, technical and tactical capabilities are optimized. Modifications in player number, pitch dimensions, rules, coach encouragement, for instance, should be included taking into account the

  12. Training the Sales Neophyte

    ERIC Educational Resources Information Center

    Harris, Clyde E., Jr.

    1975-01-01

    The article reappraises initial sales training and presents a program emphasizing objectives, responsibility for training, program content, and teaching techniques. Formal Initial Responsive Sales Training System (FIRSTS) is the name of the program explored and evaluated. (Author/MW)

  13. Fuel oil and kerosene sales 1997

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

    NONE

    1998-08-01

    The Fuel Oil and Kerosene Sales 1997 report provides information, illustrations and state-level statistical data on end-use sales of kerosene; No. 1, No. 2, and No. 4 distillate fuel oil; and residual fuel oil. State-level kerosene sales include volumes for residential, commercial, industrial, farm, and all other uses. State-level distillate sales include volumes for residential, commercial, industrial, oil company, railroad, vessel bunkering, military, electric utility, farm, on-highway, off highway construction, and other uses. State-level residual fuel sales include volumes for commercial, industrial, oil company, vessel bunkering, military, electric utility, and other uses. 24 tabs.

  14. Fuel oil and kerosene sales 1996

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

    NONE

    1997-08-01

    The Fuel Oil and Kerosene Sales 1996 report provides information, illustrations and State-level statistical data on end-use sales of kerosene; No. 1, No. 2, and No. 4 distillate fuel oil; and residual fuel oil. State-level kerosene sales include volumes for residential, commercial, industrial, farm, and all other uses. State-level distillate sales include volumes for residential, commercial, industrial, oil company, railroad, vessel bunkering, military, electric utility, farm, on-highway, off highway construction, and other uses. State-level residual fuel sales include volumes for commercial, industrial, oil company, vessel bunkering, military, electric utility, and other uses. The Petroleum Marketing Division, Office of Oil andmore » Gas, Energy Information Administration ensures the accuracy, quality, and confidentiality of the published data in the Fuel Oil and Kerosene Sales 1996. 24 tabs.« less

  15. Educational games for health professionals.

    PubMed

    Akl, E A; Sackett, K; Pretorius, R; Erdley, S; Bhoopathi, P S; Mustafa, R; Schünemann, H J

    2008-01-23

    The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We used a comprehensive search strategy including an electronic search of the following databases: DARE, EPOC register, CENTRAL, MEDLINE, EMBASE, CINAHL, AMED, ERIC, and Dissertation Abstracts Online (search date: January 2007). We also screened the reference list of included studies and relevant reviews, contact authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behaviour (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified 1156 citations. Out of 55 potentially eligible citations, we included one RCT. The methodological quality was fair. The game, used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The group that was randomized to the game had statistically higher scores on the knowledge test (P = 0.02). The findings of this systematic review do not confirm nor refute the utility of games as a teaching

  16. Innovation in Sales Training

    ERIC Educational Resources Information Center

    Spencer, R. W.

    1974-01-01

    The British Gas Corporation has formulated and refined the incident process of training into their own method, which they call developing case study. Sales trainees learn indoor and outdoor sales techniques for selling central heating through self-taught case studies. (DS)

  17. Toward a theory of high performance.

    PubMed

    Kirby, Julia

    2005-01-01

    What does it mean to be a high-performance company? The process of measuring relative performance across industries and eras, declaring top performers, and finding the common drivers of their success is such a difficult one that it might seem a fool's errand to attempt. In fact, no one did for the first thousand or so years of business history. The question didn't even occur to many scholars until Tom Peters and Bob Waterman released In Search of Excellence in 1982. Twenty-three years later, we've witnessed several more attempts--and, just maybe, we're getting closer to answers. In this reported piece, HBR senior editor Julia Kirby explores why it's so difficult to study high performance and how various research efforts--including those from John Kotter and Jim Heskett; Jim Collins and Jerry Porras; Bill Joyce, Nitin Nohria, and Bruce Roberson; and several others outlined in a summary chart-have attacked the problem. The challenge starts with deciding which companies to study closely. Are the stars the ones with the highest market caps, the ones with the greatest sales growth, or simply the ones that remain standing at the end of the game? (And when's the end of the game?) Each major study differs in how it defines success, which companies it therefore declares to be worthy of emulation, and the patterns of activity and attitude it finds in common among them. Yet, Kirby concludes, as each study's method incrementally solves problems others have faced, we are progressing toward a consensus theory of high performance.

  18. Do Perceptions of Hiring Criteria Differ for Sales Managers and Sales Representatives? Implications for Marketing Education

    ERIC Educational Resources Information Center

    Raymond, Mary Anne; Carlson, Les; Hopkins, Christopher D.

    2006-01-01

    Using both qualitative and quantitative methods, this study explores whether perceptions of critical hiring criteria for entry-level sales positions differ across sales managers and sales representatives. This research also examines which classroom activities and skills these individuals perceive to be most important for strengthening the desired…

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

    PubMed

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

    2011-01-01

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

  20. 26 CFR 1.338-4 - Aggregate deemed sale price; various aspects of taxation of the deemed asset sale.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 26 Internal Revenue 4 2010-04-01 2010-04-01 false Aggregate deemed sale price; various aspects of taxation of the deemed asset sale. 1.338-4 Section 1.338-4 Internal Revenue INTERNAL REVENUE SERVICE... Aggregate deemed sale price; various aspects of taxation of the deemed asset sale. (a) Scope. This section...

  1. 43 CFR 2711.3 - Procedures for sale.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 43 Public Lands: Interior 2 2013-10-01 2013-10-01 false Procedures for sale. 2711.3 Section 2711.3..., DEPARTMENT OF THE INTERIOR LAND RESOURCE MANAGEMENT (2000) SALES: FEDERAL LAND POLICY AND MANAGEMENT ACT Sales: Procedures § 2711.3 Procedures for sale. ...

  2. 43 CFR 2711.1 - Initiation of sale.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 43 Public Lands: Interior 2 2013-10-01 2013-10-01 false Initiation of sale. 2711.1 Section 2711.1..., DEPARTMENT OF THE INTERIOR LAND RESOURCE MANAGEMENT (2000) SALES: FEDERAL LAND POLICY AND MANAGEMENT ACT Sales: Procedures § 2711.1 Initiation of sale. ...

  3. 43 CFR 2711.1 - Initiation of sale.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 43 Public Lands: Interior 2 2012-10-01 2012-10-01 false Initiation of sale. 2711.1 Section 2711.1..., DEPARTMENT OF THE INTERIOR LAND RESOURCE MANAGEMENT (2000) SALES: FEDERAL LAND POLICY AND MANAGEMENT ACT Sales: Procedures § 2711.1 Initiation of sale. ...

  4. 43 CFR 2711.1 - Initiation of sale.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 43 Public Lands: Interior 2 2014-10-01 2014-10-01 false Initiation of sale. 2711.1 Section 2711.1..., DEPARTMENT OF THE INTERIOR LAND RESOURCE MANAGEMENT (2000) SALES: FEDERAL LAND POLICY AND MANAGEMENT ACT Sales: Procedures § 2711.1 Initiation of sale. ...

  5. 43 CFR 2711.3 - Procedures for sale.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 43 Public Lands: Interior 2 2012-10-01 2012-10-01 false Procedures for sale. 2711.3 Section 2711.3..., DEPARTMENT OF THE INTERIOR LAND RESOURCE MANAGEMENT (2000) SALES: FEDERAL LAND POLICY AND MANAGEMENT ACT Sales: Procedures § 2711.3 Procedures for sale. ...

  6. 43 CFR 2711.3 - Procedures for sale.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 43 Public Lands: Interior 2 2014-10-01 2014-10-01 false Procedures for sale. 2711.3 Section 2711.3..., DEPARTMENT OF THE INTERIOR LAND RESOURCE MANAGEMENT (2000) SALES: FEDERAL LAND POLICY AND MANAGEMENT ACT Sales: Procedures § 2711.3 Procedures for sale. ...

  7. Fuel oil and kerosene sales 1994

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

    NONE

    1995-09-27

    This publication contains the 1994 survey results of the ``Annual Fuel Oil and Kerosene Sales Report`` (Form EIA-821). This is the sixth year that the survey data have appeared in a separate publication. Prior to the 1989 report, the statistics appeared in the Petroleum Marketing Annual (PMA)for reference year 1988 and the Petroleum Marketing Monthly (PMM) for reference years 1984 through 1987. The 1994 edition marks the 11th annual presentation of the results of the ongoing ``Annual Fuel Oil and Kerosene Sales Report`` survey. Distillate and residual fuel oil sales continued to move in opposite directions during 1994. Distillate salesmore » rose for the third year in a row, due to a growing economy. Residual fuel oil sales, on the other hand, declined for the sixth year in a row, due to competitive natural gas prices, and a warmer heating season than in 1993. Distillate fuel oil sales increased 4.4 percent while residual fuel oil sales declined 1.6 percent. Kerosene sales decreased 1.4 percent in 1994.« less

  8. 29 CFR 779.334 - Sales of services for resale.

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    .... Where a garage repairs automobiles for a secondhand automobile dealer with the knowledge or reasonable cause to believe that the automobile on which the work is performed will be sold, the service performed by the garage is a sale for resale. The services performed by a dental laboratory in the making of...

  9. 29 CFR 779.334 - Sales of services for resale.

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    .... Where a garage repairs automobiles for a secondhand automobile dealer with the knowledge or reasonable cause to believe that the automobile on which the work is performed will be sold, the service performed by the garage is a sale for resale. The services performed by a dental laboratory in the making of...

  10. 29 CFR 779.334 - Sales of services for resale.

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    .... Where a garage repairs automobiles for a secondhand automobile dealer with the knowledge or reasonable cause to believe that the automobile on which the work is performed will be sold, the service performed by the garage is a sale for resale. The services performed by a dental laboratory in the making of...

  11. Gender-Inclusive Game-Based Learning in Secondary Education

    ERIC Educational Resources Information Center

    Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert

    2014-01-01

    Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…

  12. 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.

  13. Engagement States and Learning from Educational Games

    ERIC Educational Resources Information Center

    Deater-Deckard, Kirby; Chang, Mido; Evans, Michael E.

    2013-01-01

    Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and…

  14. Drug sales data analysis for outbreak detection of infectious diseases: a systematic literature review.

    PubMed

    Pivette, Mathilde; Mueller, Judith E; Crépey, Pascal; Bar-Hen, Avner

    2014-11-18

    This systematic literature review aimed to summarize evidence for the added value of drug sales data analysis for the surveillance of infectious diseases. A search for relevant publications was conducted in Pubmed, Embase, Scopus, Cochrane Library, African Index Medicus and Lilacs databases. Retrieved studies were evaluated in terms of objectives, diseases studied, data sources, methodologies and performance for real-time surveillance. Most studies compared drug sales data to reference surveillance data using correlation measurements or indicators of outbreak detection performance (sensitivity, specificity, timeliness of the detection). We screened 3266 articles and included 27 in the review. Most studies focused on acute respiratory and gastroenteritis infections. Nineteen studies retrospectively compared drug sales data to reference clinical data, and significant correlations were observed in 17 of them. Four studies found that over-the-counter drug sales preceded clinical data in terms of incidence increase. Five studies developed and evaluated statistical algorithms for selecting drug groups to monitor specific diseases. Another three studies developed models to predict incidence increase from drug sales. Drug sales data analyses appear to be a useful tool for surveillance of gastrointestinal and respiratory disease, and OTC drugs have the potential for early outbreak detection. Their utility remains to be investigated for other diseases, in particular those poorly surveyed.

  15. Exploring the Role of Flow Experience, Learning Performance and Potential Behavior Clusters in Elementary Students' Game-Based Learning

    ERIC Educational Resources Information Center

    Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse

    2016-01-01

    Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also…

  16. Communication Games Reveal Preparation Contextuality.

    PubMed

    Hameedi, Alley; Tavakoli, Armin; Marques, Breno; Bourennane, Mohamed

    2017-12-01

    A communication game consists of distributed parties attempting to jointly complete a task with restricted communication. Such games are useful tools for studying limitations of physical theories. A theory exhibits preparation contextuality whenever its predictions cannot be explained by a preparation noncontextual model. Here, we show that communication games performed in operational theories reveal the preparation contextuality of that theory. For statistics obtained in a particular family of communication games, we show a direct correspondence with correlations in spacelike separated events obeying the no-signaling principle. Using this, we prove that all mixed quantum states of any finite dimension are preparation contextual. We report on an experimental realization of a communication game involving three-level quantum systems from which we observe a strong violation of the constraints of preparation noncontextuality.

  17. Communication Games Reveal Preparation Contextuality

    NASA Astrophysics Data System (ADS)

    Hameedi, Alley; Tavakoli, Armin; Marques, Breno; Bourennane, Mohamed

    2017-12-01

    A communication game consists of distributed parties attempting to jointly complete a task with restricted communication. Such games are useful tools for studying limitations of physical theories. A theory exhibits preparation contextuality whenever its predictions cannot be explained by a preparation noncontextual model. Here, we show that communication games performed in operational theories reveal the preparation contextuality of that theory. For statistics obtained in a particular family of communication games, we show a direct correspondence with correlations in spacelike separated events obeying the no-signaling principle. Using this, we prove that all mixed quantum states of any finite dimension are preparation contextual. We report on an experimental realization of a communication game involving three-level quantum systems from which we observe a strong violation of the constraints of preparation noncontextuality.

  18. "No level up!": no effects of video game specialization and expertise on cognitive performance.

    PubMed

    Gobet, Fernand; Johnston, Stephen J; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke

    2014-01-01

    Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks.

  19. Identifying Key Features of Student Performance in Educational Video Games and Simulations through Cluster Analysis

    ERIC Educational Resources Information Center

    Kerr, Deirdre; Chung, Gregory K. W. K.

    2012-01-01

    The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…

  20. Modelled female sale options demonstrate improved profitability in northern beef herds.

    PubMed

    Niethe, G E; Holmes, W E

    2008-12-01

    To examine the impact of improving the average value of cows sold, the risk of decreasing the number weaned, and total sales on the profitability of northern Australian cattle breeding properties. Gather, model and interpret breeder herd performances and production parameters on properties from six beef-producing regions in northern Australia. Production parameters, prices, costs and herd structure were entered into a herd simulation model for six northern Australian breeding properties that spay females to enhance their marketing options. After the data were validated by management, alternative management strategies were modelled using current market prices and most likely herd outcomes. The model predicted a close relationship between the average sale value of cows, the total herd sales and the gross margin/adult equivalent. Keeping breeders out of the herd to fatten generally improves their sale value, and this can be cost-effective, despite the lower number of progeny produced and the subsequent reduction in total herd sales. Furthermore, if the price of culled cows exceeds the price of culled heifers, provided there are sufficient replacement pregnant heifers available to maintain the breeder herd nucleus, substantial gains in profitability can be obtained by decreasing the age at which cows are culled from the herd. Generalised recommendations on improving reproductive performance are not necessarily the most cost-effective strategy to improve breeder herd profitability. Judicious use of simulation models is essential to help develop the best turnoff strategies for females and to improve station profitability.

  1. Scientific Inquiry Self-Efficacy and Computer Game Self-Efficacy as Predictors and Outcomes of Middle School Boys' and Girls' Performance in a Science Assessment in a Virtual Environment

    NASA Astrophysics Data System (ADS)

    Bergey, Bradley W.; Ketelhut, Diane Jass; Liang, Senfeng; Natarajan, Uma; Karakus, Melissa

    2015-10-01

    The primary aim of the study was to examine whether performance on a science assessment in an immersive virtual environment was associated with changes in scientific inquiry self-efficacy. A secondary aim of the study was to examine whether performance on the science assessment was equitable for students with different levels of computer game self-efficacy, including whether gender differences were observed. We examined 407 middle school students' scientific inquiry self-efficacy and computer game self-efficacy before and after completing a computer game-like assessment about a science mystery. Results from path analyses indicated that prior scientific inquiry self-efficacy predicted achievement on end-of-module questions, which in turn predicted change in scientific inquiry self-efficacy. By contrast, computer game self-efficacy was neither predictive of nor predicted by performance on the science assessment. While boys had higher computer game self-efficacy compared to girls, multi-group analyses suggested only minor gender differences in how efficacy beliefs related to performance. Implications for assessments with virtual environments and future design and research are discussed.

  2. 7 CFR 930.16 - Sales constituency.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... Definitions § 930.16 Sales constituency. Sales constituency means a common marketing organization or brokerage... 7 Agriculture 8 2010-01-01 2010-01-01 false Sales constituency. 930.16 Section 930.16 Agriculture Regulations of the Department of Agriculture (Continued) AGRICULTURAL MARKETING SERVICE (Marketing Agreements...

  3. Sales: evaluating the return on investment.

    PubMed

    Snow, J L

    1994-05-01

    In this article, a case study is presented to illustrate the ways in which sales programs have evolved in healthcare organizations over the last few years. The importance of developing a system of tracking sales so revenues can be tied to sales efforts is emphasized.

  4. Serious gaming in women's health care.

    PubMed

    de Wit-Zuurendonk, L D; Oei, S G

    2011-11-01

    Computer-based (serious) gaming is a new field in medical education, which has the potential to become an important tool for healthcare professionals for learning a range of clinical skills. To evaluate the current status of serious gaming in medicine, we performed a systematic literature review. In June 2011, we undertook a search in PubMed and Embase databases with the MeSH terms video games, education, training, gaming and healthcare. Thirty relevant papers were identified, reviewed and summarised. The studies showed that serious gaming is a stimulating learning method and that students are enthusiastic about its use. Studies have shown that previous recreational gaming is associated with greater surgical skill, especially for laparoscopy. In addition to surgical skills, serious gaming is potentially a good method for learning clinical decision-making and patient interaction. Games are already being developed for teaching specific clinical skills, for example in cardiology and orthopaedics for example. Initial studies suggest that serious gaming is likely to be an effective training method; however, there is a paucity of studies showing the conclusive clinical benefit of serious gaming. Future studies should focus on demonstrating the clinical effectiveness of serious gaming on skills used in patient care. © 2011 The Authors BJOG An International Journal of Obstetrics and Gynaecology © 2011 RCOG.

  5. Some Advertising Sales Tips.

    ERIC Educational Resources Information Center

    Schick, C. Dennis

    1980-01-01

    Enumerates information that advertising sales people for school newspapers should have before they call on potential customers. Includes ideas on what to know about a number of items, including the publication, readers and nonreaders, advertising, sales opportunities, prospects, prospects' problems, shopping factors, and stores' images. (TJ)

  6. 25 CFR 152.19 - Sale by fiduciaries.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 25 Indians 1 2014-04-01 2014-04-01 false Sale by fiduciaries. 152.19 Section 152.19 Indians BUREAU... OF COMPETENCY, REMOVAL OF RESTRICTIONS, AND SALE OF CERTAIN INDIAN LANDS Sales, Exchanges and Conveyances of Trust Or Restricted Lands § 152.19 Sale by fiduciaries. Guardians, conservators, or other...

  7. 25 CFR 152.19 - Sale by fiduciaries.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 25 Indians 1 2013-04-01 2013-04-01 false Sale by fiduciaries. 152.19 Section 152.19 Indians BUREAU... OF COMPETENCY, REMOVAL OF RESTRICTIONS, AND SALE OF CERTAIN INDIAN LANDS Sales, Exchanges and Conveyances of Trust Or Restricted Lands § 152.19 Sale by fiduciaries. Guardians, conservators, or other...

  8. Task-Oriented Gaming for Transfer to Prosthesis Use.

    PubMed

    van Dijk, Ludger; van der Sluis, Corry K; van Dijk, Hylke W; Bongers, Raoul M

    2016-12-01

    The aim of this study is to establish the effect of task-oriented video gaming on using a myoelectric prosthesis in a basic activity of daily life (ADL). Forty-one able-bodied right-handed participants were randomly assigned to one of four groups. In three of these groups the participants trained to control a video game using the myosignals of the flexors and extensors of the wrist: in the Adaptive Catching group participants needed to catch falling objects by opening and closing a grabber and received ADL-relevant feedback during performance. The Free Catching group used the same game, but without augmented feedback. The Interceptive Catching group trained a game where the goal was to intercept a falling object by moving a grabber to the left and right. They received no additional feedback. The control group played a regular Mario computer game. All groups trained 20 minutes a day for four consecutive days. Two tests were conducted before and after training: one level of the training game was performed, and participants grasped objects with a prosthesis simulator. Results showed all groups improved their game performance over controls. In the prosthesis-simulator task, after training the Adaptive Catching group outperformed the other groups in their ability to adjust the hand aperture to the size of the objects and the degree of compression of compressible objects. This study is the first to demonstrate transfer effects from a serious game to a myoelectric prosthesis task. The specificity of the learning effects suggests that research into serious gaming will benefit from placing ADL-specific constraints on game development.

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

    PubMed

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

    2017-12-05

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

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

    PubMed Central

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

    2017-01-01

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

  11. The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance

    ERIC Educational Resources Information Center

    Gentile, Douglas, A.; Lynch, Paul, J.; Linder, Jennifer Ruh; Walsh, David, A.

    2004-01-01

    Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The…

  12. 43 CFR 3422.3 - Sale procedures.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 43 Public Lands: Interior 2 2012-10-01 2012-10-01 false Sale procedures. 3422.3 Section 3422.3 Public Lands: Interior Regulations Relating to Public Lands (Continued) BUREAU OF LAND MANAGEMENT, DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) COMPETITIVE LEASING Lease Sales § 3422.3 Sale...

  13. 43 CFR 3422.3 - Sale procedures.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 43 Public Lands: Interior 2 2013-10-01 2013-10-01 false Sale procedures. 3422.3 Section 3422.3 Public Lands: Interior Regulations Relating to Public Lands (Continued) BUREAU OF LAND MANAGEMENT, DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) COMPETITIVE LEASING Lease Sales § 3422.3 Sale...

  14. 43 CFR 3422.3 - Sale procedures.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 43 Public Lands: Interior 2 2014-10-01 2014-10-01 false Sale procedures. 3422.3 Section 3422.3 Public Lands: Interior Regulations Relating to Public Lands (Continued) BUREAU OF LAND MANAGEMENT, DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) COMPETITIVE LEASING Lease Sales § 3422.3 Sale...

  15. 43 CFR 3422.3 - Sale procedures.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 43 Public Lands: Interior 2 2011-10-01 2011-10-01 false Sale procedures. 3422.3 Section 3422.3 Public Lands: Interior Regulations Relating to Public Lands (Continued) BUREAU OF LAND MANAGEMENT, DEPARTMENT OF THE INTERIOR MINERALS MANAGEMENT (3000) COMPETITIVE LEASING Lease Sales § 3422.3 Sale...

  16. Video Games vs. Reading and School/Cognitive Performances: A Study on 27000 Middle School Teenagers

    ERIC Educational Resources Information Center

    Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan

    2016-01-01

    Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…

  17. 24 CFR 291.210 - Direct sales procedures.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 24 Housing and Urban Development 2 2010-04-01 2010-04-01 false Direct sales procedures. 291.210... URBAN DEVELOPMENT HUD-OWNED PROPERTIES DISPOSITION OF HUD-ACQUIRED SINGLE FAMILY PROPERTY Sales Procedures § 291.210 Direct sales procedures. When HUD conducts the sales listed in § 291.90(c), it will sell...

  18. 24 CFR 291.210 - Direct sales procedures.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 24 Housing and Urban Development 2 2011-04-01 2011-04-01 false Direct sales procedures. 291.210... URBAN DEVELOPMENT HUD-OWNED PROPERTIES DISPOSITION OF HUD-ACQUIRED SINGLE FAMILY PROPERTY Sales Procedures § 291.210 Direct sales procedures. When HUD conducts the sales listed in § 291.90(c), it will sell...

  19. 19 CFR 127.22 - Place of sale.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 19 Customs Duties 1 2010-04-01 2010-04-01 false Place of sale. 127.22 Section 127.22 Customs... GENERAL ORDER, UNCLAIMED, AND ABANDONED MERCHANDISE Sale of Unclaimed and Abandoned Merchandise § 127.22 Place of sale. The port director, in his discretion, may authorize the sale of merchandise subject to...

  20. 25 CFR 117.29 - Sale of improvements.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 25 Indians 1 2014-04-01 2014-04-01 false Sale of improvements. 117.29 Section 117.29 Indians... Sale of improvements. The superintendent may approve the sale of improvements on restricted Indian... written request that the sale be made and a statement that the improvements can no longer be used by him...

  1. 24 CFR 291.210 - Direct sales procedures.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 24 Housing and Urban Development 2 2014-04-01 2014-04-01 false Direct sales procedures. 291.210... URBAN DEVELOPMENT HUD-OWNED PROPERTIES DISPOSITION OF HUD-ACQUIRED SINGLE FAMILY PROPERTY Sales Procedures § 291.210 Direct sales procedures. When HUD conducts the sales listed in § 291.90(c), it will sell...

  2. 19 CFR 127.22 - Place of sale.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 19 Customs Duties 1 2011-04-01 2011-04-01 false Place of sale. 127.22 Section 127.22 Customs... GENERAL ORDER, UNCLAIMED, AND ABANDONED MERCHANDISE Sale of Unclaimed and Abandoned Merchandise § 127.22 Place of sale. The port director, in his discretion, may authorize the sale of merchandise subject to...

  3. 25 CFR 117.29 - Sale of improvements.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 25 Indians 1 2013-04-01 2013-04-01 false Sale of improvements. 117.29 Section 117.29 Indians... Sale of improvements. The superintendent may approve the sale of improvements on restricted Indian... written request that the sale be made and a statement that the improvements can no longer be used by him...

  4. Understanding the structure of skill through a detailed analysis of Individuals' performance on the Space Fortress game.

    PubMed

    Towne, Tyler J; Boot, Walter R; Ericsson, K Anders

    2016-09-01

    In this paper we describe a novel approach to the study of individual differences in acquired skilled performance in complex laboratory tasks based on an extension of the methodology of the expert-performance approach (Ericsson & Smith, 1991) to shorter periods of training and practice. In contrast to more traditional approaches that study the average performance of groups of participants, we explored detailed behavioral changes for individual participants across their development on the Space Fortress game. We focused on dramatic individual differences in learning and skill acquisition at the individual level by analyzing the archival game data of several interesting players to uncover the specific structure of their acquired skill. Our analysis revealed that even after maximal values for game-generated subscores were reached, the most skilled participant's behaviors such as his flight path, missile firing, and mine handling continued to be refined and improved (Participant 17 from Boot et al., 2010). We contrasted this participant's behavior with the behavior of several other participants and found striking differences in the structure of their performance, which calls into question the appropriateness of averaging their data. For example, some participants engaged in different control strategies such as "world wrapping" or maintaining a finely-tuned circular flight path around the fortress (in contrast to Participant 17's angular flight path). In light of these differences, we raise fundamental questions about how skill acquisition for individual participants should be studied and described. Our data suggest that a detailed analysis of individuals' data is an essential step for generating a general theory of skill acquisition that explains improvement at the group and individual levels. Copyright © 2016 Elsevier B.V. All rights reserved.

  5. Acute Effect of Intermittent Exercise and Action-Based Video Game Breaks on Math Performance in Preadolescent Children.

    PubMed

    Block, Shannon S; Tooley, Trevor R; Nagy, Matthew R; O'Sullivan, Molly P; Robinson, Leah E; Colabianchi, Natalie; Hasson, Rebecca E

    2018-02-27

    The purpose of this study was to compare the acute effects of video game breaks and intermittent exercise breaks, performed at varying intensities, on math performance in preadolescent children. A total of 39 children (18 males and 21 females; aged 7-11 y) completed 4 experimental conditions in random order: 8 hours of sitting interrupted with 20 two-minute low-, moderate-, or high-intensity exercise breaks or 20 two-minute sedentary computer game breaks. The intensity of exercise breaks for the low-, moderate-, and high-intensity conditions corresponded with 25%, 50%, and 75% of heart rate reserve, respectively. Math performance was assessed 3 times throughout each condition day using a 90-second math test consisting of 40 single-digit addition and subtraction questions. There were no significant differences in percent change in math scores (correct answers out of attempted) by condition [low: -1.3 (0.8), moderate: 0.1 (1.3), high: -1.8 (0.7), and computer: -2.5 (0.8); P > .05]. There were significant differences in percent change in math scores over the course of the condition days with lower math scores reported at end-of-day test compared with midday test [-2.4 (0.5) vs -0.4 (0.3); P = .01]. There were no significant condition × time, time × age, condition × age, or condition × time × age interactions (all Ps > .05). Action-based video game and exercise breaks elicit the same level of math performance in children; however, time of day may impact this relationship. These findings may have important implications for instructional time in elementary classrooms.

  6. 26 CFR 52.4682-2 - Qualifying sales.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 26 Internal Revenue 17 2010-04-01 2010-04-01 false Qualifying sales. 52.4682-2 Section 52.4682-2... TAXES (CONTINUED) ENVIRONMENTAL TAXES § 52.4682-2 Qualifying sales. (a) In general—(1) Special rules applicable to certain sales. Special rules apply to sales of ODCs in the following cases: (i) Under section...

  7. 26 CFR 403.57 - Conditions of sale.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 26 Internal Revenue 18 2010-04-01 2010-04-01 false Conditions of sale. 403.57 Section 403.57... ADMINISTRATION DISPOSITION OF SEIZED PERSONAL PROPERTY Administrative Sale of Personal Property § 403.57 Conditions of sale. (a) No recourse. All personal property to be sold shall be offered for sale “as is” and...

  8. 19 CFR 127.21 - Time of sale.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 19 Customs Duties 1 2010-04-01 2010-04-01 false Time of sale. 127.21 Section 127.21 Customs Duties... GENERAL ORDER, UNCLAIMED, AND ABANDONED MERCHANDISE Sale of Unclaimed and Abandoned Merchandise § 127.21 Time of sale. All unclaimed and abandoned merchandise will be sold at the first regular sale held after...

  9. 19 CFR 127.27 - Conduct of sale.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 19 Customs Duties 1 2010-04-01 2010-04-01 false Conduct of sale. 127.27 Section 127.27 Customs... GENERAL ORDER, UNCLAIMED, AND ABANDONED MERCHANDISE Sale of Unclaimed and Abandoned Merchandise § 127.27 Conduct of sale. Sales may be conducted by the port director, any employee designated by him or by a...

  10. 27 CFR 72.64 - Terms of sale.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 2 2012-04-01 2011-04-01 true Terms of sale. 72.64 Section 72.64 Alcohol, Tobacco Products and Firearms ALCOHOL AND TOBACCO TAX AND TRADE BUREAU, DEPARTMENT... Administrative Sale or Disposition of Personal Property § 72.64 Terms of sale. The terms of sale shall be cash...

  11. 19 CFR 127.27 - Conduct of sale.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 19 Customs Duties 1 2011-04-01 2011-04-01 false Conduct of sale. 127.27 Section 127.27 Customs... GENERAL ORDER, UNCLAIMED, AND ABANDONED MERCHANDISE Sale of Unclaimed and Abandoned Merchandise § 127.27 Conduct of sale. Sales may be conducted by the port director, any employee designated by him or by a...

  12. 7 CFR 3560.661 - Sale or transfers.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... 7 Agriculture 15 2011-01-01 2011-01-01 false Sale or transfers. 3560.661 Section 3560.661... AGRICULTURE DIRECT MULTI-FAMILY HOUSING LOANS AND GRANTS Housing Preservation § 3560.661 Sale or transfers. (a) If a sale or transfer is to take place in conjunction with the Agency incentive offer, the sale or...

  13. 19 CFR 127.21 - Time of sale.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 19 Customs Duties 1 2011-04-01 2011-04-01 false Time of sale. 127.21 Section 127.21 Customs Duties... GENERAL ORDER, UNCLAIMED, AND ABANDONED MERCHANDISE Sale of Unclaimed and Abandoned Merchandise § 127.21 Time of sale. All unclaimed and abandoned merchandise will be sold at the first regular sale held after...

  14. Economic Value of Army Foreign Military Sales

    DTIC Science & Technology

    2015-12-01

    12 2. Direct Commercial Sales vs. Foreign Military Sales .....................15 3...the final bill to the customer, and the DSCA sends a closure certificate to DFAS. 2. Direct Commercial Sales vs. Foreign Military Sales Direct ...is defined as the “coproduction, licensed production, countertrade, subcontracting, and technology transfer—mandated by foreign governments as a

  15. 25 CFR 152.35 - Deferred payment sales.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... desire, a sale may be made or approved on the deferred payment plan. The terms of the sale will be... 25 Indians 1 2010-04-01 2010-04-01 false Deferred payment sales. 152.35 Section 152.35 Indians..., CERTIFICATES OF COMPETENCY, REMOVAL OF RESTRICTIONS, AND SALE OF CERTAIN INDIAN LANDS Mortgages and Deeds of...

  16. 7 CFR 1955.148 - Auction sales.

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... 7 Agriculture 14 2014-01-01 2014-01-01 false Auction sales. 1955.148 Section 1955.148 Agriculture... REGULATIONS (CONTINUED) PROPERTY MANAGEMENT Disposal of Inventory Property General § 1955.148 Auction sales. This section provides guidance on the sale of all inventory property by auction, except FSA real...

  17. 7 CFR 1955.148 - Auction sales.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... 7 Agriculture 14 2011-01-01 2011-01-01 false Auction sales. 1955.148 Section 1955.148 Agriculture... REGULATIONS (CONTINUED) PROPERTY MANAGEMENT Disposal of Inventory Property General § 1955.148 Auction sales. This section provides guidance on the sale of all inventory property by auction, except FSA real...

  18. 36 CFR 223.227 - Sale advertisement.

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... 36 Parks, Forests, and Public Property 2 2011-07-01 2011-07-01 false Sale advertisement. 223.227 Section 223.227 Parks, Forests, and Public Property FOREST SERVICE, DEPARTMENT OF AGRICULTURE SALE AND... Forest Products Advertisement and Bids § 223.227 Sale advertisement. (a) The Forest Service shall...

  19. 7 CFR 1955.148 - Auction sales.

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... 7 Agriculture 14 2012-01-01 2012-01-01 false Auction sales. 1955.148 Section 1955.148 Agriculture... REGULATIONS (CONTINUED) PROPERTY MANAGEMENT Disposal of Inventory Property General § 1955.148 Auction sales. This section provides guidance on the sale of all inventory property by auction, except FSA real...

  20. 7 CFR 1955.148 - Auction sales.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 7 Agriculture 14 2013-01-01 2013-01-01 false Auction sales. 1955.148 Section 1955.148 Agriculture... REGULATIONS (CONTINUED) PROPERTY MANAGEMENT Disposal of Inventory Property General § 1955.148 Auction sales. This section provides guidance on the sale of all inventory property by auction, except FSA real...

  1. 36 CFR 223.227 - Sale advertisement.

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 36 Parks, Forests, and Public Property 2 2013-07-01 2013-07-01 false Sale advertisement. 223.227 Section 223.227 Parks, Forests, and Public Property FOREST SERVICE, DEPARTMENT OF AGRICULTURE SALE AND... Forest Products Advertisement and Bids § 223.227 Sale advertisement. (a) The Forest Service shall...

  2. 36 CFR 223.227 - Sale advertisement.

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... 36 Parks, Forests, and Public Property 2 2012-07-01 2012-07-01 false Sale advertisement. 223.227 Section 223.227 Parks, Forests, and Public Property FOREST SERVICE, DEPARTMENT OF AGRICULTURE SALE AND... Forest Products Advertisement and Bids § 223.227 Sale advertisement. (a) The Forest Service shall...

  3. 7 CFR 1955.148 - Auction sales.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... complexity of the sale. When the services of a professional auctioneer are advisable, the services will be... 7 Agriculture 14 2010-01-01 2009-01-01 true Auction sales. 1955.148 Section 1955.148 Agriculture... REGULATIONS (CONTINUED) PROPERTY MANAGEMENT Disposal of Inventory Property General § 1955.148 Auction sales...

  4. Game Related Statistics Which Discriminate Between Winning and Losing Under-16 Male Basketball Games

    PubMed Central

    Lorenzo, Alberto; Gómez, Miguel Ángel; Ortega, Enrique; Ibáñez, Sergio José; Sampaio, Jaime

    2010-01-01

    The aim of the present study was to identify the game-related statistics which discriminate between winning and losing teams in under-16 years old male basketball games. The sample gathered all 122 games in the 2004 and 2005 Under-16 European Championships. The game-related statistics analysed were the free-throws (both successful and unsuccessful), 2- and 3-points field-goals (both successful and unsuccessful) offensive and defensive rebounds, blocks, assists, fouls, turnovers and steals. The winning teams exhibited lower ball possessions per game and better offensive and defensive efficacy coefficients than the losing teams. Results from discriminant analysis were statistically significant and allowed to emphasize several structure coefficients (SC). In close games (final score differences below 9 points), the discriminant variables were the turnovers (SC = -0.47) and the assists (SC = 0.33). In balanced games (final score differences between 10 and 29 points), the variables that discriminated between the groups were the successful 2-point field-goals (SC = -0.34) and defensive rebounds (SC = -0. 36); and in unbalanced games (final score differences above 30 points) the variables that best discriminated both groups were the successful 2-point field-goals (SC = 0.37). These results allowed understanding that these players' specific characteristics result in a different game-related statistical profile and helped to point out the importance of the perceptive and decision making process in practice and in competition. Key points The players' game-related statistical profile varied according to game type, game outcome and in formative categories in basketball. The results of this work help to point out the different player's performance described in U-16 men's basketball teams compared with senior and professional men's basketball teams. The results obtained enhance the importance of the perceptive and decision making process in practice and in competition. PMID

  5. Using Android-Based Educational Game for Learning Colloid Material

    NASA Astrophysics Data System (ADS)

    Sari, S.; Anjani, R.; Farida, I.; Ramdhani, M. A.

    2017-09-01

    This research is based on the importance of the development of student’s chemical literacy on Colloid material using Android-based educational game media. Educational game products are developed through research and development design. In the analysis phase, material analysis is performed to generate concept maps, determine chemical literacy indicators, game strategies and set game paths. In the design phase, product packaging is carried out, then validation and feasibility test are performed. Research produces educational game based on Android that has the characteristics that is: Colloid material presented in 12 levels of game in the form of questions and challenges, presents visualization of discourse, images and animation contextually to develop the process of thinking and attitude. Based on the analysis of validation and trial results, the product is considered feasible to use.

  6. 36 CFR 223.32 - Timber sale operating plan.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 36 Parks, Forests, and Public Property 2 2010-07-01 2010-07-01 false Timber sale operating plan... SALE AND DISPOSAL OF NATIONAL FOREST SYSTEM TIMBER Timber Sale Contracts Contract Conditions and Provisions § 223.32 Timber sale operating plan. Sale contracts with a term of 2 years or more shall provide...

  7. Video game addiction and college performance among males: results from a 1 year longitudinal study.

    PubMed

    Schmitt, Zachary L; Livingston, Michael G

    2015-01-01

    This study explored the pattern of video game usage and video game addiction among male college students and examined how video game addiction was related to expectations of college engagement, college grade point average (GPA), and on-campus drug and alcohol violations. Participants were 477 male, first year students at a liberal arts college. In the week before the start of classes, participants were given two surveys: one of expected college engagement, and the second of video game usage, including a measure of video game addiction. Results suggested that video game addiction is (a) negatively correlated with expected college engagement, (b) negatively correlated with college GPA, even when controlling for high school GPA, and (c) negatively correlated with drug and alcohol violations that occurred during the first year in college. Results are discussed in terms of implications for male students' engagement and success in college, and in terms of the construct validity of video game addiction.

  8. 38 CFR 12.10 - Proceeds of sale.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 38 Pensions, Bonuses, and Veterans' Relief 1 2010-07-01 2010-07-01 false Proceeds of sale. 12.10... Proceeds of sale. After proper notice as prescribed, sale of any such property which it is proper to sell... and place stated in the notice of sale. The property will be sold to the highest bidder (no employee...

  9. 27 CFR 72.63 - Conditions of sale.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 2 2012-04-01 2011-04-01 true Conditions of sale. 72.63... Administrative Sale or Disposition of Personal Property § 72.63 Conditions of sale. (a) No recourse. All personal property and carriers to be sold shall be offered for sale “as is” and without recourse against the United...

  10. 12 CFR 197.12 - Securities sale report.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 12 Banks and Banking 1 2013-01-01 2013-01-01 false Securities sale report. 197.12 Section 197.12... Securities sale report. (a) Within 30 days after the first sale of the securities, every six months after such 30 day period and not later than 30 days after the later of the last sale of securities in an...

  11. 38 CFR 12.10 - Proceeds of sale.

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 38 Pensions, Bonuses, and Veterans' Relief 1 2014-07-01 2014-07-01 false Proceeds of sale. 12.10... Proceeds of sale. After proper notice as prescribed, sale of any such property which it is proper to sell... and place stated in the notice of sale. The property will be sold to the highest bidder (no employee...

  12. 38 CFR 12.10 - Proceeds of sale.

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... 38 Pensions, Bonuses, and Veterans' Relief 1 2012-07-01 2012-07-01 false Proceeds of sale. 12.10... Proceeds of sale. After proper notice as prescribed, sale of any such property which it is proper to sell... and place stated in the notice of sale. The property will be sold to the highest bidder (no employee...

  13. 24 CFR 27.109 - Conduct of sale.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 24 Housing and Urban Development 1 2014-04-01 2014-04-01 false Conduct of sale. 27.109 Section 27... Mortgages § 27.109 Conduct of sale. (a) The foreclosure sale shall be conducted in a manner and at a time and place as identified in the Notice of Default and Foreclosure Sale and in accordance with the...

  14. 24 CFR 27.109 - Conduct of sale.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 24 Housing and Urban Development 1 2011-04-01 2011-04-01 false Conduct of sale. 27.109 Section 27... Mortgages § 27.109 Conduct of sale. (a) The foreclosure sale shall be conducted in a manner and at a time and place as identified in the Notice of Default and Foreclosure Sale and in accordance with the...

  15. 38 CFR 12.10 - Proceeds of sale.

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 38 Pensions, Bonuses, and Veterans' Relief 1 2013-07-01 2013-07-01 false Proceeds of sale. 12.10... Proceeds of sale. After proper notice as prescribed, sale of any such property which it is proper to sell... and place stated in the notice of sale. The property will be sold to the highest bidder (no employee...

  16. 16 CFR 238.4 - Switch after sale.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... 16 Commercial Practices 1 2010-01-01 2010-01-01 false Switch after sale. 238.4 Section 238.4... § 238.4 Switch after sale. No practice should be pursued by an advertiser, in the event of sale of the.... Among acts or practices which will be considered in determining if the initial sale was in good faith...

  17. 43 CFR 5422.1 - Cruise sales.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 43 Public Lands: Interior 2 2013-10-01 2013-10-01 false Cruise sales. 5422.1 Section 5422.1 Public... OF THE INTERIOR FOREST MANAGEMENT (5000) PREPARATION FOR SALE Volume Measurements § 5422.1 Cruise sales. As the general practice, the Bureau will sell timber on a tree cruise basis. ...

  18. 43 CFR 5422.1 - Cruise sales.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 43 Public Lands: Interior 2 2011-10-01 2011-10-01 false Cruise sales. 5422.1 Section 5422.1 Public... OF THE INTERIOR FOREST MANAGEMENT (5000) PREPARATION FOR SALE Volume Measurements § 5422.1 Cruise sales. As the general practice, the Bureau will sell timber on a tree cruise basis. ...

  19. 43 CFR 5422.1 - Cruise sales.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 43 Public Lands: Interior 2 2012-10-01 2012-10-01 false Cruise sales. 5422.1 Section 5422.1 Public... OF THE INTERIOR FOREST MANAGEMENT (5000) PREPARATION FOR SALE Volume Measurements § 5422.1 Cruise sales. As the general practice, the Bureau will sell timber on a tree cruise basis. ...

  20. 43 CFR 5422.1 - Cruise sales.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 43 Public Lands: Interior 2 2014-10-01 2014-10-01 false Cruise sales. 5422.1 Section 5422.1 Public... OF THE INTERIOR FOREST MANAGEMENT (5000) PREPARATION FOR SALE Volume Measurements § 5422.1 Cruise sales. As the general practice, the Bureau will sell timber on a tree cruise basis. ...