Sample records for kafue game management

  1. Floodwaters Renew Zambia's Kafue Wetland

    NASA Technical Reports Server (NTRS)

    2004-01-01

    cameras, the data from each camera were processed identically. Here, color changes indicate surface texture, and are influenced by terrain, vegetation structure, soil type and soil moisture content. Wet surfaces or areas with standing water appear blue in this display because sun glitter makes smooth, wet surfaces look brighter at the backward camera's view angle. Mostly the landscape appears somewhat purple, indicating that most of the surfaces scatter sunlight in both backward and forward directions. Areas that appear with a slight greenish hue can indicate sparce vegetation, since the nadir camera is more likely to sight the gaps between the trees or shrubs, and since vegetation is darker (in the red band) than the underlying soil surface. Areas which preferentially exhibit a red or pink hue correspond with wetland vegetation. The plateau of the Kafue National Park, to the west of Lukanga Swamp, appears brighter in 2004 compared with 2003, which indicates weaker absorption at the red band. Overall, the 2004 image exhibits a subtle blue hue (preference for forward-scattering) compared with 2003, which indicates overall surface changes that may be a result of enhanced surface wetness.

    The Multiangle Imaging SpectroRadiometer observes the daylit Earth continuously and every 9 days views the entire globe between 82o north and 82o south latitude. These data products were generated from a portion of the imagery acquired during Terra orbits 19072 and 24421. The panels cover an area of 235 kilometers x 239 kilometers, and utilize data from blocks 100 to 103 within World Reference System-2 path 172.

    MISR was built and is managed by NASA's Jet Propulsion Laboratory, Pasadena, CA, for NASA's Office of Earth Science, Washington, DC. The Terra satellite is managed by NASA's Goddard Space Flight Center, Greenbelt, MD. JPL is a division of the California Institute of Technology.

  2. Sarcoptes mite epidemiology and treatment in African buffalo (Syncerus caffer) calves captured for translocation from the Kafue game management area to game ranches.

    PubMed

    Munang'andu, Hetron M; Siamudaala, Victor M; Matandiko, Wigganson; Munyeme, Musso; Chembensofu, Mwelwa; Mwase, Enala

    2010-06-01

    In Zambia, translocation of wildlife from National Parks to private owned game ranches demands that only animals free of infectious diseases that could adversely affect the expansion of the wildlife industry should be translocated to game ranches. Sarcoptes mange (Sarcoptes scarbiei) has been involved in the reduction of wildlife populations in some species. Sarcoptes mange (Sarcoptes scarbiei) was detected and eradicated from two herds of African buffalo (Syncerus caffer) calves captured in the Kafue GMA in July 2004 and August 2005. The overall prevalence was estimated at 89.5% (77/86). Sex had no influence on the occurrence and severity of the disease. Of the 86 calves used in the study, 72.1% had good body condition scores, 20.9% were fair and 7.0% were poor. Of the 77 infected calves, 53.2% were mildly infected, 28.6% were moderately and 18.2% were severely infected. Body condition score was correlated to the severity of the infection (r = 0.72, p < 0.000, n = 86) at capture. Eradication of Sarcoptes mites from the entire herd using ivermetcin was dependant on the severity of the infection. The overall ability of ivermectin to clear the infection after the first treatment was estimated at 81.8% (n = 77). It increased to 94.8% and 100% after the second and third treatments respectively. This is the first report on the epidemiology and treatment of Sarcoptes mange in African buffaloes in Zambia. This study improves our understanding about Sarcoptes scabiei epidemiology and treatment which will have further applications for the safe animal translocation.

  3. Remote Sensing of Aquatic Vegetation Coverage in the Kafue River, Zambia and Comparison to Climatic Variables

    NASA Astrophysics Data System (ADS)

    Mischler, J. A.; Abdalati, W.; Hussein, K.; Townsend, A. R.

    2013-12-01

    The Kafue River is the longest river in Zambia and is a major tributary of the Zambezi River. It is a vital source of fish, transportation, drinking water, and hydropower for much of Zambia's population, over half of whom live in the Kafue River basin. Like many important water bodies in developing countries the Kafue and its ecosystems face pollution from industrial, mining, agricultural, and domestic/sewage discharge. The Kafue River forms a wide and shallow wetland (the Kafue Flats) during the rainy season (Nov. - Apr.) which serves as habitat for diverse groups of birds and mammals. In recent years the unprecedented emergence of invasive aquatic vegetation such as the water hyacinth (Eichhornia crassipes) and Salvinia molesta have choked the river, degrading its ability to provide adequate habitat to promote biodiversity, ecosystem services, and hydropower. In addition, these plants provide additional habitat for mosquitoes (vectors for malaria) and aquatic snails (vectors of schistosomiasis). Nutrient-rich effluents are widely believed to contribute to the proliferation and explosive growth of this floating aquatic vegetation. The general methods for managing these aquatic weeds have included mechanical and physical removal, herbicides, and bio-control agents which have had very little impact. However, as in neighboring Lake Victoria, total weed coverage has fluctuated dramatically from year to year making evaluation of the efficacy of management programs difficult. The objectives of this study were to (1) generate the first record of aquatic plant coverage for a section of the Kafue River which is immediately downstream of a sugar plantation (a major source of nitrogen and phosphorus to the river) and (2) determine if plant coverage is correlated with any major climatic (ENSO, temperature, rainfall) or management (introduction of bio-control agents) indices. We utilized remote sensing techniques in conjunction with Landsat 4-5 TM and Landsat 7 ETM imagery for

  4. Taenia spp. infections in wildlife in the Bangweulu and Kafue flood plains ecosystems of Zambia.

    PubMed

    Muma, J B; Gabriël, S; Munyeme, M; Munang'andu, H M; Victor, B; Dorny, P; Nalubamba, K S; Siamudaala, V; Mwape, K E

    2014-09-15

    Taenia spp. have an indirect life cycle, cycling between a definitive and an intermediate host with zoonotic species causing public health problems in many developing countries. During the course of 2 separate surveys in Zambia (2004 and 2009), the presence of Taenia larval stages (cysticerci) was examined in Kafue lechwe (Kobus leche kafuensis), Black lechwe (Kobus leche smithermani) and other wildlife species from the Kafue and Bangweulu flood plains. Examinations involved post-mortem inspection and serum specific antigen detection. The recovered cysts from seven carcasses were characterised using PCR and DNA sequence analysis. The overall proportion of infection in wildlife on post-mortem examination was 19.0% (95% CI: 9.1-29.0%). The proportion of infected wildlife based on post-mortem examinations in the Kafue flood plains was estimated at 28.6% (95% CI: 13.3-43.9%), while the seroprevalence was estimated at 25.0% (95% CI: 2.9-47.1%). The seroprevalence for cattle in the Kafue flood plains was estimated at 61.5% (95% CI: 42.0-81.0%) while that of Kafue lechwe in the same ecosystem was estimated at 66.6% (95% CI: 45.6-85.7%). Infection rates were higher in Kafue lechwe than in Black lechwe suggesting differences in the exposure patterns. The sequencing results indicated that none of the recovered cysts were either Taenia solium or Taenia saginata. We therefore conclude they most likely belong to a less studied (wildlife) Taenia species that requires further characterisation. Copyright © 2014 Elsevier B.V. All rights reserved.

  5. River flow availability for environmental flow allocation downstream of hydropower facilities in the Kafue Basin of Zambia

    NASA Astrophysics Data System (ADS)

    Kalumba, Mulenga; Nyirenda, Edwin

    2017-12-01

    The Government of the Republic Zambia (GRZ) will install a new hydropower station Kafue Gorge Lower downstream of the existing Kafue Gorge Station (KGS) and plans to start operating the Itezhi-Tezhi (ITT) hydropower facility in the Kafue Basin. The Basin has significant biodiversity hot spots such as the Luangwa National park and Kafue Flats. It is described as a Man-Biosphere reserve and the National Park is a designated World Heritage Site hosting a variety of wildlife species. All these natural reserves demand special protection, and environmental flow requirements (e-flows) have been identified as a necessary need to preserve these ecosystems. Implementation of e-flows is therefore a priority as Zambia considers to install more hydropower facilities. However before allocation of e-flows, it is necessary to first assess the river flow available for allocation at existing hydropower stations in the Kafue Basin. The river flow availability in the basin was checked by assessing the variability in low and high flows since the timing, frequency and duration of extreme droughts and floods (caused by low and high flows) are all important hydrological characteristics of a flow regime that affects e-flows. The river flows for a 41 year monthly time series data (1973-2014) were used to extract independent low and high flows using the Water Engineering Time Series Processing Tool (WETSPRO). The low and high flows were used to construct cumulative frequency distribution curves that were compared and analysed to show their variation over a long period. A water balance of each hydropower station was used to check the river flow allocation aspect by comparing the calculated water balance outflow (river flow) with the observed river flow, the hydropower and consumptive water rights downstream of each hydropower station. In drought periods about 50-100 m3/s of riverflow is available or discharged at both ITT and KGS stations while as in extreme flood events about 1300-1500 m3/s

  6. Effects of river-floodplain exchange on water quality and nutrient export in the dam-impacted Kafue River (Zambia)

    NASA Astrophysics Data System (ADS)

    Zurbrugg, R.; Wamulume, J.; Blank, N.; Nyambe, I.; Wehrli, B.; Senn, D. B.

    2010-12-01

    Biogeochemical processes in river-floodplain ecosystems are strongly influenced by hydrology and, in particular, river-floodplain exchange. In tropical systems, where the hydrology is dominated by distinct dry and rainy seasons, annual flood waters trigger organic matter mineralization within and nutrient export from the dried and rewetted floodplain, and the magnitude of hydrological exchange between a river and its floodplain has the potential to substantially influence nutrient and carbon exports and water quality in the river. In this study we examined the extent and the effects of hydrological river-floodplain exchange in the Kafue River and its floodplain, the Kafue Flats, in Zambia. The Kafue Flats is a 7000 km2 seasonal wetland whose hydrological regime has been impacted by upstream and downstream large dams constructed in the 1970s, leading to changes in the flooding pattern in this high-biodiversity ecosystem. Field campaigns, carried out during flood recession (May 2008, 2009, 2010) and covering a ~400 km river stretch, revealed a steep decline in dissolved oxygen from 6 mg/L to 1 mg/L over a ~20 km stretch of river beginning approximately 200 km downstream from the first dam, with low oxygen persisting for an additional 150 km downstream. To further explore this phenomenon discharge measurements (ADCP) were conducted in May 2009 and May 2010. River discharge decreased from ~600 m3/s at the upstream dam to 100 m3/s midway through the Kafue Flats, and increased to >800 m3/s towards the end of the floodplain (400 km downstream). River cross section data indicate that the dramatic decrease in discharge occured primarily because of variations in channel area and channel carrying capacity, with channel constrictions forcing ~85% of the discharge out of the river channel and into the floodplain. Using specific conductivity and δ18O-H2O as tracers for floodplain water, we estimate that the downstream increases in flow occur through lateral inflows of receding

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

    DTIC Science & Technology

    2005-08-24

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

  8. Teaching Strategic Management with a Business Game.

    ERIC Educational Resources Information Center

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

    1997-01-01

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

  9. Designing Mixed Reality Mobile Games for Crisis Management Training

    ERIC Educational Resources Information Center

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

    2013-01-01

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

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

    PubMed

    Frisvold, George B

    2018-04-15

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

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

    ERIC Educational Resources Information Center

    Prigozhin, Arkadii Il'ich

    1991-01-01

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

  12. Game theoretic sensor management for target tracking

    NASA Astrophysics Data System (ADS)

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

    2010-04-01

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

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

    ERIC Educational Resources Information Center

    Basnet, C.

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

  14. Game Theory in water resources management

    NASA Astrophysics Data System (ADS)

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

    2015-04-01

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

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

    PubMed Central

    Lieberman, Debra A.

    2012-01-01

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

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

    PubMed

    Lieberman, Debra A

    2012-07-01

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

  17. 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

  18. GIS and Game Theory for Water Resource Management

    NASA Astrophysics Data System (ADS)

    Ganjali, N.; Guney, C.

    2017-11-01

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

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

    ERIC Educational Resources Information Center

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

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

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

    PubMed

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

    2016-07-01

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

  1. The Caterpillar Game: A Classroom Management System

    ERIC Educational Resources Information Center

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

    2017-01-01

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

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

    NASA Technical Reports Server (NTRS)

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

    1972-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2016-08-01

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

  4. Tragedy of the Commons Fisheries Management Simulation Game

    NASA Astrophysics Data System (ADS)

    Prothero, W. A.

    2011-12-01

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

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

    PubMed

    Brown, Joel S; Staňková, Kateřina

    2017-06-01

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

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

    PubMed

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

    2016-12-01

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

  7. Game theoretic approaches to operating room management.

    PubMed

    Marco, Alan P

    2002-05-01

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

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

    PubMed Central

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

    2016-01-01

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

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

    PubMed

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

    2017-02-01

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

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

    PubMed

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

    2011-01-01

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

  11. SIMULATION GAMING FOR MANAGEMENT DEVELOPMENT.

    ERIC Educational Resources Information Center

    MCKENNEY, JAMES L.

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

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

    ERIC Educational Resources Information Center

    Yeo, Gee Kin; Nah, Fui Hoon

    1992-01-01

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

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

    PubMed Central

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

    2017-01-01

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

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

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

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

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

  15. "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…

  16. Economic Theory and Management Games II.

    ERIC Educational Resources Information Center

    Zernik, Wolfgang

    1988-01-01

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

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

    ERIC Educational Resources Information Center

    Chang, Chiung-sui; Huang, Ya-Ping

    2013-01-01

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

  18. Management Is the Name of the Game.

    ERIC Educational Resources Information Center

    Samuel, Oliver

    1986-01-01

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

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

    PubMed

    Unkelbach, Christian; Memmert, Daniel

    2008-02-01

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

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

    ERIC Educational Resources Information Center

    Floress, Margaret T.; Jacoby, Amber L.

    2017-01-01

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

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

    ERIC Educational Resources Information Center

    Pasin, Federico; Giroux, Helene

    2011-01-01

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

  2. Simulation game provides financial management training.

    PubMed

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

    2008-01-01

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

  3. Water management simulation games and the construction of knowledge

    NASA Astrophysics Data System (ADS)

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

    2012-03-01

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

  4. Water management simulation games and the construction of knowledge

    NASA Astrophysics Data System (ADS)

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

    2012-08-01

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

  5. Serious-game for water resources management adaptation training to climatic changes

    NASA Astrophysics Data System (ADS)

    Leroy, Eve; Saulnier, Georges-Marie

    2013-04-01

    Water resources access is a main issue for territorial development to ensure environmental and human well-being. Indeed, sustainable development is vulnerable to water availability and climate change may affect the quantity and temporality of available water resources for anthropogenic water uses. How then to adapt, how to change water management rules and practices and how to involve stakeholders is such process? To prevent water scarcity situations, which may generate conflicts and impacts on ecosystems, it is important to think about a sustainable development where anthropogenic water uses are in good balance with forecasted water resources availability. This implies to raise awareness and involve stakeholders for a sustainable water management. Stakeholders have to think about future territorial development taking into account climate change impacts on water resources. Collaboration between scientists and stakeholders is essential to insure consistent climate change knowledge, well identification of anthropogenic uses, tensions and stakes of the territory. However sharing information on complex questions such as climate change, hydro-meteorological modeling and practical constraints may be a difficult task. Therefore to contribute to an easier debate and to the global training of all the interested actors, a serious game about water management was built. The serious game uses scientist complex models with real data but via a simple and playful web-game interface. The advantage of this interface is that it may help stakeholders, citizen or the target group to raise their understandings of impacts of climate change on water resources and to raise their awareness to the need for a sustainable water management while using state-of-the-art knowledge. The principle of the game is simple. The gamer is a mayor of a city and has to manage the water withdrawals from hydro systems, water distribution and consumption, water retreatment etc. In the same time, a clock is

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

    PubMed Central

    Essex, B.; Jackson, R. N.

    1981-01-01

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

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

    ERIC Educational Resources Information Center

    Bliemel, Michael; Ali-Hassan, Hossam

    2014-01-01

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

  8. Game Theory in Fleet Management

    NASA Astrophysics Data System (ADS)

    Dulai, Tibor; Jaskó, Szilárd; Muhi, Dániel

    2008-11-01

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

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

    DTIC Science & Technology

    2016-06-17

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

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

    PubMed

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

    2016-01-01

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

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

    PubMed Central

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

    2017-01-01

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

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

    PubMed

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

    2015-02-01

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

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

    ERIC Educational Resources Information Center

    Wu, Ko-Chiu; Huang, Po-Yuan

    2015-01-01

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

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

    Treesearch

    C. R. Groves; J. W. Unsworth

    1993-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Hoekstra, A. Y.

    2012-08-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2016-12-01

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

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

    PubMed

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

    2017-05-10

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

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

    PubMed

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

    2014-05-01

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

  19. In-game Management of Common Joint Dislocations

    PubMed Central

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

    2014-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2017-09-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2005-03-01

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

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

    NASA Astrophysics Data System (ADS)

    Xing, Yuanzhi; Deng, Xiaoyi

    2017-11-01

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

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

    PubMed Central

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

    2017-01-01

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

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

    PubMed

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

    2016-01-01

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

  5. Game Birds of Colorado.

    ERIC Educational Resources Information Center

    Colorado State Div. of Wildlife, Denver.

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

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

    PubMed

    Yoon, Saunjoo L; Godwin, Angela

    2007-01-01

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

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

    PubMed

    Lee, Chih-Sheng

    2012-05-01

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

  8. Game theory and shared water resource management

    NASA Astrophysics Data System (ADS)

    Najafi, H.; Bagheri, A.

    2011-12-01

    Based on the "New Periodic Table" (NPT) of 2×2 order games by Robinson and Goforth (2005) this study explores all possible game structures, representing a conflict over a shared water resource between two countries. Each game is analyzed to find the possible outcomes (equilibria), Pareto-optimal outcomes, as well as dominant strategies of the players. It is explained why in practice, parties may behave in a way, resulting in Pareto-inferior outcomes and how parties may change their behavior with the structural changes of the game. Further, how parties may develop cooperative solutions through negotiations and involvement of third parties. This work provides useful policy insights into shared water resource problems and identifies the likely structure of such games in the future and the evolution path of the games.

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

    ERIC Educational Resources Information Center

    Halliday, Nancy

    1996-01-01

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

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

    ERIC Educational Resources Information Center

    Misfeldt, Morten

    2015-01-01

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

  11. Knowledge discovery through games and game theory

    NASA Astrophysics Data System (ADS)

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

    2001-03-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2015-05-01

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

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

    ERIC Educational Resources Information Center

    Liu, Chiung-Lin

    2017-01-01

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

  14. Small game

    Treesearch

    John C. Kilgo

    2005-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2017-05-01

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

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

    PubMed

    Tolchinsky, Anatol; Jefferson, Stephen D

    2011-09-01

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

  17. Game On!

    ERIC Educational Resources Information Center

    Deubel, Patricia

    2006-01-01

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

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2018-03-01

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

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

    PubMed

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

    2015-01-01

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

  2. 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

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

    PubMed Central

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

    2017-01-01

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

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

    PubMed

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

    2017-01-01

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

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

    ERIC Educational Resources Information Center

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

    2014-01-01

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

  6. 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.

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

    DTIC Science & Technology

    2005-11-01

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

  8. Radar Detection Models in Computer Supported Naval War Games

    DTIC Science & Technology

    1979-06-08

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

  9. Game-theoretic homological sensor resource management for SSA

    NASA Astrophysics Data System (ADS)

    Chin, Sang Peter

    2009-05-01

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

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

    PubMed

    Christison, Amy; Khan, Huma Ali

    2012-04-01

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

  11. 25 CFR 558.4 - Granting a gaming license.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

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

    PubMed

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

    2014-02-25

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

  13. [Serious video games in pediatrics].

    PubMed

    Drummond, D; Tesnière, A; Hadchouel, A

    2018-01-01

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

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

    PubMed

    Howell, Kay

    2005-04-01

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

  15. The Application of Gaming Theory in Health Care.

    PubMed

    Elzein, Ashley; Drenkard, Karen; Deyo, Patricia; Swartwout, Ellen

    2015-01-01

    As the US health care system moves rapidly toward a population health management focus in communities and care settings, the chief nursing officer has an opportunity to lead innovation efforts for patient care. One innovative strategy for use to influence patient behavior change, ongoing clinical education, and prelicensure education is the application of gaming theory into learning strategies. With the ever-increasing emphasis the general public is placing on social media and online gaming, there has been a significant push by the health sector in recent years to harness this medium for use in health management, education, and behavior change. A number of organizations and insurers have dedicated significant resources to researching and developing games and apps to help patients manage diseases, track self-management activities, and motivate behavior change for healthy lifestyles. This article shares information about gaming theory and its application to health care including a review of the science behind the theory, the use of technology, and gaming education strategies for both patients and clinicians.

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

    PubMed

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

    2017-09-14

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

  17. Tactical Application of Gaming Technologies for Improved Battlespace Management

    DTIC Science & Technology

    2007-01-01

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

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

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

    ERIC Educational Resources Information Center

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

    2018-01-01

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

  20. The Academic Department Game.

    ERIC Educational Resources Information Center

    Chapman, S. C.; And Others

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

  1. The Household Energy Game.

    ERIC Educational Resources Information Center

    Smith, Thomas W.; Jenkins, John

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

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

    ERIC Educational Resources Information Center

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

    2007-01-01

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

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

    PubMed

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

    2009-01-01

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

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

    PubMed Central

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

    2014-01-01

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

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

    ERIC Educational Resources Information Center

    Nguyen, Tung Nhu

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Higgins, Derrick; Heilman, Michael

    2014-01-01

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

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

    PubMed

    Sharma, Manoj Kumar; Mahindru, Poornima

    2015-01-01

    Use of video games as a leisure-time activity has increased among teenagers. Excessive use of video games is associated with psychosocial dysfunctions in the user's life. Two teenagers came for consultation to our Service for Healthy Use of Technology (SHUT) clinic for management of addiction due to video games. They were assessed using a clinical interview as well as the General Health Questionnaire and Griffith criteria for video games. The cases emphasize the addictive potential of video games and their association with lifestyle changes. Addiction to video games has implications for screening and intervention among teenagers. Copyright 2015, NMJI.

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

    ERIC Educational Resources Information Center

    Bennerstedt, Ulrika; Ivarsson, Jonas; Linderoth, Jonas

    2012-01-01

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

  9. Peacebuilding with Games and Simulations

    ERIC Educational Resources Information Center

    Brynen, Rex; Milante, Gary

    2013-01-01

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

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

    PubMed Central

    Seip, Knut Lehre; Grøn, Øyvind

    2016-01-01

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

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

    ERIC Educational Resources Information Center

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

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

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

    ERIC Educational Resources Information Center

    Athena Corp., Bethesda, MD.

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

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

    ERIC Educational Resources Information Center

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

    2008-01-01

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

  14. Game engines and immersive displays

    NASA Astrophysics Data System (ADS)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

    While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.

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

    ERIC Educational Resources Information Center

    Ceranoglu, Tolga Atilla

    2010-01-01

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

  16. Learning about water resource sharing through game play

    NASA Astrophysics Data System (ADS)

    Ewen, Tracy; Seibert, Jan

    2016-10-01

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

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

    DOT National Transportation Integrated Search

    2003-04-29

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

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

    PubMed

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

    2018-05-29

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

  19. Menominee Tribe Links Gaming and Education.

    ERIC Educational Resources Information Center

    Simonelli, Richard

    1995-01-01

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

  20. 25 CFR 558.2 - Eligibility determination for granting a gaming license.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

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

  1. Internet Gaming Addiction: A Technological Hazard.

    PubMed

    Sachdeva, Ankur; Verma, Rohit

    2015-12-01

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

  2. University Prosperity Game. Final report

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

    Boyack, K.W.; Berman, M.

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

  3. Handbook of Games and Simulation Exercises.

    ERIC Educational Resources Information Center

    Gibbs, G. I., Ed.

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

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

    NASA Astrophysics Data System (ADS)

    Ahmed, Dewan Tanvir; Shirmohammadi, Shervin

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

  5. 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

  6. Instructional games and activities for criticality safety training

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

    Bullard, B.; McBride, J.

    1993-01-01

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

  7. Designing Business Games for the Service Industries.

    ERIC Educational Resources Information Center

    Sculli, Domenic; Ng, Wing Cheong

    1985-01-01

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

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

    ERIC Educational Resources Information Center

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

    2013-01-01

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

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

    PubMed Central

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

    2013-01-01

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

  10. Methods Used in Game Development to Foster FLOW

    NASA Technical Reports Server (NTRS)

    Jeppsen, Isaac Ben

    2010-01-01

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

  11. Modelling the costs of natural hazards in games

    NASA Astrophysics Data System (ADS)

    Bostenaru-Dan, M.

    2012-04-01

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

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

    PubMed

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

    2017-09-01

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

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

    PubMed

    Ceranoglu, Tolga Atilla

    2010-01-01

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

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

    PubMed

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

    2014-10-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2014-10-01

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

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

    ERIC Educational Resources Information Center

    Jarvis, Phillip S.

    2004-01-01

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

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

    PubMed

    Mutamba, Emmanuel

    2004-12-01

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

  18. 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)

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

    ERIC Educational Resources Information Center

    Robson, Diane; Durkee, Patrick

    2012-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Ferretti, Stefano

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

  1. Big game habitat use in southeastern Montana

    Treesearch

    James G. MacCracken; Daniel W. Uresk

    1984-01-01

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

  2. Multi-language naming game

    NASA Astrophysics Data System (ADS)

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

    2018-04-01

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

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

    PubMed

    Walker, Jasen M

    2003-10-01

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

  4. Projecting water resources changes in potential large-scale agricultural investment areas of the Kafue River Basin in Zambia

    NASA Astrophysics Data System (ADS)

    Kim, Y.; Trainor, A. M.; Baker, T. J.

    2017-12-01

    Climate change impacts regional water availability through the spatial and temporal redistribution of available water resources. This study focuses on understanding possible response of water resources to climate change in regions where potentials for large-scale agricultural investments are planned in the upper and middle Kafue River Basin in Zambia. We used historical and projected precipitation and temperature to assess changes in water yield, using the Soil and Water Assessment Tool (SWAT) hydrological model. Some of the Coupled Model Intercomparison Project Phase 5 (CMIP5) climate model outputs for the Representative Concentration Pathway (RCP) 4.5 and 8.5 scenarios project a temperature warming range from 1.8 - 5.7 °C over the region from 2020 to 2095. Precipitation projection patterns vary monthly but tend toward drier dry seasons with a slight increase in precipitation during the rainy season as compared to the historical time series. The best five calibrated parameter sets generated for the historical record (1965 - 2005) were applied for two future periods, 2020 - 2060 and 2055 - 2095, to project water yield change. Simulations projected that the 90th percentile water yield would be exceeded across most of the study area by up to 800% under the medium-low (RCP4.5) CO2 emission scenario, whereas the high (RCP8.5) CO2 emission scenario resulted in a more spatially varied pattern mixed with increasing (up to 500%) and decreasing (up to -54%) trends. The 10th percentile water yield indicated spatially varied pattern across the basin, increasing by as much as 500% though decreasing in some areas by 66%, with the greatest decreases during the dry season under RCP8.5. Overall, available water resources in the study area are projected to trend toward increased floods (i.e. water yields far exceeding 90th percentile) as well as increasing drought (i.e. water yield far below 10th percentile) vulnerability. Because surface water is a primary source for agriculture

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

    PubMed

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

    2017-09-01

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

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

    PubMed Central

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

    2017-01-01

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

  7. 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.

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

    PubMed

    Thivel, David; OʼMalley, Grace

    2016-01-01

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

  9. 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.

  10. Explaining How to Play Real-Time Strategy Games

    NASA Astrophysics Data System (ADS)

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

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

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

    PubMed

    Whittam, Alexander M; Chow, Whitney

    2017-01-01

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

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

    PubMed Central

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

    2014-01-01

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

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

    DTIC Science & Technology

    2012-07-13

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

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

    ERIC Educational Resources Information Center

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

    2010-01-01

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

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

    ERIC Educational Resources Information Center

    Faria, A. J.

    1998-01-01

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

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

    ERIC Educational Resources Information Center

    Athena Corp., Bethesda, MD.

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

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

    DTIC Science & Technology

    1980-04-15

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

  18. 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.

  19. 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

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

    PubMed

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

    2012-12-01

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

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

    DTIC Science & Technology

    2011-08-01

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

  2. Exploring Students' Flow Experiences in Business Simulation Games

    ERIC Educational Resources Information Center

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

    2018-01-01

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

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

    PubMed Central

    Li, Ming; Chen, Pengpeng; Gao, Shouwan

    2016-01-01

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

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

    PubMed

    Li, Ming; Chen, Pengpeng; Gao, Shouwan

    2016-09-13

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

  5. Learning decision making through serious games.

    PubMed

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

    2016-08-01

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

  6. Healthy Gaming – Video Game Design to promote Health

    PubMed Central

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

    2011-01-01

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

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

    PubMed

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

    2014-07-01

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

  8. Serious Games: Video Games for Good?

    ERIC Educational Resources Information Center

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

    2015-01-01

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

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

    PubMed

    Sharma, Manoj Kumar

    2016-01-01

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

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

    PubMed

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

    2018-03-01

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

  11. Designing an International Joint Venture Negotiation Game.

    ERIC Educational Resources Information Center

    Kenkel, Phil; And Others

    1996-01-01

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

  12. Defining and Leveraging Game Qualities for Serious Games

    NASA Technical Reports Server (NTRS)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

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

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

    PubMed

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

    2015-07-01

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

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

    ERIC Educational Resources Information Center

    Lieberman, Debra A.

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

  15. Organic carbon and nitrogen export from a tropical dam-impacted floodplain system

    NASA Astrophysics Data System (ADS)

    Zurbrügg, R.; Suter, S.; Lehmann, M. F.; Wehrli, B.; Senn, D. B.

    2012-06-01

    Tropical floodplains play an important role in organic matter transport, storage, and transformation between headwaters and oceans. However, the fluxes and quality of organic carbon (OC) and organic nitrogen (ON) in tropical river-floodplain systems are not well constrained. We explored the quantity and characteristics of dissolved and particulate organic matter (DOM and POM) in the Kafue River flowing through the Kafue Flats (Zambia). The Kafue Flats are a tropical dam-impacted river-floodplain system in the Zambezi River basin. During the flooding season, >80% of the Kafue River water passed through the floodplain, mobilizing large quantities of OC and ON, which resulted in a net export of 75 kg OC km-2 d-1 and 2.9 kg ON km-2 d-1, 80% of which was in the dissolved form. Mass budget estimates showed that ON export, denitrification, and burial caused an annual deficit of ~21 000 t N yr-1 in the Kafue Flats. A N isotope balance and the δ15N of DON and PON suggest that N-fixation must level out the large N losses. The elemental C:N ratio of ~20, the δ13C values of higher than -24‰, and spectroscopic properties (excitation-emission matrices) showed that DOM in the river was mainly of terrestrial origin. Despite a threefold increase in OC loads due to inputs from the floodplain, the river DOM characteristics remained relatively constant along the sampled 400-km river reach. This suggested that floodplain DOM had similar properties than DOM from the upstream reservoir. In contrast, based on its low δ13C of -29‰ and the C:N ratio of ~8, POM originated from phytoplankton production in the upstream reservoir and in the floodplain. While the reservoir had little impact on DOM properties, terrestrial POM was efficiently trapped and, instead, phytoplankton-derived POM was discharged to the downstream Kafue Flats.

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

    ERIC Educational Resources Information Center

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

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

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

    PubMed

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

    2017-07-01

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

  18. Games in Geography.

    ERIC Educational Resources Information Center

    Walford, Rex

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

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

    PubMed

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

    2017-08-01

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

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

    PubMed

    Loerzel, Victoria; Clochesy, John; Geddie, Patricia

    2018-02-01

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

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

    PubMed

    Griffiths, Mark D; Nuyens, Filip

    2017-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Prothero, W. A.

    2009-12-01

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

  3. Resource Allocation Games: A Priming Game for a Series of Instructional Games (The POE Game).

    ERIC Educational Resources Information Center

    Allen, Layman E.

    This paper describes in detail the paper-and-pencil POE (Pelham Odd 'R Even) game, in which units of space are the allocated resources. The game is designed to provide an introduction to the rule structure common to the games of EQUATIONS, WFF 'N PROOF, and ON-SENTS & NON-SENTS. Techniques of playing POE, including goals, solutions, moves, scoring…

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

    PubMed

    DeShazo, Jonathan; Harris, Lynne; Pratt, Wanda

    2010-10-01

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

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

    NASA Astrophysics Data System (ADS)

    Jordaan, M.

    2012-07-01

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

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

    ERIC Educational Resources Information Center

    Poduska, Jeanne M.; Kurki, Anja

    2014-01-01

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

  7. 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.

  8. Navajo Games.

    ERIC Educational Resources Information Center

    Cliff, Janet M.

    1990-01-01

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

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

    PubMed Central

    Reniers, Genserik; Zhang, Laobing; Qiu, Xiaogang

    2017-01-01

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

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

    PubMed

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

    2017-09-29

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

  11. [Game addiction].

    PubMed

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

    2015-09-01

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

  12. The influence of game genre on Internet gaming disorder

    PubMed Central

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

    2017-01-01

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

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

    PubMed

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

    2017-06-29

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

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

    PubMed

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

    2018-06-06

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

  15. Educational games for health professionals.

    PubMed

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

    2013-03-28

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

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

    PubMed Central

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

    2012-01-01

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

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

    PubMed

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

    2012-07-01

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

  18. 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.

  19. 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.

  20. Games as Tools to Address Conservation Conflicts.

    PubMed

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

    2018-06-01

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

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

    PubMed

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

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

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

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

    He, Fulin; Gu, Yi; Hao, Jun

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

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

    PubMed

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

    2008-07-01

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

  4. Serious games experiment toward agent-based simulation

    USGS Publications Warehouse

    Wein, Anne; Labiosa, William

    2013-01-01

    within challenging environmental and ecosystem-management contexts and to provide an interactive way of learning about the complexity of interactions between people and natural systems. Further progress on the use of pedagogical games to fulfill the USGS mission will require collaboration among scientists, game developers, educators, and stakeholders. We conclude that as the USGS positions itself to communicate and convey the results of multiple science strategies, including natural-resource security and sustainability, pedagogical game development and agent-based modeling offer a means to (1) establish interdisciplinary and collaborative teams with a focused integrated outcome; (2) contribute to the modeling of interaction, feedback, and adaptation of ecosystems; and (3) enable social learning through a broadly appealing and increasingly sophisticated medium.

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

    PubMed

    Levi, Leon; Bregman, David

    2003-01-01

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

  6. 77 FR 47514 - Management Contracts-Background Investigations

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-08-09

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

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

    PubMed Central

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

    2013-01-01

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

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

    PubMed

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

    2013-01-01

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

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

    ERIC Educational Resources Information Center

    Mossman, David John

    1988-01-01

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

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

    PubMed Central

    Starks, Katryna

    2014-01-01

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

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

    PubMed

    Starks, Katryna

    2014-01-01

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

  12. Combat games

    NASA Technical Reports Server (NTRS)

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

    1985-01-01

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

  13. 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.

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

    ERIC Educational Resources Information Center

    Bredemeier, Mary E.; And Others

    1981-01-01

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

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

    PubMed

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

    2007-07-01

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

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

    PubMed

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

    2015-11-01

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

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

    PubMed Central

    Ciocci, Argante; Viti, Andrea; Terzi, Alberto

    2015-01-01

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

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

    PubMed

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

    2009-04-01

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

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

    PubMed

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

    2015-02-01

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

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

    PubMed

    Kafai, Yasmin B; Burke, Quinn

    2015-10-02

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

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

    PubMed Central

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

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

  2. 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.

  3. 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

  4. Ubiquitous Games for Learning (UbiqGames): Weatherlings, a Worked Example

    ERIC Educational Resources Information Center

    Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H.

    2012-01-01

    This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…

  5. A game plan: Gamification design principles in mHealth applications for chronic disease management.

    PubMed

    Miller, Aaron S; Cafazzo, Joseph A; Seto, Emily

    2016-06-01

    Effective chronic disease management is essential to improve positive health outcomes, and incentive strategies are useful in promoting self-care with longevity. Gamification, applied with mHealth (mobile health) applications, has the potential to better facilitate patient self-management. This review article addresses a knowledge gap around the effective use of gamification design principles, or mechanics, in developing mHealth applications. Badges, leaderboards, points and levels, challenges and quests, social engagement loops, and onboarding are mechanics that comprise gamification. These mechanics are defined and explained from a design and development perspective. Health and fitness applications with gamification mechanics include: bant which uses points, levels, and social engagement, mySugr which uses challenges and quests, RunKeeper which uses leaderboards as well as social engagement loops and onboarding, Fitocracy which uses badges, and Mango Health, which uses points and levels. Specific design considerations are explored, an example of the efficacy of a gamified mHealth implementation in facilitating improved self-management is provided, limitations to this work are discussed, a link between the principles of gaming and gamification in health and wellness technologies is provided, and suggestions for future work are made. We conclude that gamification could be leveraged in developing applications with the potential to better facilitate self-management in persons with chronic conditions. © The Author(s) 2014.

  6. Energy cost and game flow of 5 exer-games in trained players.

    PubMed

    Bronner, Shaw; Pinsker, Russell; Noah, J Adam

    2013-05-01

    To determine energy expenditure and player experience in exer-games designed for novel platforms. Energy cost of 7 trained players was measured in 5 music-based exer-games. Participants answered a questionnaire about "game flow," experience of enjoyment, and immersion in game play. Energy expenditure during game play ranged from moderate to vigorous intensity (4 - 9 MET). Participant achieved highest MET levels and game flow while playing StepMania and lowest MET levels and game flow when playing Wii Just Dance 3(®) and Kinect Dance Central™. Game flow scores positively correlated with MET levels. Physiological measurement and game flow testing during game development may help to optimize exer-game player activity and experience.

  7. Precise estimates of gaming-related harm should guide regulation of gaming.

    PubMed

    Starcevic, Vladan; Billieux, Joël

    2018-06-13

    Regulation of gaming is largely based on the perception of gaming-related harm. This perception varies from one country to another and does not necessarily correspond to the real gaming-related harm. It is argued that there is a crucial need to define and assess domains of this harm in order to introduce policies that regulate gaming. Such policies would ideally be targeted at individuals at risk for problematic gaming and would be based more on educational efforts than on restrictive measures. The role of gaming industry in the regulation of gaming would depend on the more precise estimates of gaming-related harm.

  8. Video games.

    PubMed

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  9. Game theory.

    PubMed

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  10. A Mobile Game to Support Smoking Cessation: Prototype Assessment.

    PubMed

    Raiff, Bethany R; Fortugno, Nicholas; Scherlis, Daniel R; Rapoza, Darion

    2018-06-07

    Cigarette smoking results in an estimated seven million deaths annually. Almost half of all smokers attempt to quit each year, yet only approximately 6% are successful. Although there are multiple effective interventions that can increase these odds, substantial room remains for improvement. One effective approach to helping smokers quit is contingency management, where quitting is incentivized with the delivery of monetary rewards in exchange for objective evidence (eg, exhaled carbon monoxide levels) of abstinence. We assessed the feasibility and promise of Inspired, a contingency management mobile app for smoking cessation that uses game-based rewards to incentivize abstinence from smoking instead of the monetary (or material) rewards typically used. We sought participant feedback and limited objective data on: the features and design of Inspired, interest in using Inspired when it becomes available, the likelihood of Inspired being an effective cessation aid, and the rank order preference of Inspired relative to other familiar smoking cessation aids. Twenty-eight treatment-seeking smokers participated in this study. Participants attended a single one-hour session in which they received an overview of the goals of the Inspired mobile game, practiced submitting breath carbon monoxide (CO) samples, and played representative levels of the game. Participants were then told that they could play an extra level, or they could stop, complete an outcome survey, receive payment, and be dismissed. A sign-up sheet requesting personal contact information was available for those who wished to be notified when the full version of Inspired becomes available. Using binary criteria for endorsement, participants indicated that, assuming it was currently available and fully developed, they would be more likely to use Inspired than: any other smoking cessation aid (21/28, 75%), the nicotine patch (23/28, 82%), a drug designed to reduce smoking cravings (23/28, 82%), or a program

  11. The implementation and evaluation of teacher training in gaming instruction for secondary science: An action research project

    NASA Astrophysics Data System (ADS)

    Sanders, Veronica

    This study implemented and evaluated gaming instruction as a professional development for science teachers at a Georgia high school. It was guided by four research questions that (a) assessed the impact of training in gaming instruction and evaluation of that training on science teachers' ability to use games; (b) examined evidence showing that science teachers used games; (c) assessed the impact of the implementation and subsequent evaluation of games-based training on how science teachers instruct their students; and (d) explored the use of change management principles to help teachers transition from traditional to gaming instruction. The study included a purposive sampling of 10 volunteer science teachers who received the professional development of training in gaming instruction and were observed as they used games to instruct their students. Quantitative data were collected from interviews, observations, and reviews of student assignments and teacher plans, and were statistically analyzed to answer the research questions. These same methods were used to obtain qualitative data, which were also analyzed to answer the research questions as well as to understand the meaning, beliefs and experience behind the numbers. Ultimately, data analysis revealed that the science teachers not only used gaming instruction but also that the training helped them to use gaming instruction and that they considered gaming instruction a viable instruction methodology. Finally, data analysis revealed that change management was successfully used in the study.

  12. Differential games.

    NASA Technical Reports Server (NTRS)

    Varaiya, P. P.

    1972-01-01

    General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.

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

    PubMed

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

    2018-04-01

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

  14. "Supply Chain-Marketing Shark Tank" Experiential Lab Game in Interdisciplinary Business Education: Qualitative and Quantitative Analyses

    ERIC Educational Resources Information Center

    Arora, A.; Arora, A. Saxena

    2015-01-01

    This article provides educators in business schools with a new interdisciplinary experiential lab game called Supply Chain-Marketing (SC-Mark) Shark Tank game, which can be implemented in both Supply Chain Management (SCM) and Marketing courses. The SC-Mark experiential lab game is a real-life business environment simulation that explores…

  15. Extended non-local games and monogamy-of-entanglement games.

    PubMed

    Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John

    2016-05-01

    We study a generalization of non-local games-which we call extended non-local games -in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués-Pironio-Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al.  concerning monogamy-of-entanglement games.

  16. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    PubMed

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  17. Fleet Arctic Operations Game: Game Report

    DTIC Science & Technology

    2011-09-01

    By: Director: CDR Christopher Gray Designer : Prof. Leif Bergey Analyst: Prof. Walter A. Berbrick Report Documentation Page Form ApprovedOMB No...7 II. GAME DESIGN & RESEARCH...METHODOLOGY ......................................................................... 9 Discussion of Game Design

  18. 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.

  19. Role of Video Games in Improving Health-Related Outcomes

    PubMed Central

    Primack, Brian A.; Carroll, Mary V.; McNamara, Megan; Klem, Mary Lou; King, Brandy; Rich, Michael O.; Chan, Chun W.; Nayak, Smita

    2012-01-01

    Context Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it may also be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. Evidence acquisition Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Central Register of Controlled Trials. Reference lists were hand-searched to identify additional studies. Only RCTs that tested the effect of video games on a positive, clinically relevant health consequence were included. Study selection criteria were strictly defined and applied by two researchers working independently. Study background information (e.g., location, funding source), sample data (e.g., number of study participants, demographics), intervention and control details, outcomes data, and quality measures were abstracted independently by two researchers. Evidence synthesis Of 1452 articles retrieved using the current search strategy, 38 met all criteria for inclusion. Eligible studies used video games to provide physical therapy, psychological therapy, improved disease self-management, health education, distraction from discomfort, increased physical activity, and skills training for clinicians. Among the 38 studies, a total of 195 health outcomes were examined. Video games improved 69% of psychological therapy outcomes, 59% of physical therapy outcomes, 50% of physical activity outcomes, 46% of clinician skills outcomes, 42% of health education outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes. Study quality was generally poor; for example, two thirds (66%) of studies had follow-up periods of <12 weeks, and only 11% of studies blinded researchers. Conclusions There is potential promise for video games to improve

  20. Evaluation of a Game-Based Simulation During Distributed Exercises

    DTIC Science & Technology

    2010-09-01

    the management team guiding development of the software. The questionnaires have not been used enough to collect data sufficient for factor...capable of internationally distributed exercises without excessive time lags or technical problems, given that commercial games seem to manage while...established by RDECOM-STTC military liaison and managers . Engineering constraints combined to limit the number of participants and the possible roles that

  1. Games and Learning

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2006-01-01

    From a very early age, people learn from games and play. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage everyone, capturing their attention. People willingly spend time on task. Although students in high school and college continue to play games, games rarely…

  2. The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements.

    ERIC Educational Resources Information Center

    Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia

    1999-01-01

    Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)

  3. Effects of playing video games on pain response during a cold pressor task.

    PubMed

    Raudenbush, Bryan; Koon, Jerrod; Cessna, Trevor; McCombs, Kristin

    2009-04-01

    Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age = 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age = 19.7 yr., SD = 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.

  4. 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

  5. Mixed Nash equilibria in Eisert-Lewenstein-Wilkens (ELW) games

    NASA Astrophysics Data System (ADS)

    Bolonek-Lasoń, Katarzyna; Kosiński, Piotr

    2017-01-01

    The classification of all mixed Nash equilibria for the original ELW game is presented. It is based on the quaternionic form of the game proposed by Landsburg (Proc. Am. Math. Soc. 139 (2011), 4423; Rochester Working Paper No 524 (2006); Wiley Encyclopedia of Operations Research and Management Science (Wiley and Sons, New York, (2011)). This approach allows to reduce the problem of finding the Nash equilibria to relatively simple analysis of the extrema of certain quadratic forms.

  6. Educational Games as a Teaching Tool in Pharmacy Curriculum

    PubMed Central

    Mohamed, Heba Moustafa

    2015-01-01

    The shift in the pharmacist’s role from simply dispensing medications to effective delivery of pharmaceutical care interventions and drug therapy management has influenced pharmacy education.1-3 The educational focus has shifted from basic sciences to clinical and integrated courses that require incorporating active-learning strategies to provide pharmacy graduates with higher levels of competencies and specialized skills. As opposed to passive didactic lectures, active-learning strategies address the educational content in an interactive learning environment to develop interpersonal, communication, and problem-solving skills needed by pharmacists to function effectively in their new roles.4-6 One such strategy is using educational games. The aim of this paper is to review educational games adopted in different pharmacy schools and to aid educators in replicating the successfully implemented games and overcoming deficiencies in educational games. This review also highlights the main pitfalls within this research area. PMID:26089568

  7. Educational Games as a Teaching Tool in Pharmacy Curriculum.

    PubMed

    Aburahma, Mona Hassan; Mohamed, Heba Moustafa

    2015-05-25

    The shift in the pharmacist's role from simply dispensing medications to effective delivery of pharmaceutical care interventions and drug therapy management has influenced pharmacy education.(1-3) The educational focus has shifted from basic sciences to clinical and integrated courses that require incorporating active-learning strategies to provide pharmacy graduates with higher levels of competencies and specialized skills. As opposed to passive didactic lectures, active-learning strategies address the educational content in an interactive learning environment to develop interpersonal, communication, and problem-solving skills needed by pharmacists to function effectively in their new roles.(4-6) One such strategy is using educational games. The aim of this paper is to review educational games adopted in different pharmacy schools and to aid educators in replicating the successfully implemented games and overcoming deficiencies in educational games. This review also highlights the main pitfalls within this research area.

  8. Medical care delivery at the Beijing 2008 Olympic Games

    PubMed Central

    Zhang, Jin-jun; Wang, Li-dong; Chen, Zhi; Ma, Jun; Dai, Jian-ping

    2011-01-01

    BACKGROUND: Beijing successfully hosted the 2008 Olympic Games, and the services including medical services were widely appreciated by both participants and visitors. We retrospectively analyzed the quality of the medical services provided to athletes, spectators, VIPs, and the workforce during the Beijing 2008 Olympic Games. The information thus gathered would be useful for planning strategies for managing mass gatherings. METHODS: Medical encounter forms filled during the Beijing 2008 Olympic Games were retrospectively reviewed. Descriptive statistics was used to characterize the data by accreditation and diagnostic categories. RESULTS: A total of 22 892 medical encounters were documented during the Beijing 2008 Olympic Games. Among them, 10 549 (46.08%) involved the workforce, 3 365 (14.70%) athletes, 3 019 (13.19%) spectators, 585 (2.56%) members of the media, 1 065 (4.65%) VIPs, and 4 309 (18.82%) others. Of the 22 892 cases, physical injury accounted for 27.90% (6 386), respiratory disease 18.21% (4 169), and heat-related illnesses 2.68% (615). CONCLUSIONS: Preparations of the medical service for the Beijing 2008 Olympic Games were made for 7 years, and the service provided has been praised worldwide. This study provides valuable information that may be useful for planning medical services for upcoming Olympic Games, including the London 2012 Olympic Games and other mass gatherings. PMID:25215021

  9. Green wireless body area nanonetworks: energy management and the game of survival.

    PubMed

    Misra, Sudip; Islam, Nabiul; Mahapatro, Judhistir; Rodrigues, Joel Jose P C

    2014-03-01

    In this paper, we envisage the architecture of Green Wireless Body Area Nanonetwork (GBAN) as a collection of nanodevices, in which each device is capable of communicating in both the molecular and wireless electromagnetic communication modes. The term green refers to the fact that the nanodevices in such a network can harvest energy from their surrounding environment, so that no nanodevice gets old solely due to the reasons attributed to energy depletion. However, the residual energy of a nanodevice can deplete substantially with the lapse of time, if the rate of energy consumption is not comparable with the rate of energy harvesting. It is observed that the rate of energy harvesting is nonlinear and sporadic in nature. So, the management of energy of the nanodevices is fundamentally important. We specifically address this problem in a ubiquitous healthcare monitoring scenario and formulate it as a cooperative Nash Bargaining game. The optimal strategy obtained from the Nash equilibrium solution provides improved network performance in terms of throughput and delay.

  10. Games, Gaming, and Gamification: Some Aspects of Motivation

    ERIC Educational Resources Information Center

    Hanson-Smith, Elizabeth

    2016-01-01

    Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.

  11. Energy expenditure and enjoyment during video game play: differences by game type.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P < 0.001). Fitness and dance games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P < 0.001). Body mass-corrected energy expenditure was greater in normal weight than in overweight participants in the two most active game types (P < 0.001). Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  12. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Bowling, J. Michael; Ribisl, Kurt M.; Kalyararaman, Sriram

    2012-01-01

    Purpose Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Methods Energy expenditure (metabolic equivalents [METs]) and enjoyment were measured across ten games in 100 young adults aged 18 to 35 (50 females). Results All games except shooter games significantly increased energy expenditure over rest (P < .001). Fitness and dance games increased energy expenditure by 322 (mean [SD] 3.10 [0.89] METs) and 298 (2.91 [0.87] METs) percent, which was greater than that produced by band simulation (73%, 1.28 [0.28] METs) and shooter games (23%, 0.91 [0.16] METs). However, enjoyment was higher in band simulation games than in other types (P < .001). Body mass-corrected energy expenditure was greater in normal weight than overweight participants in the two most active game types (P < .001). Conclusions Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior. PMID:21364477

  13. Metabolic responses to Wii Fit™ video games at different game levels.

    PubMed

    Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

    2011-03-01

    The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

  14. Case Study 3: Students' Experiences of Interdisciplinary Learning While Building Scientific Video Games

    ERIC Educational Resources Information Center

    Jennett, Charlene; Papadopoulou, Sofia; Himmelstein, Jesse; Vaugoux, Alexandre; Roger, Vincent; Cox, Anna L.

    2017-01-01

    Game jams, hackathons and similar group game creation events have become increasingly popular over the past decade (Fowler et al., 2015). They provide new and exciting opportunities for education and research. They foster creative thinking and innovation (Preston et al., 2012), and strengthen project management and communication skills (Smith…

  15. Game theory in epigenetic reprogramming. Comment on: ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    NASA Astrophysics Data System (ADS)

    Hsu, Fei-Man; Chen, Pao-Yang

    2017-03-01

    Von Neumann and Morgenstern published the Theory of Games and Economic Behavior in 1944, describing game theory as a model in which intelligent rational decision-makers manage to find their best strategies in conflict, cooperative or other mutualistic relationships to acquire the greatest benefit [1]. This model was subsequently incorporated in ecology to simulate the ;fitness; of a species during natural selection, designated evolutionary game theory (EGT) [2]. Wang et al. proposed ;epiGame;, taking paternal and maternal genomes as ;intelligent; players that compete, cooperate or both during embryogenesis to maximize the fitness of the embryo [3]. They further extended game theory to an individual or single cell environment. During early zygote development, DNA methylation is reprogrammed such that the paternal genome is demethylated before the maternal genome. After the reset, the blastocyst is re-methylated during embryogenesis. At that time, the paternal and maternal genomes have a conflict of interest related to the expression of their own genes. The proposed epiGame models such interactive regulation between the parental genomes to reach a balance for embryo development (equation (2)).

  16. Hazagora: will you survive the next disaster? - A serious game to raise awareness about geohazards and disaster risk reduction

    NASA Astrophysics Data System (ADS)

    Mossoux, S.; Delcamp, A.; Poppe, S.; Michellier, C.; Canters, F.; Kervyn, M.

    2016-01-01

    Natural disasters are too often presented as resulting from extreme natural phenomena affecting helpless populations, with people being insufficiently aware of the factors leading to disasters and of the existing strategies to mitigate their impacts. We developed a board game aimed at raising awareness about geohazards and disaster risk reduction strategies. The target groups are (1) secondary school students and citizens and (2) scientists and stakeholders involved in risk management activities. For the first group, the aim is to induce a better understanding of the geohazards and disasters they are confronted with in the media or in their daily lives; for the second, the objective is to generate discussion about risk management strategies. The game was tested with students in Belgium and with citizens, earth scientists, and risk managers in several African countries. Based on analysis of the most common game strategies observed, the players' reactions during the game, and their answers to a short questionnaire, we analyzed the main learning outcomes conveyed by this game. The game Hazagora appears to positively enhance the players' insights into processes involved in disasters. As such, the game is an effective, fun learning tool to introduce participants to the concepts of geohazards and disasters and to generate discussion.

  17. HAZAGORA: will you survive the next disaster? - a serious game to raise awareness about geohazards and disaster risk reduction

    NASA Astrophysics Data System (ADS)

    Mossoux, S.; Delcamp, A.; Poppe, S.; Michellier, C.; Canters, F.; Kervyn, M.

    2015-09-01

    Natural disasters are too often presented as resulting from extreme natural phenomena affecting helpless populations, with people being insufficiently aware of the factors leading to disasters and of the existing strategies to mitigate their impacts. We developed a board game aimed at raising awareness about geohazards and disaster risk reduction strategies. The target groups are (1) secondary school students and citizens, and (2) scientists and stakeholders involved in risk management activities. For the first group, the aim is to induce a better understanding of geohazards and disasters they are confronted with in the media or in their daily life; for the second, the objective is to generate discussion about risk management strategies. The game was tested with students in Belgium and with citizens, earth scientists and risk managers in several African countries. Based on the game strategies analysis, the players' reactions during the game and their answers to a short questionnaire, we analyzed the main learning outcomes conveyed by this game. The Hazagora game appears to positively enhance the players' insight in processes involved in disasters. As such, the game is an effective playful learning tool to introduce participants to the concept of geohazard and disaster and to generate discussion.

  18. 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;…

  19. Game Over?

    NASA Astrophysics Data System (ADS)

    Harteveld, Casper

    This level marks the ending of the book. After comparing the game design process to a children's book about designing a butterfly, it goes into how a balance is found when designing a game. To explain this, an analogy is made with the concept of Yin and Yang. This level further deals with the “so what” and “who cares” question of the Triadic Game Design (TGD) approach. It is concluded that it can be used as an “analytical lens,” “application tool,” or “puzzle frame” in the field of games. But to have a real impact on the actual practice, it is needed that people are familiar with the idea of TGD. Since game design is (generally) collaborative, it would be beneficial that more than one person knows about it. For this reason, a game-based workshop has been developed that can be employed at the beginning of a project. Besides making sure that a project runs smoothly during the design, considerations should also be made about what happens if the game is finished. From the observations of the “life after the design” it becomes clear that this is certainly an issue that should not be neglected. The main message of this level concerns, however, that although this book is “game over,” it is everything but “over” for the design and research of games. To bring the field to “the next level,” structural approaches are needed and TGD is one of them. With the insights of this approach in mind, people can start to “dance.” Because it takes two to tango, but it takes three to design a game with a meaningful purpose.

  20. More Cooperative Games!

    ERIC Educational Resources Information Center

    Sobel, Jeffrey

    1993-01-01

    Details instructions for four cooperative games primarily for young children. The games are of low to moderate activity level and involve partners or a group circle. Descriptions include variations of the game and helpful hints for making the game more successful. (KS)

  1. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    PubMed

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07-3.75; P=.03). Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most strongly (negatively) associated with attitude with

  2. 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.

  3. 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

  4. 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

  5. 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.

  6. The potential for gaming techniques in radiology education and practice.

    PubMed

    Reiner, Bruce; Siegel, Eliot

    2008-02-01

    Traditional means of communication, education and training, and research have been dramatically transformed with the advent of computerized medicine, and no other medical specialty has been more greatly affected than radiology. Of the myriad of newer computer applications currently available, computer gaming stands out for its unique potential to enhance end-user performance and job satisfaction. Research in other disciplines has demonstrated computer gaming to offer the potential for enhanced decision making, resource management, visual acuity, memory, and motor skills. Within medical imaging, video gaming provides a novel means to enhance radiologist and technologist performance and visual perception by increasing attentional capacity, visual field of view, and visual-motor coordination. These enhancements take on heightened importance with the increasing size and complexity of three-dimensional imaging datasets. Although these operational gains are important in themselves, psychologic gains intrinsic to video gaming offer the potential to reduce stress and improve job satisfaction by creating a fun and engaging means of spirited competition. By creating customized gaming programs and rewards systems, video game applications can be customized to the skill levels and preferences of individual users, thereby creating a comprehensive means to improve individual and collective job performance.

  7. Game playing.

    PubMed

    Rosin, Christopher D

    2014-03-01

    Game playing has been a core domain of artificial intelligence research since the beginnings of the field. Game playing provides clearly defined arenas within which computational approaches can be readily compared to human expertise through head-to-head competition and other benchmarks. Game playing research has identified several simple core algorithms that provide successful foundations, with development focused on the challenges of defeating human experts in specific games. Key developments include minimax search in chess, machine learning from self-play in backgammon, and Monte Carlo tree search in Go. These approaches have generalized successfully to additional games. While computers have surpassed human expertise in a wide variety of games, open challenges remain and research focuses on identifying and developing new successful algorithmic foundations. WIREs Cogn Sci 2014, 5:193-205. doi: 10.1002/wcs.1278 CONFLICT OF INTEREST: The author has declared no conflicts of interest for this article. For further resources related to this article, please visit the WIREs website. © 2014 John Wiley & Sons, Ltd.

  8. Polymorphic Evolutionary Games.

    PubMed

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  9. Let's Play: The Use of Improv Games in Change Management Training: A Case Study

    ERIC Educational Resources Information Center

    Rajeev, Priya Nair; Kalpathi, Subramanian

    2016-01-01

    This paper is based on the concept of Improv games as a promising mechanism and design principle for enhancing an organization's capacity for learning and adaptability. The study explores how Improv games can be used to create a mindset conducive to change, facilitate ideation and guide discussions on bringing about systemic change. In the case…

  10. Openlobby: an open game server for lobby and matchmaking

    NASA Astrophysics Data System (ADS)

    Zamzami, E. M.; Tarigan, J. T.; Jaya, I.; Hardi, S. M.

    2018-03-01

    Online Multiplayer is one of the most essential feature in modern games. However, while developing a multiplayer feature can be done with a simple computer networking programming, creating a balanced multiplayer session requires more player management components such as game lobby and matchmaking system. Our objective is to develop OpenLobby, a server that available to be used by other developers to support their multiplayer application. The proposed system acts as a lobby and matchmaker where queueing players will be matched to other player according to a certain criteria defined by developer. The solution provides an application programing interface that can be used by developer to interact with the server. For testing purpose, we developed a game that uses the server as their multiplayer server.

  11. Game-Informed Learning: Applying Computer Game Processes to Higher Education

    ERIC Educational Resources Information Center

    Begg, Michael; Dewhurst, David; Macleod, Hamish

    2005-01-01

    The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…

  12. Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

    PubMed

    Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N

    2010-12-01

    Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.

  13. Dominion. A game exploring information exploitation

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

    Hobbs, Jacob Aaron

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

  14. Mathematical Modeling of Language Games

    NASA Astrophysics Data System (ADS)

    Loreto, Vittorio; Baronchelli, Andrea; Puglisi, Andrea

    In this chapter we explore several language games of increasing complexity. We first consider the so-called Naming Game, possibly the simplest example of the complex processes leading progressively to the establishment of human-like languages. In this framework, a globally shared vocabulary emerges as a result of local adjustments of individual word-meaning association. The emergence of a common vocabulary only represents a first stage while it is interesting to investigate the emergence of higher forms of agreement, e.g., compositionality, categories, syntactic or grammatical structures. As an example in this direction we consider the so-called Category Game. Here one focuses on the process by which a population of individuals manages to categorize a single perceptually continuous channel. The problem of the emergence of a discrete shared set of categories out of a continuous perceptual channel is a notoriously difficult problem relevant for color categorization, vowels formation, etc. The central result here is the emergence of a hierarchical category structure made of two distinct levels: a basic layer, responsible for fine discrimination of the environment, and a shared linguistic layer that groups together perceptions to guarantee communicative success.

  15. Collaboration Scripts for Mastership Skills: Online Game about Classroom Dilemmas in Teacher Education

    ERIC Educational Resources Information Center

    Hummel, Hans; Geerts, Walter; Slootmaker, Aad; Kuipers, Derek; Westera, Wim

    2015-01-01

    Serious games are seen to hold potential to facilitate workplace learning in a more dynamic and flexible way. This article describes an empirical study into the feasibility of an online collaboration game that facilitates teachers-in-training to deal with classroom management dilemmas. A script to support these students in carrying out such…

  16. Defending Against Advanced Persistent Threats Using Game-Theory

    PubMed Central

    König, Sandra; Schauer, Stefan

    2017-01-01

    Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical system security, since information on attacks, the current system status or the attacker’s incentives is often vague, uncertain and in many cases even unavailable. Game theory is a natural approach to model the conflict between the attacker and the defender, and this work investigates a generalized class of matrix games as a risk mitigation tool for an advanced persistent threat (APT) defense. Unlike standard game and decision theory, our model is tailored to capture and handle the full uncertainty that is immanent to APTs, such as disagreement among qualitative expert risk assessments, unknown adversarial incentives and uncertainty about the current system state (in terms of how deeply the attacker may have penetrated into the system’s protective shells already). Practically, game-theoretic APT models can be derived straightforwardly from topological vulnerability analysis, together with risk assessments as they are done in common risk management standards like the ISO 31000 family. Theoretically, these models come with different properties than classical game theoretic models, whose technical solution presented in this work may be of independent interest. PMID:28045922

  17. Defending Against Advanced Persistent Threats Using Game-Theory.

    PubMed

    Rass, Stefan; König, Sandra; Schauer, Stefan

    2017-01-01

    Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical system security, since information on attacks, the current system status or the attacker's incentives is often vague, uncertain and in many cases even unavailable. Game theory is a natural approach to model the conflict between the attacker and the defender, and this work investigates a generalized class of matrix games as a risk mitigation tool for an advanced persistent threat (APT) defense. Unlike standard game and decision theory, our model is tailored to capture and handle the full uncertainty that is immanent to APTs, such as disagreement among qualitative expert risk assessments, unknown adversarial incentives and uncertainty about the current system state (in terms of how deeply the attacker may have penetrated into the system's protective shells already). Practically, game-theoretic APT models can be derived straightforwardly from topological vulnerability analysis, together with risk assessments as they are done in common risk management standards like the ISO 31000 family. Theoretically, these models come with different properties than classical game theoretic models, whose technical solution presented in this work may be of independent interest.

  18. Serious gaming for orthotopic liver transplant anesthesiology: A randomized control trial.

    PubMed

    Katz, Daniel; Zerillo, Jeron; Kim, Sang; Hill, Bryan; Wang, Ryan; Goldberg, Andrew; DeMaria, Samuel

    2017-04-01

    Anesthetic management of orthotopic liver transplantation (OLT) is complex. Given the unequal distributions of liver transplant surgeries performed at different centers, anesthesiology providers receive relatively uneven OLT training and exposure. One well-suited modality for OLT training is the "serious game," an interactive application created for the purpose of imparting knowledge or skills, while leveraging the self-motivating elements of video games. We therefore developed a serious game designed to teach best practices for the anesthetic management of a standard OLT and determined if the game would improve resident performance in a simulated OLT. Forty-four residents on the liver transplant rotation were randomized to either the gaming group (GG) or the control group (CG) prior to their introductory simulation. Both groups were given access to the same educational materials and literature during their rotation, but the GG also had access to the OLT Trainer. Performance on the simulations were recorded on a standardized grading rubric. Both groups experienced an increase in score relative to baseline that was statistically significant at every stage. The improvements in scores were greater for the GG participants than the CG participants. Overall score improvement between the GG and CG (mean [standard deviation]) was statistically significant (GG, 7.95 [3.65]; CG, 4.8 [4.48]; P = 0.02), as were scores for preoperative assessment (GG, 2.67 [2.09]; CG, 1.17 [1.43]; P = 0.01) and anhepatic phase (GG, 1.62 [1.01]; CG, 0.75 [1.28]; P = 0.02). Of the residents with game access, 81% were "very satisfied" or "satisfied" with the game overall. In conclusion, adding a serious game to an existing educational curriculum for liver transplant anesthesia resulted in significant learning gains for rotating anesthesia residents. The intervention was straightforward to implement and cost-effective. Liver Transplantation 23 430-439 2017 AASLD. © 2017 by the American Association

  19. Neural signatures of strategic types in a two-person bargaining game

    PubMed Central

    Bhatt, Meghana A.; Lohrenz, Terry; Camerer, Colin F.; Montague, P. Read

    2010-01-01

    The management and manipulation of our own social image in the minds of others requires difficult and poorly understood computations. One computation useful in social image management is strategic deception: our ability and willingness to manipulate other people's beliefs about ourselves for gain. We used an interpersonal bargaining game to probe the capacity of players to manage their partner's beliefs about them. This probe parsed the group of subjects into three behavioral types according to their revealed level of strategic deception; these types were also distinguished by neural data measured during the game. The most deceptive subjects emitted behavioral signals that mimicked a more benign behavioral type, and their brains showed differential activation in right dorsolateral prefrontal cortex and left Brodmann area 10 at the time of this deception. In addition, strategic types showed a significant correlation between activation in the right temporoparietal junction and expected payoff that was absent in the other groups. The neurobehavioral types identified by the game raise the possibility of identifying quantitative biomarkers for the capacity to manipulate and maintain a social image in another person's mind. PMID:21041646

  20. Games at work: the recreational use of computer games during working hours.

    PubMed

    Reinecke, Leonard

    2009-08-01

    The present study investigated the recreational use of video and computer games in the workplace. In an online survey, 833 employed users of online casual games reported on their use of computer games during working hours. The data indicate that playing computer games in the workplace elicits substantial levels of recovery experience. Recovery experience associated with gameplay was the strongest predictor for the use of games in the workplace. Furthermore, individuals with higher levels of work-related fatigue reported stronger recovery experience during gameplay and showed a higher tendency to play games during working hours than did persons with lower levels of work strain. Additionally, the social situation at work was found to have a significant influence on the use of games. Persons receiving less social support from colleagues and supervisors played games at work more frequently than did individuals with higher levels of social support. Furthermore, job control was positively related to the use of games at work. In sum, the results of the present study illustrate that computer games have a significant recovery potential. Implications of these findings for research on personal computer use during work and for games research in general are discussed.

  1. Feasibility and Efficacy of an mHealth Game for Managing Anxiety: "Flowy" Randomized Controlled Pilot Trial and Design Evaluation.

    PubMed

    Pham, Quynh; Khatib, Yasmin; Stansfeld, Stephen; Fox, Simon; Green, Tobias

    2016-02-01

    Meeting the complex needs of patients with chronic common mental health disorders (CMHDs) may be the greatest challenge facing organized medical practice. On the basis of a well-established and proven theoretical foundation for controlled respiration as a behavioral intervention for CMHDs, as well as preliminary evidence that gamification can improve health outcomes through increasing patient engagement, this randomized controlled pilot study evaluated the feasibility and clinical efficacy of a mobile health game called "Flowy" ( www.flowygame.com ) that digitally delivered breathing retraining exercises for anxiety, panic, and hyperventilation symptom management. We designed an unblinded, Web-based, parallel-group randomized controlled trial focusing on feasibility, clinical efficacy, and design proof of concept. In the intervention condition (n = 31), participants received free access to "Flowy" for 4 weeks. In the control condition (n = 32), participants were placed on a waitlist for 4 weeks before being offered free access to "Flowy." Online measurements using psychological self-report questionnaires were made at 2 and 4 weeks post-baseline. At trial conclusion, participants found "Flowy" acceptable as an anxiety management intervention. "Flowy" engaged participants sufficiently to endorse proactive gameplay. Intent-to-treat analysis revealed a reduction in anxiety, panic, and self-report hyperventilation scores in both trial arms, with the intervention arm experiencing greater quality of life. Participants perceived "Flowy" as a fun and useful intervention, proactively used "Flowy" as part of their care, and would recommend "Flowy" to family and friends. Our results suggest that a digital delivery of breathing retraining exercises through a mobile health game can manage anxiety, panic, and hyperventilation symptoms associated with CMHDs.

  2. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

    PubMed Central

    de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-01-01

    Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Objective The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. Methods A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Results Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07–3.75; P=.03). Conclusions Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most

  3. Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.

    PubMed

    Krockow, Eva M; Colman, Andrew M; Pulford, Briony D

    2018-03-01

    Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.

  4. Conceptual model for the design of a serious video game promoting self-management among youth with type 1 diabetes

    USDA-ARS?s Scientific Manuscript database

    Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the ...

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

    PubMed

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

    2017-03-01

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

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

    PubMed Central

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

    2017-01-01

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

  7. An overview of game-based learning in building services engineering education

    NASA Astrophysics Data System (ADS)

    Alanne, Kari

    2016-03-01

    To ensure proper competence development and short graduation times for engineering students, it is essential that the study motivation is encouraged by new learning methods. In game-based learning, the learner's engagement is increased and learning is made meaningful by applying game-like features such as competition and rewarding through virtual promotions or achievement badges. In this paper, the state of the art of game-based learning in building services engineering education at university level is reviewed and discussed. A systematic literature review indicates that educational games have been reported in the field of related disciplines, such as mechanical and civil engineering. The development of system-level educational games that realistically simulate work life in building services engineering is still in its infancy. Novel rewarding practices and more comprehensive approaches entailing the state-of-the-art information tools such as building information modelling, geographic information systems, building management systems and augmented reality are needed in the future.

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

    PubMed

    Idriss, Mohamad; Tannous, Halim; Istrate, Dan; Perrochon, Anaick; Salle, Jean-Yves; Ho Ba Tho, Marie-Christine; Dao, Tien-Tuan

    2017-07-04

    The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called "serious game for functional rehabilitation." Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines. A two-stage workflow was proposed using determinant framework. The development guideline includes the selection of three-dimensional (3D) computer graphics technologies and tools, the modeling of physical aspects, the design of rehabilitation scenarios, and the implementation of the proposed scenarios. The evaluation guideline consists of the definition of evaluation metrics, the execution of the evaluation campaign, the analysis of user results and feedbacks, and the improvement of the designed game. The case study for musculoskeletal disorders on the healthy control and patient groups showed the usefulness of these guidelines and associated games. All participants enjoyed the 2 developed games (football and object manipulation), and found them challenging and amusing. In particular, some healthy subjects increased their score when enhancing the level of difficulty. Furthermore, there were no risks and accidents associated with the execution of these games. It is expected that with the proven effectiveness of the proposed guidelines and associated games, this new rehabilitation game may be translated into clinical routine practice for the benefit of patients with musculoskeletal disorders. ©Mohamad Idriss, Halim Tannous, Dan Istrate, Anaick Perrochon, Jean-Yves Salle, Marie-Christine Ho Ba Tho, Tien-Tuan Dao. Originally published in JMIR Serious

  9. Computer Games and Instruction

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  10. The Coaching Cycle: A Coaching-by-Gaming Approach in Serious Games

    ERIC Educational Resources Information Center

    Alklind Taylor, Anna-Sofia; Backlund, Per; Niklasson, Lars

    2012-01-01

    Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have…

  11. Formulating a Serious-Games Design Project for Adult Offenders with the Probation Service

    ERIC Educational Resources Information Center

    Bates, Matthew Ian; Brown, David; Cranton, Wayne; Lewis, James

    2011-01-01

    This paper documents an investigation evaluating if adult offenders can benefit from a facilitated serious-games design project as part of their probation program. Research has observed a participatory design group of adult offenders working with their probation managers and a PhD researcher to create a new serious-game for use by the probation…

  12. Game Board Artists.

    ERIC Educational Resources Information Center

    Szekely, George

    2000-01-01

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

  13. Serious game design principles: The impact of game design on learning outcomes

    NASA Astrophysics Data System (ADS)

    Martin, Michael W.

    This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of

  14. Gaming Personality and Game Dynamics in Online Discussion Instructions

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  15. Differential Game Logic for Hybrid Games

    DTIC Science & Technology

    2012-03-01

    André Platzer. Logics of dynamical systems (invited tutorial). In LICS [DBL12]. [PP03] Marc Pauly and Rohit Parikh. Game logic - an overview...hybrid games. Theor. Comput. Sci., 412(48):6770–6785, 2011. [Wal98] Wolfgang Walter. Ordinary Differential Equations. Springer, 1998. 18 A Proof of Scott

  16. Teaching to the Next Generation Science Standards with Energy, Climate, and Water Focused Games

    NASA Astrophysics Data System (ADS)

    Mayhew, M. A.; Hall, M.; Civjan, N.

    2015-12-01

    We produced two fun-to-play card games with the theme, The Nexus of Energy, Water, and Climate, that directly support teaching to the NGSS. In the games, players come to understand how demand for energy, water use, and climate change are tightly intertwined. Analysis by scientists from the national laboratories ensured that the games are reflect current data and research. The games have been tested with high school and informal science educators and their students and have received a formal evaluation. The games website http://isenm.org/games-for-learning shows how the games align with the NGSS, the Common Core, and the NRC's Strands of Science Learning. It also contains an extensive collection of accessible articles on the nexus to support use of the games in instruction. Thirst for Power is a challenging resource management game. Players, acting as governors of regions, compete to be the first to meet their citizens' energy needs. A governor can choose from a variety of carbon-based or renewable energy sources, but each source uses water and has an environmental—including climate change—impact. Energy needs must be met using only the water resources allocated to the region and without exceeding the environmental impact limit. "ACTION" cards alter game play and increase competition. Challenge and Persuade is a game of scientific argumentation, using evidence on nexus-related fact cards. Players must evaluate information, develop fact-based arguments, and communicate their findings. One card deck contains a set of adjectives, a second a series of fact cards. Players use their fact cards to make the best argument that aligns with an adjective selected by the "Judge". Players take turns being the "Judge," who determines who made the best argument. The games particularly align with NGSS elements: Connections to Engineering, Technology, and Application of Science. Players come to understand the science and engineering behind many energy sources and their impacts

  17. First Video Game

    ScienceCinema

    Takacs, Peter

    2018-06-21

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

  18. Dimensions of Emotional Intelligence and Online Gaming Addiction in Adolescence: The Indirect Effects of Two Facets of Perceived Stress

    PubMed Central

    Che, Dexin; Hu, Jianping; Zhen, Shuangju; Yu, Chengfu; Li, Bin; Chang, Xi; Zhang, Wei

    2017-01-01

    This study tested a parallel two-mediator model in which the relationship between dimensions of emotional intelligence and online gaming addiction are mediated by perceived helplessness and perceived self-efficacy, respectively. The sample included 931 male adolescents (mean age = 16.18 years, SD = 0.95) from southern China. Data on emotional intelligence (four dimensions, including self-management of emotion, social skills, empathy and utilization of emotions), perceived stress (two facets, including perceived self-efficacy and perceived helplessness) and online gaming addiction were collected, and bootstrap methods were used to test this parallel two-mediator model. Our findings revealed that perceived self-efficacy mediated the relationship between three dimensions of emotional intelligence (i.e., self-management, social skills, and empathy) and online gaming addiction, and perceived helplessness mediated the relationship between two dimensions of emotional intelligence (i.e., self-management and emotion utilization) and online gaming addiction. These findings underscore the importance of separating the four dimensions of emotional intelligence and two facets of perceived stress to understand the complex relationship between these factors and online gaming addiction. PMID:28751876

  19. Dimensions of Emotional Intelligence and Online Gaming Addiction in Adolescence: The Indirect Effects of Two Facets of Perceived Stress.

    PubMed

    Che, Dexin; Hu, Jianping; Zhen, Shuangju; Yu, Chengfu; Li, Bin; Chang, Xi; Zhang, Wei

    2017-01-01

    This study tested a parallel two-mediator model in which the relationship between dimensions of emotional intelligence and online gaming addiction are mediated by perceived helplessness and perceived self-efficacy, respectively. The sample included 931 male adolescents (mean age = 16.18 years, SD = 0.95) from southern China. Data on emotional intelligence (four dimensions, including self-management of emotion, social skills, empathy and utilization of emotions), perceived stress (two facets, including perceived self-efficacy and perceived helplessness) and online gaming addiction were collected, and bootstrap methods were used to test this parallel two-mediator model. Our findings revealed that perceived self-efficacy mediated the relationship between three dimensions of emotional intelligence (i.e., self-management, social skills, and empathy) and online gaming addiction, and perceived helplessness mediated the relationship between two dimensions of emotional intelligence (i.e., self-management and emotion utilization) and online gaming addiction. These findings underscore the importance of separating the four dimensions of emotional intelligence and two facets of perceived stress to understand the complex relationship between these factors and online gaming addiction.

  20. Getting Serious About Games -- Using Video Game-Based Learning to Enhance Nuclear Terrorism Preparedness

    DTIC Science & Technology

    2012-03-01

    that the dissemination of information alone is not sufficient to drive public action towards preparedness activities. The report highlights that the...segments of the public without the knowledge or skills to affect their own survival in a catastrophic disaster (Federal Emergency Management Agency, 2009...project. These data should then be analyzed and used to inform a broader game-like approach to enhance the public’s resilience to other disaster

  1. Educational Adventure Games.

    ERIC Educational Resources Information Center

    Williams, Fred D.

    An adventure game is a role-playing game that usually, but not always, has some fantasy aspect. The role-playing aspect is the key element because players become personally involved when they assume a role, and defeat becomes personal and less acceptable than in other types of games. Computer-based role-playing games are extremely popular because…

  2. 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.

  3. The Gaming of Policy and the Politics of Gaming: A Review

    ERIC Educational Resources Information Center

    Mayer, Igor S.

    2009-01-01

    This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…

  4. Winter Games.

    ERIC Educational Resources Information Center

    Tarbuth, Lawson, Comp.

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

  5. Game Face

    ERIC Educational Resources Information Center

    Weiner, Jill

    2005-01-01

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

  6. Problematic gaming exists and is an example of disordered gaming.

    PubMed

    Griffiths, Mark D; Kuss, Daria J; Lopez-Fernandez, Olatz; Pontes, Halley M

    2017-09-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because "Gaming Disorder" (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization's International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual's life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming.

  7. Quantum games of opinion formation based on the Marinatto-Weber quantum game scheme

    NASA Astrophysics Data System (ADS)

    Deng, Xinyang; Deng, Yong; Liu, Qi; Shi, Lei; Wang, Zhen

    2016-06-01

    Quantization has become a new way to investigate classical game theory since quantum strategies and quantum games were proposed. In the existing studies, many typical game models, such as the prisoner's dilemma, battle of the sexes, Hawk-Dove game, have been extensively explored by using quantization approach. Along a similar method, here several game models of opinion formations will be quantized on the basis of the Marinatto-Weber quantum game scheme, a frequently used scheme of converting classical games to quantum versions. Our results show that the quantization can fascinatingly change the properties of some classical opinion formation game models so as to generate win-win outcomes.

  8. 25 CFR 558.2 - Eligibility determination for granting a gaming license.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... LICENSES AND BACKGROUND INVESTIGATIONS FOR KEY EMPLOYEES AND PRIMARY MANAGEMENT OFFICIALS GAMING LICENSES FOR KEY EMPLOYEES AND PRIMARY MANAGEMENT OFFICIALS § 558.2 Eligibility determination for granting a... record, if any, and reputation, habits and associations to make a finding concerning the eligibility of a...

  9. 25 CFR 558.2 - Eligibility determination for granting a gaming license.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... LICENSES AND BACKGROUND INVESTIGATIONS FOR KEY EMPLOYEES AND PRIMARY MANAGEMENT OFFICIALS GAMING LICENSES FOR KEY EMPLOYEES AND PRIMARY MANAGEMENT OFFICIALS § 558.2 Eligibility determination for granting a... record, if any, and reputation, habits and associations to make a finding concerning the eligibility of a...

  10. Game Design & Development: Using Computer Games as Creative and Challenging Assignments

    ERIC Educational Resources Information Center

    Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange

    2008-01-01

    This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…

  11. Game on: The Impact of Game Features in Computer-Based Training

    ERIC Educational Resources Information Center

    DeRouin-Jessen, Renee E.

    2008-01-01

    The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's…

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

    PubMed Central

    Istrate, Dan; Perrochon, Anaick; Salle, Jean-Yves; Ho Ba Tho, Marie-Christine

    2017-01-01

    Background The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called “serious game for functional rehabilitation.” Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. Objective The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines. Methods A two-stage workflow was proposed using determinant framework. The development guideline includes the selection of three-dimensional (3D) computer graphics technologies and tools, the modeling of physical aspects, the design of rehabilitation scenarios, and the implementation of the proposed scenarios. The evaluation guideline consists of the definition of evaluation metrics, the execution of the evaluation campaign, the analysis of user results and feedbacks, and the improvement of the designed game. Results The case study for musculoskeletal disorders on the healthy control and patient groups showed the usefulness of these guidelines and associated games. All participants enjoyed the 2 developed games (football and object manipulation), and found them challenging and amusing. In particular, some healthy subjects increased their score when enhancing the level of difficulty. Furthermore, there were no risks and accidents associated with the execution of these games. Conclusions It is expected that with the proven effectiveness of the proposed guidelines and associated games, this new rehabilitation game may be translated into clinical routine practice for the benefit of patients with musculoskeletal disorders. PMID:28676468

  13. Games for Learning

    ERIC Educational Resources Information Center

    Gee, James Paul

    2013-01-01

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

  14. State game and wildlife area recreation use assessment: Michigan's Maple River state game area, fall 2005

    Treesearch

    Charles M. Nelson; Eric Steffey; Eric Clark

    2007-01-01

    Michigan state game and wildlife areas (SGA) provide the most public land in southern Michigan, where 8.5 million people reside. These areas are managed for wildlife habitat and wildlife associated recreation. They charge no entry fee, have many access points, and have little or no on-site staff. Recreational use on SGAs has not been assessed since the 1970s. This...

  15. Homemade Powerpoint Games: Game Design Pedagogy Aligned to the TPACK Framework

    ERIC Educational Resources Information Center

    Siko, Jason P.; Barbour, Michael K.

    2012-01-01

    While researchers are examining the role of playing games to learn, others are looking at using game design as an instructional tool. However, game-design software may require additional time to train both teachers and students. In this article, the authors discuss the use of Microsoft PowerPoint as a tool for game-design instruction and the…

  16. Asymmetric Evolutionary Games.

    PubMed

    McAvoy, Alex; Hauert, Christoph

    2015-08-01

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

  17. Asymmetric Evolutionary Games

    PubMed Central

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Bacon, Melanie A.; Ault, Marilyn M.

    2009-01-01

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

  19. 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

  20. Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming

    ERIC Educational Resources Information Center

    Farmer, Lesley S. J.

    2011-01-01

    Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…

  1. Video game playing in high school students: health correlates, gender differences and problematic gaming

    PubMed Central

    Desai, Rani A.; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N.

    2013-01-01

    There is concern about the potential for negative impact of video games on youth. However the existing literature on gaming is inconsistent and has often focused on aggression. Health correlates of gaming and the prevalence and correlates of problematic gaming have not been systematically studied. We anonymously surveyed 4,028 adolescents about gaming, reported problems with gaming, and other health behaviors. 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys, and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression, and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming appears associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies. PMID:21078729

  2. Teaching Using Computer Games

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  3. Cooperative Trust Games

    DTIC Science & Technology

    2013-01-01

    the more widely recognized competitive (non-cooperative) game theory. Cooperative game theory focuses on what groups of self-interested agents can...provides immediate justification for using non-cooperative game theory as the basis for modeling the purely competitive agents. 2.4. Superadditive...the competitive and altruistic contributions of the subset team. Definition: Given a payoff function ( ) in a subset team game , the total marginal

  4. Problematic gaming exists and is an example of disordered gaming

    PubMed Central

    Griffiths, Mark D.; Kuss, Daria J.; Lopez-Fernandez, Olatz; Pontes, Halley M.

    2017-01-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because “Gaming Disorder” (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization’s International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual’s life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming. PMID:28816501

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

    NASA Astrophysics Data System (ADS)

    Chmiel, Marjee

    2012-12-01

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

  6. 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…

  7. Teaching Communication and Conflict as a Game

    ERIC Educational Resources Information Center

    Yoshimura, Christina G.

    2017-01-01

    Courses: Communication and Conflict. Objectives: Through the use of a game-based framework, students will build intrinsic motivation to engage with course material and course content, and will engage their critical-thinking, problem-solving, and communication skills in relation to conflict management over the length of the course. A list of…

  8. Integration of Large-Scale Optimization and Game Theory for Sustainable Water Quality Management

    NASA Astrophysics Data System (ADS)

    Tsao, J.; Li, J.; Chou, C.; Tung, C.

    2009-12-01

    Sustainable water quality management requires total mass control in pollutant discharge based on both the principles of not exceeding assimilative capacity in a river and equity among generations. The stream assimilative capacity is the carrying capacity of a river for the maximum waste load without violating the water quality standard and the spirit of total mass control is to optimize the waste load allocation in subregions. For the goal of sustainable watershed development, this study will use large-scale optimization theory to optimize the profit, and find the marginal values of loadings as reference of the fair price and then the best way to get the equilibrium by water quality trading for the whole of watershed will be found. On the other hand, game theory plays an important role to maximize both individual and entire profits. This study proves the water quality trading market is available in some situation, and also makes the whole participants get a better outcome.

  9. Ontology of Serious Games

    ERIC Educational Resources Information Center

    Prayaga, Lakshmi; Rasmussen, Karen L.

    2008-01-01

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

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

    ERIC Educational Resources Information Center

    Gauthier, Andrea; Jenkinson, Jodie

    2017-01-01

    We designed a serious game, MolWorlds, to facilitate conceptual change about molecular emergence by using game mechanics (resource management, immersed 3rd person character, sequential level progression, and 3-star scoring system) to encourage cycles of productive negativity. We tested the value-added effect of game design by comparing and…

  11. Mobile Game for Learning Bacteriology

    ERIC Educational Resources Information Center

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

    2014-01-01

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

  12. Heterogeneous game resource distributions promote cooperation in spatial prisoner's dilemma game

    NASA Astrophysics Data System (ADS)

    Cui, Guang-Hai; Wang, Zhen; Yang, Yan-Cun; Tian, Sheng-Wen; Yue, Jun

    2018-01-01

    In social networks, individual abilities to establish interactions are always heterogeneous and independent of the number of topological neighbors. We here study the influence of heterogeneous distributions of abilities on the evolution of individual cooperation in the spatial prisoner's dilemma game. First, we introduced a prisoner's dilemma game, taking into account individual heterogeneous abilities to establish games, which are determined by the owned game resources. Second, we studied three types of game resource distributions that follow the power-law property. Simulation results show that the heterogeneous distribution of individual game resources can promote cooperation effectively, and the heterogeneous level of resource distributions has a positive influence on the maintenance of cooperation. Extensive analysis shows that cooperators with large resource capacities can foster cooperator clusters around themselves. Furthermore, when the temptation to defect is high, cooperator clusters in which the central pure cooperators have larger game resource capacities are more stable than other cooperator clusters.

  13. Mapping Learning and Game Mechanics for Serious Games Analysis

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  14. What Can K-12 School Leaders Learn from Video Games and Gaming?

    ERIC Educational Resources Information Center

    Halverson, Richard

    2005-01-01

    Schools have much to learn from video games and the gaming community. By providing compelling activities for motivating otherwise indifferent learners, video games can potentially help teachers improve the design of learning environments. However, there are considerable rhetorical and practical barriers between the schooling and gaming communities…

  15. 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.

  16. Computer Games as Instructional Tools.

    ERIC Educational Resources Information Center

    Bright, George W.; Harvey, John G.

    1984-01-01

    Defines games, instructional games, and computer instructional games; discusses several unique capabilities that facilitate game playing and may make computer games more attractive to students than noncomputer alternatives; and examines the potential disadvantages of using instructional computer games on a regular basis. (MBR)

  17. Making Sense of Game-Based User Data: Learning Analytics in Applied Games

    ERIC Educational Resources Information Center

    Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich

    2015-01-01

    Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…

  18. The development of video game enjoyment in a role playing game.

    PubMed

    Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika

    2013-04-01

    This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.

  19. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.

    PubMed

    Kuss, Daria J; Louws, Jorik; Wiers, Reinout W

    2012-09-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

  20. Men's harassment behavior in online video games: Personality traits and game factors.

    PubMed

    Tang, Wai Yen; Fox, Jesse

    2016-11-01

    Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  1. The siting game: A NIMBY primer. [Sites for waste management facilities: Not in my backyard

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

    Gibbs, L.M.; Lipsett, B.

    If it's a David-and-Goliath type struggle, then it's difficult to distinguish David from Goliath. For in the battle to site waste-management facilities, local opposition groups are virtually winning every time. A major reason for their victories is the coaching they get from people like the authors, who lead the Citizen's Clearinghouse for Hazardous Waste in Falls Church, Virginia. The clearinghouse provides opposition groups across the country with proven strategies for defeating proposals for landfills, incinerators, and hazardous-waste sites. For each move made by the advocates, the authors suggest a counter move in the high-stakes game of public persuasion. The underlyingmore » theme of siting strategies has been to bribe, confuse, or otherwise dupe the public into accepting disposal facilities.« less

  2. Extended non-local games and monogamy-of-entanglement games

    PubMed Central

    Johnston, Nathaniel; Mittal, Rajat; Watrous, John

    2016-01-01

    We study a generalization of non-local games—which we call extended non-local games—in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués–Pironio–Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al. concerning monogamy-of-entanglement games. PMID:27279771

  3. Using Tutors to Improve Educational Games: A Cognitive Game for Policy Argument

    ERIC Educational Resources Information Center

    Easterday, Matthew W.; Aleven, Vincent; Scheines, Richard; Carver, Sharon M.

    2017-01-01

    How might we balance assistance and penalties to intelligent tutors and educational games that increase learning and interest? We created two versions of an educational game for learning policy argumentation called Policy World. The game (only) version provided minimal feedback and penalized students for errors whereas the game+tutor version…

  4. A Mobile Game to Support Smoking Cessation: Prototype Assessment

    PubMed Central

    Fortugno, Nicholas; Scherlis, Daniel R

    2018-01-01

    Background Cigarette smoking results in an estimated seven million deaths annually. Almost half of all smokers attempt to quit each year, yet only approximately 6% are successful. Although there are multiple effective interventions that can increase these odds, substantial room remains for improvement. One effective approach to helping smokers quit is contingency management, where quitting is incentivized with the delivery of monetary rewards in exchange for objective evidence (eg, exhaled carbon monoxide levels) of abstinence. Objective We assessed the feasibility and promise of Inspired, a contingency management mobile app for smoking cessation that uses game-based rewards to incentivize abstinence from smoking instead of the monetary (or material) rewards typically used. We sought participant feedback and limited objective data on: the features and design of Inspired, interest in using Inspired when it becomes available, the likelihood of Inspired being an effective cessation aid, and the rank order preference of Inspired relative to other familiar smoking cessation aids. Methods Twenty-eight treatment-seeking smokers participated in this study. Participants attended a single one-hour session in which they received an overview of the goals of the Inspired mobile game, practiced submitting breath carbon monoxide (CO) samples, and played representative levels of the game. Participants were then told that they could play an extra level, or they could stop, complete an outcome survey, receive payment, and be dismissed. A sign-up sheet requesting personal contact information was available for those who wished to be notified when the full version of Inspired becomes available. Results Using binary criteria for endorsement, participants indicated that, assuming it was currently available and fully developed, they would be more likely to use Inspired than: any other smoking cessation aid (21/28, 75%), the nicotine patch (23/28, 82%), a drug designed to reduce smoking

  5. Spatial correlated games

    PubMed Central

    2017-01-01

    This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3, 150477. (doi:10.1098/rsos.150477)). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of correlation on Nash equilibrium strategy pairs. PMID:29291120

  6. Caffeine use in a Super Rugby game and its relationship to post-game sleep.

    PubMed

    Dunican, Ian C; Higgins, Charles C; Jones, Maddison J; Clarke, Michael W; Murray, Kevin; Dawson, Brian; Caldwell, John A; Halson, Shona L; Eastwood, Peter R

    2018-05-01

    To examine the relationship between regular game-related caffeine consumption on sleep after an evening Super Rugby game. Twenty elite rugby union players wore a wrist-activity monitor to measure sleep for three days before, three days after and on the night of an evening Super Rugby game (19:00-21:00). Players ingested caffeine as they would normally (i.e. before and sometimes during a game) and saliva samples were collected before (17:00) and after (21:30) the game for caffeine concentration. Compared to the nights leading up to the game, on the night of the game, players went to bed 3 h later (23:08 ± 66 min vs 02:11 ± 114 min; p < .001) and had 1:30 hh:mm less sleep (5:54 ± 2:59 vs 8:02 ± 1:24 hh:mm; p < .05) and four players did not sleep after the game. Post-game caffeine saliva concentrations were greater than pre-game levels in 17 players (Pre-game 0.40 µg/mL vs Post-game 2.77 µg/mL; p < .001). The increase in caffeine saliva concentrations was moderately associated with an increase in sleep latency (p < .05), a decrease in sleep efficiency (p < .05), and a trend for a decrease in sleep duration (p = .06) on game night. Caffeine consumption before a Super Rugby game markedly increases post-game saliva caffeine levels. This may contribute to the observed 3.5 h delay in time at sleep onset and the 1.5 h reduction in sleep duration on the night of the game. This study highlights the need for a strategic approach to the use of caffeine within a Super Rugby team considering the potential effect on post-game sleep.

  7. PROOF BY GAMES

    DTIC Science & Technology

    2016-03-01

    calculated dependency graph, which is used by the game logic to populate the game interface with various “clues”. The math runtime module is shown in...variable dependency data described in Section 3.3. In the game narrative, the “energy signature” table (See Figure 25) that delivers this...introduction of data dependency clues (see “energy signatures” above), which replaced a presentation of the FSAs that was included in the Phase One game . We

  8. We Are the Game Changers: An Open Gaming Literacy Programme

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Morini, Luca; Green, Kate; Masters, Alex; Bellamy-Woods, Tyrone

    2017-01-01

    This paper discusses the first iteration of Game Changers Programme hosted by Coventry University's Disruptive Media Learning Lab (DMLL), an open game design initiative. The Programme had the goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/ collaboration to make game design and development more…

  9. Stay Teen: Games

    MedlinePlus

    ... by You are here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 0 quiz ... Year’s Relationship Resolution Be? Shares · 0 Comments · 0 game Block Party Shares · 0 Comments · 0 quiz Should ...

  10. Video Game Player Profiles: Bridging Industry, Game Studies and Social Science Perspectives

    ERIC Educational Resources Information Center

    Frye, Jonathan M.

    2013-01-01

    For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of…

  11. Natural games

    NASA Astrophysics Data System (ADS)

    Anttila, Jani; Annila, Arto

    2011-10-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem.

  12. Digital games in health professions education: Advantages, disadvantages, and game engagement factors.

    PubMed

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing. Methods: Diverse databases were searched and the related papers were reviewed. Results: Considering the growing popularity of educational games in medical education, we attempted to classify their benefits, flaws, and engaging factors. Conclusion: Advantages, disadvantages, and engagement factors of educational digital games used for health professions education must be the focus of attention in designing games for health professions discipline.

  13. Digital games in health professions education: Advantages, disadvantages, and game engagement factors

    PubMed Central

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing. Methods: Diverse databases were searched and the related papers were reviewed. Results: Considering the growing popularity of educational games in medical education, we attempted to classify their benefits, flaws, and engaging factors. Conclusion: Advantages, disadvantages, and engagement factors of educational digital games used for health professions education must be the focus of attention in designing games for health professions discipline. PMID:29951418

  14. Engaging Systems Understanding through Games (Invited)

    NASA Astrophysics Data System (ADS)

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

    2013-12-01

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

  15. Behavioral Management of Exceptional Children Using Video Games as Reward.

    ERIC Educational Resources Information Center

    Buckalew, L.W.; Buckalew, Patricia Bowman

    1983-01-01

    Seventeen children ranging in age from 9 to 15 years and from grades four and eight in five classes for students with emotional conflicts were placed on a video game reward system. The observation of enhanced classroom decorum and individual performance of students suggest the effectiveness of this reward in modifying behavior. (Author/PN)

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

    PubMed

    Herrewijn, Laura; Poels, Karolien

    2013-01-01

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

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

    PubMed Central

    Herrewijn, Laura; Poels, Karolien

    2014-01-01

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

  18. An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games

    ERIC Educational Resources Information Center

    Baron, Tyler

    2017-01-01

    Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the…

  19. Games Superheroes Play: Teaching Game Theory with Comic Book Favorites

    ERIC Educational Resources Information Center

    O'Roark, Brian; Grant, William

    2018-01-01

    The valuable insights of game theory sometimes remain out of reach for students who are overwhelmed by the subject's complexity. Comic book applications of game theory, with superheroes as players, can facilitate enthusiasm and classroom interaction to enhance the learning of game theory. Drawing from content in superhero movies and books, the…

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

    ERIC Educational Resources Information Center

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions--namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning.…

  1. Serious Gaming in Medical Education: A Proposed Structured Framework for Game Development.

    PubMed

    Olszewski, Aleksandra E; Wolbrink, Traci A

    2017-08-01

    Serious games are increasingly being used for medical education. However, the design and development of serious games for the education of health professionals is highly variable, and very few articles report the development process used for game development. There are many established processes for software development that can improve and streamline development, and incorporating the best practices from educational pedagogy and software development may enhance teamwork and communication, decrease development costs, and improve the quality of serious games. In this article, we review and summarize the literature for serious game development for medical education, and combining the best practices, we propose a structured three-phase iterative development framework for serious game development.

  2. Symmetric Decomposition of Asymmetric Games.

    PubMed

    Tuyls, Karl; Pérolat, Julien; Lanctot, Marc; Ostrovski, Georg; Savani, Rahul; Leibo, Joel Z; Ord, Toby; Graepel, Thore; Legg, Shane

    2018-01-17

    We introduce new theoretical insights into two-population asymmetric games allowing for an elegant symmetric decomposition into two single population symmetric games. Specifically, we show how an asymmetric bimatrix game (A,B) can be decomposed into its symmetric counterparts by envisioning and investigating the payoff tables (A and B) that constitute the asymmetric game, as two independent, single population, symmetric games. We reveal several surprising formal relationships between an asymmetric two-population game and its symmetric single population counterparts, which facilitate a convenient analysis of the original asymmetric game due to the dimensionality reduction of the decomposition. The main finding reveals that if (x,y) is a Nash equilibrium of an asymmetric game (A,B), this implies that y is a Nash equilibrium of the symmetric counterpart game determined by payoff table A, and x is a Nash equilibrium of the symmetric counterpart game determined by payoff table B. Also the reverse holds and combinations of Nash equilibria of the counterpart games form Nash equilibria of the asymmetric game. We illustrate how these formal relationships aid in identifying and analysing the Nash structure of asymmetric games, by examining the evolutionary dynamics of the simpler counterpart games in several canonical examples.

  3. Gaming Preferences of Aging Generations.

    PubMed

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

    2014-01-01

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

  4. Video and Computer Games in the '90s: Children's Time Commitment and Game Preference.

    ERIC Educational Resources Information Center

    Buchman, Debra D.; Funk, Jeanne B.

    1996-01-01

    Examined electronic game-playing habits of 900 children. Found that time commitment to game-playing decreased from fourth to eighth grade. Boys played more than girls. Preference for general entertainment games increased across grades while educational games preference decreased. Violent game popularity remained consistent; fantasy violence was…

  5. Meta-Games in Information Work

    ERIC Educational Resources Information Center

    Huvila, Isto

    2013-01-01

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

  6. Post-game analysis: An initial experiment for heuristic-based resource management in concurrent systems

    NASA Technical Reports Server (NTRS)

    Yan, Jerry C.

    1987-01-01

    In concurrent systems, a major responsibility of the resource management system is to decide how the application program is to be mapped onto the multi-processor. Instead of using abstract program and machine models, a generate-and-test framework known as 'post-game analysis' that is based on data gathered during program execution is proposed. Each iteration consists of (1) (a simulation of) an execution of the program; (2) analysis of the data gathered; and (3) the proposal of a new mapping that would have a smaller execution time. These heuristics are applied to predict execution time changes in response to small perturbations applied to the current mapping. An initial experiment was carried out using simple strategies on 'pipeline-like' applications. The results obtained from four simple strategies demonstrated that for this kind of application, even simple strategies can produce acceptable speed-up with a small number of iterations.

  7. Gaming the Game: A Study of the Gamer Mode in Educational Wargaming

    ERIC Educational Resources Information Center

    Frank, Anders

    2012-01-01

    A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…

  8. Do violent video games impair the effectiveness of in-game advertisements? The impact of gaming environment on brand recall, brand attitude, and purchase intention.

    PubMed

    Yoo, Seung-Chul; Peña, Jorge

    2011-01-01

    The present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game condition, thus suggesting that the effects of gaming environment interacts with participants' gender. The findings supported the predictions of the limited capacity model of attention and cognitive priming effects. The results also extend previous studies on how violent media impair advertising effectiveness and provide practical implications for researchers and practitioners.

  9. Internet gaming addiction: current perspectives.

    PubMed

    Kuss, Daria J

    2013-01-01

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

  10. Video Game Development Strategies for Creating Successful Cognitively Challenging Games

    ERIC Educational Resources Information Center

    Williams, Walter K.

    2018-01-01

    The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was…

  11. From the Games Industry: Ten Lessons for Game-Based Learning

    ERIC Educational Resources Information Center

    Hollins, Paul; Whitton, Nicola

    2011-01-01

    This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses…

  12. Context-dependent player's movement interpretation: application to adaptive game development

    NASA Astrophysics Data System (ADS)

    Picard, Francois; Estraillier, Pascal

    2010-02-01

    Video games are more and more controlled by the real movements of the player. However, the player is constrained by the system devices, imposing a limited vocabulary of actions associated with a set of unnatural movements. To introduce more entertaining video games to players, a component-based architecture is proposed. It has been acknowledged as the starting point for the development of adaptive applications based on the hypothesis of a high level dialogue between the system and the player. The system adaptability relies on interpretation mechanisms of the player behaviors. These behaviors are defined through the representation of the real movements of the player who freely interacts with the 3D elements composing an immersive virtual environment, following a given game scenario. The efficient interpretation of the player movements relies on the introduction in the system of the management of the scene's context. The contextual information not only helps to determine the true meaning of an observed behavior but also makes the system to adapt its processes regarding this interpretation, while managing its hardware and software resources efficiently. A commercial motion capture interface has been enhanced by the elaboration of such a system.

  13. Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.

    PubMed

    Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann

    2016-01-01

    This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.

  14. Serious simulation game development for energy transition education using integrated framework game design

    NASA Astrophysics Data System (ADS)

    Destyanto, A. R.; Putri, O. A.; Hidayatno, A.

    2017-11-01

    Due to the advantages that serious simulation game offered, many areas of studies, including energy, have used serious simulation games as their instruments. However, serious simulation games in the field of energy transition still have few attentions. In this study, serious simulation game is developed and tested as the activity of public education about energy transition which is a conversion from oil to natural gas program. The aim of the game development is to create understanding and awareness about the importance of energy transition for society in accelerating the process of energy transition in Indonesia since 1987 the energy transition program has not achieved the conversion target yet due to the lack of education about energy transition for society. Developed as a digital serious simulation game following the framework of integrated game design, the Transergy game has been tested to 15 users and then analysed. The result of verification and validation of the game shows that Transergy gives significance to the users for understanding and triggering the needs of oil to natural gas conversion.

  15. Quantum game application to spectrum scarcity problems

    NASA Astrophysics Data System (ADS)

    Zabaleta, O. G.; Barrangú, J. P.; Arizmendi, C. M.

    2017-01-01

    Recent spectrum-sharing research has produced a strategy to address spectrum scarcity problems. This novel idea, named cognitive radio, considers that secondary users can opportunistically exploit spectrum holes left temporarily unused by primary users. This presents a competitive scenario among cognitive users, making it suitable for game theory treatment. In this work, we show that the spectrum-sharing benefits of cognitive radio can be increased by designing a medium access control based on quantum game theory. In this context, we propose a model to manage spectrum fairly and effectively, based on a multiple-users multiple-choice quantum minority game. By taking advantage of quantum entanglement and quantum interference, it is possible to reduce the probability of collision problems commonly associated with classic algorithms. Collision avoidance is an essential property for classic and quantum communications systems. In our model, two different scenarios are considered, to meet the requirements of different user strategies. The first considers sensor networks where the rational use of energy is a cornerstone; the second focuses on installations where the quality of service of the entire network is a priority.

  16. The Easiest Lights Out Games

    ERIC Educational Resources Information Center

    Torrence, Bruce

    2011-01-01

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

  17. Games and Diabetes

    PubMed Central

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

    2015-01-01

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

  18. Quantum game theory

    NASA Astrophysics Data System (ADS)

    Stohler, Michael Lehman

    2002-01-01

    Non-cooperative quantum games have received much attention recently. This thesis defines and divides current works into two major categories of gaming techniques with close attention paid to Nash equilibria, form and possibilities for the payoff functions, and the benefits of using a quantum strategy. In addition to comparing and contrasting these techniques, new applications and calculations are discussed. Finally, the techniques are expanded into 3 x 3 games which allows the study of non-transitive strategies in quantum games.

  19. Using Games Invention with Elementary Children--Teaching for Understanding: Tactical Approaches to Teaching Games.

    ERIC Educational Resources Information Center

    Curtner-Smith, Matthew D.

    1996-01-01

    Explains how teachers of students in grades four through six can use the Teaching Games for Understanding Approach and incorporate games invention into the physical education curriculum. A three-step model is proposed: selection and modification of games; teaching games with an understanding approach; and student invention of games. Summaries of…

  20. Debriefing in Moodle: Written Feedback on Trust and Knowledge Sharing in a Social Dilemma Game

    ERIC Educational Resources Information Center

    Oertig, Margaret

    2010-01-01

    This article describes a new approach to debriefing that uses the discussion forum feature of the Moodle open source course management system to debrief a simulation game with undergraduate business students. The simulation game allowed the students to experience the fragility of trust when sharing knowledge in a global virtual project team. I…

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

    ERIC Educational Resources Information Center

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

    2005-01-01

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

  2. Online Strategy Games.

    ERIC Educational Resources Information Center

    Dye, Bryan

    2002-01-01

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

  3. [Principle directions for the creation and organization of the system of sanitary-epidemiological safety during the preparations for the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    PubMed

    Onishchenko, G G; Bragina, I V; Ezhlova, E B; Demina, V P; Gorskiĭ, A A; Gus'kov, A S; Aksenova, O I; Ivanov, G E; Klindukhov, V P; Nikolaevich, P N; Grechanaia, T B; Kulichenko, A N; Maletskaia, O V; Manin, E A; Parkhomenko, V V; Kulichenko, O A

    2015-01-01

    The paper generalizes the experience of formation of protection system against biological threats and ensuring sanitary and epidemiological welfare during preparation for the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi. The basic steps for creating this system, since 2007, participation and role of Rospotrebnadzor in this process are shown. The paper deals with such questions as the governmental and administrative structures with federal agencies interaction, development of a regulatory framework governing the safety system of the Olympic Games, development of algorithms of information exchange and management decisions, biological safety in developing infrastructure in Sochi.

  4. A Comparison of the Effectiveness of a Game Informed Online Learning Activity and Face to Face Teaching in Increasing Knowledge about Managing Aggression in Health Settings

    ERIC Educational Resources Information Center

    McKenzie, Karen

    2013-01-01

    The present study compared the impact of face to face teaching with a short online game informed learning activity on health participants' knowledge about, and confidence in, managing aggressive situations. Both forms of teaching resulted in a significant increase in participants' knowledge and confidence. Face to face training led to…

  5. Combinatorial optimization games

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

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

    1997-06-01

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

  6. Gaming Preferences of Aging Generations

    PubMed Central

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

    2017-01-01

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

  7. Extension of the simulated drinking game procedure to multiple drinking games.

    PubMed

    Cameron, Jennifer M; Leon, Matthew R; Correia, Christopher J

    2011-08-01

    The present study extended the Simulated Drinking Game Procedure (SDGP) to obtain information about different types of drinking games. Phase I participants (N = 545) completed online screening questionnaires assessing substance use and drinking game participation. Participants who met the selection criteria for Phase II (N = 92) participated in laboratory sessions that consisted of three different periods of drinking game play. Sixty-two percent (N = 57) of the sample was female. Data from these sessions was used to estimate the peak Blood Alcohol Concentration (BAC) a participant would achieve if they consumed alcohol while participating in the SDGP. Total consumption and estimated BAC varied as a function of game type. The total consumption and estimated BAC obtained while playing Beer Pong and Memory varied significantly as a function of group. Total ounces consumed while playing Three Man varied significantly as a function of group; however, the variation in estimated BAC obtained while playing Three Man was not significant. Results indicated that estimated BACs were higher for female participants across game type. Previous experience playing the three drinking games had no impact on total drink consumption or estimated BAC obtained while participating in the SDGP. The present study demonstrated that the SDGP can be used to generate estimates of how much alcohol is consumed and the associated obtained BAC during multiple types of drinking games. In order to fully examine whether previous experience factors in to overall alcohol consumption and BAC, future research should extend the SDGP to incorporate laboratory administration of alcohol during drinking game participation. (c) 2011 APA, all rights reserved.

  8. Game Literacy, Gaming Cultures and Media Education

    ERIC Educational Resources Information Center

    Partington, Anthony

    2010-01-01

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

  9. Inclusive Game Design Facilitating Shared Gaming Experience

    ERIC Educational Resources Information Center

    Wilhelmsson, UIf; Engström, Henrik; Brusk, Jenny; Östblad, Per Anders

    2017-01-01

    This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio…

  10. Serious Game Evaluation as a Meta-Game

    ERIC Educational Resources Information Center

    Hall, Lynne; Jones, Susan Jane; Aylett, Ruth; Hall, Marc; Tazzyman, Sarah; Paiva, Ana; Humphries, Lynne

    2013-01-01

    Purpose: This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach: In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the…

  11. Cultivating Critical Game Makers in Digital Game-Based Learning: Learning from the Arts

    ERIC Educational Resources Information Center

    Denham, André R.; Guyotte, Kelly W.

    2018-01-01

    Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…

  12. Learning with Calculator Games

    ERIC Educational Resources Information Center

    Frahm, Bruce

    2013-01-01

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

  13. Assessing Game Experiences

    ERIC Educational Resources Information Center

    Gaydos, Matthew; Harris, Shannon; Squire, Kurt

    2016-01-01

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

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

    PubMed

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

    2011-06-01

    Handwashing, respiratory hygiene and antibiotic resistance remain major public health concerns. In order to facilitate an effective outcome when teaching the basic principles of hand and respiratory hygiene, educational interventions should first target school children. As computer games are ubiquitous in most children's lives, e-Bug developed computer games targeted at teaching children handwashing, respiratory hygiene and antibiotic resistance. The games were designed for two target audiences: junior school children (9-12 year olds); and senior school children (13-15 year olds). Between May and August 2009, the finalized junior game underwent an evaluation in three UK schools (in Glasgow, Gloucester and London), involving 62 children in the schools and ∼ 1700 players accessing the junior game online. The e-Bug junior game consists of a number of levels of play, each of which promotes a set of learning outcomes (LOs). These LOs, complementary to those in the e-Bug packs, are expressed through the game mechanics (the rules of the game) rather than through story or dialogue. Although the junior game's evaluation demonstrated a statistically significant change in the knowledge for only a small number of given LOs, because many children had the required knowledge already before playing the game, this is e-Bug's first statistical study on the junior game and the first comprehensive evaluation of its kind. Future work includes a re-examination of the quiz-style questionnaires utilized in this study and an exploration of the potential knowledge change acquired strictly through engagement.

  15. Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.

    PubMed

    Bul, Kim C M; Franken, Ingmar H A; Van der Oord, Saskia; Kato, Pamela M; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; van den Heuvel, Ria; van Slagmaat, Rens; Maras, Athanasios

    2015-12-01

    The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.

  16. Games Children Play: How Games and Sport Help Children Develop.

    ERIC Educational Resources Information Center

    Brooking-Payne, Kim

    This book presents games for children, teenagers, and adults, explaining how each game can help children develop in a holistic way. It begins by discussing tips for teaching games, how to deal with children who break the rules, and what type of equipment to use. The book provides help on how to approach play within each of the different age…

  17. Internet gaming addiction: current perspectives

    PubMed Central

    Kuss, Daria J

    2013-01-01

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

  18. KAZAN: Will you survive the next geodisaster? An educational game for raising awareness about geohazards and risk reduction strategies

    NASA Astrophysics Data System (ADS)

    Mossoux, Sophie; Delcamp, Audray; Poppe, Sam; Kervyn, Matthieu

    2015-04-01

    Natural disasters remain too often presented in the media as the results from extreme natural phenomena affecting helpless people. School students and stakeholders, especially in developing countries, have a limited awareness of the different components of disasters and of the complementary strategies existing to mitigate their impacts. Using the specific example of the Ngazidja Island (Comoros), we developed and tested a new board game aiming at raising awareness about geohazards (i.e. earthquake, tsunami, lava flow, volcanic ash fall). This game highlights the various and spatially-variable geohazard impacts on the exposed population, the key role played by livelihood strategies and the access to natural resources in controlling long term impacts, and the capacity of a community to act in reducing its vulnerability to natural hazards. The target public of this game are 1. secondary school students, 2. scientists and stakeholders involved to some degree in risk management activities, and 3. people exposed to these hazards. For the first group, the aim is to allow them to better interpret the disaster to which they are confronted in the media, whereas for the second group, the objective is to generate discussion about the efficiency and complementarity of contrasted risk management strategies. The objective for the last group is to help them to understand the hazard to which they are confronted in order to be better prepared. In this contribution, we will present the game board and the implemented rules. This game was tested with several groups of secondary school students in Belgium and with geologists and risk managers in Tanzania and in the Comores. On the basis of the analysis of the game strategies developed by the players, their reactions during the game and their answers to a short questionnaire, we analyse the main learning outcomes that are conveyed by this game. We compare these outcomes with key elements of the risk management, focusing on geohazards in

  19. Non-Serious Serious Games

    ERIC Educational Resources Information Center

    Hudson, Matthew

    2016-01-01

    Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…

  20. Tolerance in Internet gaming disorder: A need for increasing gaming time or something else?

    PubMed

    King, Daniel L; Herd, Madeleine C E; Delfabbro, Paul H

    2017-12-01

    Background and aims The criterion of tolerance in DSM-5 Internet gaming disorder (IGD) refers to a need for increasing time spent gaming. However, this focus on "need for gaming time" may overlook some of the broader motivations, outcomes, or effects of gaming that underlie excessive play. This study aimed to explore regular and problematic gamers' experiences and perceptions of tolerance in IGD. Methods An online survey of 630 adult gamers yielded 1,417 text responses to open-ended questions. A thematic analysis of 23,373 words was conducted to extract dominant themes. Results Participants reported that they increasingly desired game items, status, or story progress as they became more involved or invested in games. As players develop higher standards of play in games, an increasing number of potential reward outcomes may have diminishing mood-modifying effects. None of the participants, including those with self-reported IGD, explicitly referred to a need for increasing time spent gaming. Discussion and conclusions These results suggest that players may be motivated by preferences for specific goals or reinforcers in games rather than wanting an amount of time spent gaming. Thus, problematic gaming may involve a need for completion of increasingly intricate, time-consuming, or difficult goals to achieve satisfaction and/or reduce fears of missing out. Further research is needed to determine whether these cognitive and motivational factors related to gaming stimuli should extend or replace the concept of tolerance in IGD or be considered as separate but related processes in disordered gaming.

  1. Stability of Zero-Sum Games in Evolutionary Game Theory

    NASA Astrophysics Data System (ADS)

    Knebel, Johannes; Krueger, Torben; Weber, Markus F.; Frey, Erwin

    2014-03-01

    Evolutionary game theory has evolved into a successful theoretical concept to study mechanisms that govern the evolution of ecological communities. On a mathematical level, this theory was formalized in the framework of the celebrated replicator equations (REs) and its stochastic generalizations. In our work, we analyze the long-time behavior of the REs for zero-sum games with arbitrarily many strategies, which are generalized versions of the children's game Rock-Paper-Scissors.[1] We demonstrate how to determine the strategies that survive and those that become extinct in the long run. Our results show that extinction of strategies is exponentially fast in generic setups, and that conditions for the survival can be formulated in terms of the Pfaffian of the REs' antisymmetric payoff matrix. Consequences for the stochastic dynamics, which arise in finite populations, are reflected by a generalized scaling law for the extinction time in the vicinity of critical reaction rates. Our findings underline the relevance of zero-sum games as a reference for the analysis of other models in evolutionary game theory.

  2. Store-and-feedforward adaptive gaming system for hand-finger motion tracking in telerehabilitation.

    PubMed

    Lockery, Daniel; Peters, James F; Ramanna, Sheela; Shay, Barbara L; Szturm, Tony

    2011-05-01

    This paper presents a telerehabilitation system that encompasses a webcam and store-and-feedforward adaptive gaming system for tracking finger-hand movement of patients during local and remote therapy sessions. Gaming-event signals and webcam images are recorded as part of a gaming session and then forwarded to an online healthcare content management system (CMS) that separates incoming information into individual patient records. The CMS makes it possible for clinicians to log in remotely and review gathered data using online reports that are provided to help with signal and image analysis using various numerical measures and plotting functions. Signals from a 6 degree-of-freedom magnetic motion tracking system provide a basis for video-game sprite control. The MMT provides a path for motion signals between common objects manipulated by a patient and a computer game. During a therapy session, a webcam that captures images of the hand together with a number of performance metrics provides insight into the quality, efficiency, and skill of a patient.

  3. German War Gaming

    DTIC Science & Technology

    2012-07-01

    This game became known as ajedrez in Spanish, xadres in Portuguese, and zatrikion in Greek. The game was introduced to Western Europe generally by...six companies, one or two cavalry squadrons, and a quarter or a half of a battery.59 A large game en - compassed the tactical exercise of forces up

  4. Institutional games played by confined juveniles.

    PubMed

    Bartollas, C; Sieverdes, C M

    1983-01-01

    This study examined the games played by 561 juvenile offenders confined in six coeducational correctional facilities in one state. The types of games these residents used against staff and peers within the confines of the institution varied considerably. The study documented nineteen games used by males and females, twelve to deal with staff and seven to deal with peers. The games were defined as therapeutic games, material games, psychological games, and physical games. Peer-oriented games included attention-seeking activities and a variety of dominance games. Additionally, these games were described and tabulated according to the sex and race of the residents. The conclusion was that game-playing behavior was no less frequent in coeducational institutions than it was in single-sex institutions.

  5. A Systematic Literature Review of Empirical Evidence on Computer Games and Serious Games

    ERIC Educational Resources Information Center

    Connolly, Thomas M.; Boyle, Elizabeth A.; MacArthur, Ewan; Hainey, Thomas; Boyle, James M.

    2012-01-01

    This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and…

  6. Educational Games in Practice: The Challenges Involved in Conducting a Game-Based Curriculum

    ERIC Educational Resources Information Center

    Marklund, Björn Berg; Taylor, Anna-Sofia Alklind

    2016-01-01

    The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game-based learning has focused heavily on the coupling between game designs,…

  7. Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder.

    PubMed

    Eichenbaum, Adam; Kattner, Florian; Bradford, Daniel; Gentile, Douglas A; Green, C Shawn

    2015-08-01

    Research indicates that a small subset of those who routinely play video games show signs of pathological habits, with side effects ranging from mild (e.g., being late) to quite severe (e.g., losing a job). However, it is still not clear whether individual types, or genres, of games are most strongly associated with Internet gaming disorder (IGD). A sample of 4,744 University of Wisconsin-Madison undergraduates (Mage=18.9 years; SD=1.9 years; 60.5% female) completed questionnaires on general video game playing habits and on symptoms of IGD. Consistent with previous reports: 5.9-10.8% (depending on classification criteria) of individuals who played video games show signs of pathological play. Furthermore, real-time strategy and role-playing video games were more strongly associated with pathological play, compared with action and other games (e.g., phone games). The current investigation adds support to the idea that not all video games are equal. Instead, certain genres of video games, specifically real-time strategy and role-playing/fantasy games, are disproportionately associated with IGD symptoms.

  8. Are digital games perceived as fun or danger? Supporting and suppressing different game-related concepts.

    PubMed

    Kneer, Julia; Glock, Sabine; Beskes, Sara; Bente, Gary

    2012-11-01

    Violent digital game play has repeatedly been discussed to be strongly related to aggression and emotional instability. Thus, digital game players have to defend against these prejudices through emphasizing positive game-related concepts such as achievement, social interaction, and immersion. We experimentally investigated which positive- and negative-concept players and nonplayers activate when being primed with digital games. Participants were either exposed to violent or nonviolent game content and were required to work on a lexical decision task. Results showed that response latencies for the concept aggression and emotional instability were faster than for neutral concepts (not associated with digital games), but slower than for the positive concepts sociality and competition. Both players and nonplayers felt the need to defend against prejudices and emphasized positive concepts. Neither their own gaming experience nor the game content influenced the results. Being a part of the net generation is sufficient to suppress negative game-related concepts and to support positive game-related concepts to protect digital games as common leisure activity among peers.

  9. Role of video games in improving health-related outcomes: a systematic review.

    PubMed

    Primack, Brian A; Carroll, Mary V; McNamara, Megan; Klem, Mary Lou; King, Brandy; Rich, Michael; Chan, Chun W; Nayak, Smita

    2012-06-01

    Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it also may be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Central Register of Controlled Trials. Reference lists were hand-searched to identify additional studies. Only RCTs that tested the effect of video games on a positive, clinically relevant health consequence were included. Study selection criteria were strictly defined and applied by two researchers working independently. Study background information (e.g., location, funding source); sample data (e.g., number of study participants, demographics); intervention and control details; outcomes data; and quality measures were abstracted independently by two researchers. Of 1452 articles retrieved using the current search strategy, 38 met all criteria for inclusion. Eligible studies used video games to provide physical therapy, psychological therapy, improved disease self-management, health education, distraction from discomfort, increased physical activity, and skills training for clinicians. Among the 38 studies, a total of 195 health outcomes were examined. Video games improved 69% of psychological therapy outcomes, 59% of physical therapy outcomes, 50% of physical activity outcomes, 46% of clinician skills outcomes, 42% of health education outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes. Study quality was generally poor; for example, two thirds (66%) of studies had follow-up periods of <12 weeks, and only 11% of studies blinded researchers. There is potential promise for video games to improve health outcomes, particularly in the areas of psychological

  10. Violence in Teen-Rated Video Games

    PubMed Central

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

    2004-01-01

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

  11. Violence in teen-rated video games.

    PubMed

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

    2004-03-11

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

  12. Educating Information Systems Students on Business Process Management (BPM) through Digital Gaming Metaphors of Virtual Reality

    ERIC Educational Resources Information Center

    Lawler, James P.; Joseph, Anthony

    2010-01-01

    Digital gaming continues to be an approach for enhancing methods of pedagogy. The study evaluates the effectiveness of a gaming product of a leading technology firm in engaging graduate students in an information systems course at a major northeast institution. Findings from a detailed perception survey of the students indicate favorable…

  13. International Cooperative Games.

    ERIC Educational Resources Information Center

    Hoppe, Christine

    The book "Of Play and Playfulness" (Eastern Cooperative Recreation School, 1990) is recommended as a source of ideas for second language learning games. It describes folk dances, ideas for crafts, puppetry, games, and a variety of other activities from many countries. Several games from the book, easy to teach in a foreign language or…

  14. National Gaming Council.

    ERIC Educational Resources Information Center

    House, Peter W.; And Others

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

  15. Decomposition of Multi-player Games

    NASA Astrophysics Data System (ADS)

    Zhao, Dengji; Schiffel, Stephan; Thielscher, Michael

    Research in General Game Playing aims at building systems that learn to play unknown games without human intervention. We contribute to this endeavour by generalising the established technique of decomposition from AI Planning to multi-player games. To this end, we present a method for the automatic decomposition of previously unknown games into independent subgames, and we show how a general game player can exploit a successful decomposition for game tree search.

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

    NASA Astrophysics Data System (ADS)

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

    2015-12-01

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

  17. An Authoring Tool for Educational Adventure Games: Concept, Game Models and Authoring Processes

    ERIC Educational Resources Information Center

    Mehm, Florian; Göbel, Stefan; Steinmetz, Ralf

    2013-01-01

    The genre of educational adventure games is a common and successful choice in game-based learning. The games combine captivating narratives that motivate players to continue playing with game mechanics that are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and focused on puzzles that can be…

  18. The Effect of Game-Based Interventions in Rehabilitation of Diabetics: A Systematic Review and Meta-Analysis.

    PubMed

    Christensen, Jan; Valentiner, Laura Staun; Petersen, Rikke Juelsgaard; Langberg, Henning

    2016-10-01

    Game-based interventions have been proposed as a way to improve both patient adherence to physical activity (PA) and disease-related knowledge to achieve better self-management of blood glucose levels (HbA1c). The objective of this study was to systematically review the literature on the effect of game-based interventions on HbA1c, diabetes-related knowledge, and physical outcomes in rehabilitation of diabetes patients. We conducted a systematic literature search in MEDLINE, EMBASE, PEDro, Scopus, Cochrane Central Register of Controlled Trials, CINAHL, and Psych INFO in October 2014 based on a priori defined inclusion criteria: patients with diabetes (type 1 or type 2), game-based interventions, and randomized controlled trials. The database search identified 1,101 potential articles for screening, four of which were eligible for the present systematic review. Game-based interventions show no effect on HbA1c (three studies) standardized mean difference = -0.10, 95% confidence interval = [-0.33, 0.14] compared to usual care or waiting lists. Game-based interventions were superior to controls in improving health-related quality of life, muscle strength, and balance (one study). No difference was found between game-based interventions and usual care or waiting lists in terms of diabetes-related knowledge (one study). PA is important for diabetes management. The present review indicates that game-based interventions are not superior to ordinary PA in controlling HbA1c. Due to the weak methodological quality of the included studies and the very low body of evidence, the likelihood that the real effect of game-based interventions will be substantially different (i.e., large enough difference to possibly affect decision-making) is high.

  19. How do passion for video games and needs frustration explain time spent gaming?

    PubMed

    Mills, Devin J; Milyavskaya, Marina; Mettler, Jessica; Heath, Nancy L; Derevensky, Jeffrey L

    2018-04-01

    Research applying self-determination theory and the dualistic model of passion (DMP) has shown video games may satisfy basic psychological needs (i.e., competence, autonomy, and relatedness) and be identified as a passion. The DMP distinguishes between healthy or harmonious passion and problematic or obsessive passion (OP), with the latter reflecting an overreliance towards one's passion to obtain needs satisfaction. The experience of daily obstructions to needs satisfaction, or needs frustration (NF), may facilitate such an overreliance. This study explored how NF and both types of passion explain the amount of time that university students spend gaming. The overall association between NF and time spent gaming was not significant. However, for video game users with low levels of OP for gaming, there was a significant negative association between NF and time spent gaming. Additionally, evidence of a mutually reinforcing association between NF and OP for gaming indicates that a vicious cycle exists, whereby a strong OP for gaming predicts and is reinforced by greater NF. The theoretical implications are discussed. © 2018 The British Psychological Society.

  20. Excessive and addictive gaming control using counselling agent in online game design

    NASA Astrophysics Data System (ADS)

    Ididi, Italumeh O.; Hassan, Sa'adah; Ghani, Abdul Azim Abd; Ali, Norhayati Mohd

    2017-10-01

    In recent times, online game play has become a food for thought to concerned individuals, researchers and authorities of various countries due to its excessive and addictive usage. Although, various government have taken certain measures such as shutting down internet cafe at certain hours of the day, censoring the most brutal, offensive and aggressive sections of certain games before they are released. Researchers have advised developers on ways of limiting harm on players by suggesting design changes on time limit. Furthermore, researchers have also suggested that online game distributors ought to make available appropriate referral services. The impart of the above are yet to make any remarkable impact on players. In this paper, we have proposed a Counseling Agent model integrating informative and self-appraisal messages in online game design as a control measure. Informative and self-appraisal messaging in games have proven optimistic through making positive impact on player's thoughts and behavior towards gaming. These messages are expected to remind players about the negative impact of excessive and addictive gaming habits, as well as suggesting possible reductive solutions through message streaming.

  1. Bringing your a-game: Educational gaming for student success.

    PubMed

    Strickland, Haley P; Kaylor, Sara K

    2016-05-01

    The purpose of this article is to describe the theoretical basis for the integration of gaming in nursing education and discuss aspects related to the implementation of "The Race for Nursing Student Success" game. This game was designed for 112 junior-level baccalaureate nursing students enrolled in a fundamentals nursing course. Students were divided into groups of 5-8 and rotated through ten specific learning activities that took place in various locations throughout the nursing building. Student and faculty feedback indicated positive responses to this instructional strategy and also promoted a learner-centered teaching environment. This learning activity supports the use of educational gaming as a means to develop learner-centered environments that provide experiential experiences, enhance learning, and stimulate interest, and motivation for students to learn. Copyright © 2016 Elsevier Ltd. All rights reserved.

  2. Chances and Limitations of Video Games in the Fight against Childhood Obesity-A Systematic Review.

    PubMed

    Mack, Isabelle; Bayer, Carolin; Schäffeler, Norbert; Reiband, Nadine; Brölz, Ellen; Zurstiege, Guido; Fernandez-Aranda, Fernando; Gawrilow, Caterina; Zipfel, Stephan

    2017-07-01

    A systematic literature search was conducted to assess the chances and limitations of video games to combat and prevent childhood obesity. This search included studies with video or computer games targeting nutrition, physical activity and obesity for children between 7 and 15 years of age. The study distinguished between games that aimed to (i) improve knowledge about nutrition, eating habits and exercise; (ii) increase physical activity; or (iii) combine both approaches. Overall, the games were well accepted. On a qualitative level, most studies reported positive effects on obesity-related outcomes (improvement of weight-related parameters, physical activity or dietary behaviour/knowledge). However, the observed effects were small. The games did not address psychosocial aspects. Using video games for weight management exclusively does not deliver satisfying results. Video games as an additional guided component of prevention and treatment programs have the potential to increase compliance and thus enhance treatment outcome. Copyright © 2017 John Wiley & Sons, Ltd and Eating Disorders Association. Copyright © 2017 John Wiley & Sons, Ltd and Eating Disorders Association.

  3. Gaming Gains Respect

    ERIC Educational Resources Information Center

    Richardson, Will

    2012-01-01

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

  4. Gaming and the Commodities Market: An Economic-Based Game for Developing Reasoning Skills

    ERIC Educational Resources Information Center

    Witschonke, Christopher; Herrera, Jose Maria

    2013-01-01

    The authors describe an economics-based game they have developed to instruct student teachers in the value of games and gaming for developing reasoning and decision-making skills in economics in K-12 students (5-18-year-olds). The game is designed to progress through each grade level so that by high school students have a thorough appreciation and…

  5. A comparison of the effectiveness of a game informed online learning activity and face to face teaching in increasing knowledge about managing aggression in health settings.

    PubMed

    McKenzie, Karen

    2013-12-01

    The present study compared the impact of face to face teaching with a short online game informed learning activity on health participants' knowledge about, and confidence in, managing aggressive situations. Both forms of teaching resulted in a significant increase in participants' knowledge and confidence. Face to face training led to significantly greater increases in knowledge but was equivalent in terms of confidence. Both forms of teaching were rated positively, but face to face teaching received significantly higher ratings than the online activity. The study suggests that short online game informed learning activities may offer an effective alternative for health professional training where face to face training is not possible. Further research is needed on the longer term impact of both types of training on practice.

  6. Superman vs. BAD man? The effects of empathy and game character in violent video games.

    PubMed

    Happ, Christian; Melzer, André; Steffgen, Georges

    2013-10-01

    Recent findings indicate that events in video games, as well as players' perceptions of game characters, moderate well-established video game effects. This includes the level of identification with game characters, and players' interpretation of whether or not the actions of the characters are conceived as moral. In the present study, it was tested whether manipulating empathy for well-known game characters influences video game effects in a violent beat-'em-up game. As was expected, playing the comic hero Superman led to more prosocial behavior (i.e., returning a lost letter) than playing the evil villain Joker. A similar positive effect was observed for inducing game characters as warm and empathic before playing. Compared to a neutral text, participants in the empathy text condition judged the violence in the game as less justified, irrespective of game character. When looking at hostile perception, an interaction was found between empathy and game character. For Superman, empathy led participants to interpret neutral faces as less aggressive. When playing the evil Joker, however, empathy even increased hostile perception. This is in line with previous findings that empathy may not be positive per se. In fact, it may backfire depending on the interaction of game characters and the empathy players feel for them.

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

    PubMed

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

    2009-10-01

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

  8. Videogame Mechanics in Games for Health.

    PubMed

    Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M

    2013-08-01

    Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

  9. Evolutionary games in the multiverse.

    PubMed

    Gokhale, Chaitanya S; Traulsen, Arne

    2010-03-23

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

  10. Evolutionary games in the multiverse

    PubMed Central

    Gokhale, Chaitanya S.; Traulsen, Arne

    2010-01-01

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

  11. Game Warden

    DTIC Science & Technology

    1976-01-01

    18 Py ’chologicalf operations ........ i.. . * ...... ~..,..24 Game Warden in;h the’RSSZ sete o.. & . e ........ o 99oao999*ie ooo ... a e o...o 26 Game , VWarden ih. the’ Mekong Delta o o o ** ***~o e ........... o oeoo * eoee , 4f -’. 30 The situa~tion,’in October .1968 **99*9*9*999*9*999999...H - Mekong RiVer xiierchant ship smuggling f.. * f.. e .o"f ao ..o.o H-i - H-2 Appendix I - Game Wardenchronology............... I-1-1!-is Appendi*, J

  12. Changing the Game: What Happens when Video Games Enter the Classroom?

    ERIC Educational Resources Information Center

    Squire, Kurt

    2005-01-01

    Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about building next-generation learning environments from games. While online courses are usually little more than "online course notes," games offer entire…

  13. Math Games for the Young Child.

    ERIC Educational Resources Information Center

    Azzolino, Agnes

    This is a textbook of games for children of ages two through seven. In each section, games are listed from the basic to the more sophisticated and advanced. The book contains sections addressing: (1) counting and counting games; (2) travel games; (3) card games; (4) board games; and (5) games and activities with other things. (PK)

  14. The Role of Auditory Features Within Slot-Themed Social Casino Games and Online Slot Machine Games.

    PubMed

    Bramley, Stephanie; Gainsbury, Sally M

    2015-12-01

    Over the last few years playing social casino games has become a popular entertainment activity. Social casino games are offered via social media platforms and mobile apps and resemble gambling activities. However, social casino games are not classified as gambling as they can be played for free, outcomes may not be determined by chance, and players receive no monetary payouts. Social casino games appear to be somewhat similar to online gambling activities in terms of their visual and auditory features, but to date little research has investigated the cross over between these games. This study examines the auditory features of slot-themed social casino games and online slot machine games using a case study design. An example of each game type was played on three separate occasions during which, the auditory features (i.e., music, speech, sound effects, and the absence of sound) within the games were logged. The online slot-themed game was played in demo mode. This is the first study to provide a qualitative account of the role of auditory features within a slot-themed social casino game and an online slot machine game. Our results found many similarities between how sound is utilised within the two games. Therefore the sounds within these games may serve functions including: setting the scene for gaming, creating an image, demarcating space, interacting with visual features, prompting players to act, communicating achievements to players, providing reinforcement, heightening player emotions and the gaming experience. As a result this may reduce the ability of players to make a clear distinction between these two activities, which may facilitate migration between games.

  15. Game narratives among adolescents of different game-play and socio-demographic backgrounds

    USDA-ARS?s Scientific Manuscript database

    Digital games hold great potential for health interventions. Their narratives may influence game engagement, enjoyment and players' behavioral determinants. Research is needed on which narratives are appealing to target groups of health interventions that make use of a serious digital game for healt...

  16. A serious game can be a valid method to train clinical decision-making in surgery.

    PubMed

    Graafland, Maurits; Vollebergh, Maarten F; Lagarde, Sjoerd M; van Haperen, M; Bemelman, Willem A; Schijven, Marlies P

    2014-12-01

    A serious game was developed to train surgical residents in clinical decision-making regarding biliary tract disease. Serious or applied gaming is a novel educational approach to postgraduate training, combining training and assessment of clinical decision-making in a fun and challenging way. Although interest for serious games in medicine is rising, evidence on its validity is lacking. This study investigates face, content, and construct validity of this serious game. Experts structurally validated the game's medical content. Subsequently, 41 participants played the game. Decision scores and decision speed were compared among surgeons, surgical residents, interns, and medical students, determining the game's discriminatory ability between different levels of expertise. After playing, participants completed a questionnaire on the game's perceived realism and teaching ability. Surgeons solved more cases correctly (mean 77 %) than surgical residents (67 %), interns (60 %), master-degree students (50 %), and bachelor-degree students (39 % (p < 0.01). Trainees performed significantly better in their second play session than in the first (median 72 vs. 48 %, p = 0.00). Questionnaire results showed that educators and surgical trainees found the game both realistic and useful for surgical training. The majority perceived the game as fun (91.2 %), challenging (85.3 %), and would recommend the game to educate their colleagues (81.8 %). This serious game showed clear discriminatory ability between different levels of expertise in biliary tract disease management and clear teaching capability. It was perceived as appealing and realistic. Serious gaming has the potential to increase adherence to training programs in surgical residency training and medical school.

  17. 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.

  18. Game Theoretic Modeling of Water Resources Allocation Under Hydro-Climatic Uncertainty

    NASA Astrophysics Data System (ADS)

    Brown, C.; Lall, U.; Siegfried, T.

    2005-12-01

    Typical hydrologic and economic modeling approaches rely on assumptions of climate stationarity and economic conditions of ideal markets and rational decision-makers. In this study, we incorporate hydroclimatic variability with a game theoretic approach to simulate and evaluate common water allocation paradigms. Game Theory may be particularly appropriate for modeling water allocation decisions. First, a game theoretic approach allows economic analysis in situations where price theory doesn't apply, which is typically the case in water resources where markets are thin, players are few, and rules of exchange are highly constrained by legal or cultural traditions. Previous studies confirm that game theory is applicable to water resources decision problems, yet applications and modeling based on these principles is only rarely observed in the literature. Second, there are numerous existing theoretical and empirical studies of specific games and human behavior that may be applied in the development of predictive water allocation models. With this framework, one can evaluate alternative orderings and rules regarding the fraction of available water that one is allowed to appropriate. Specific attributes of the players involved in water resources management complicate the determination of solutions to game theory models. While an analytical approach will be useful for providing general insights, the variety of preference structures of individual players in a realistic water scenario will likely require a simulation approach. We propose a simulation approach incorporating the rationality, self-interest and equilibrium concepts of game theory with an agent-based modeling framework that allows the distinct properties of each player to be expressed and allows the performance of the system to manifest the integrative effect of these factors. Underlying this framework, we apply a realistic representation of spatio-temporal hydrologic variability and incorporate the impact of

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

    PubMed Central

    Spiliopoulos, Leonidas

    2015-01-01

    The question of whether, and if so how, learning can be transfered from previously experienced games to novel games has recently attracted the attention of the experimental game theory literature. Existing research presumes that learning operates over actions, beliefs or decision rules. This study instead uses a connectionist approach that learns a direct mapping from game payoffs to a probability distribution over own actions. Learning is operationalized as a backpropagation rule that adjusts the weights of feedforward neural networks in the direction of increasing the probability of an agent playing a myopic best response to the last game played. One advantage of this approach is that it expands the scope of the model to any possible n × n normal-form game allowing for a comprehensive model of transfer of learning. Agents are exposed to games drawn from one of seven classes of games with significantly different strategic characteristics and then forced to play games from previously unseen classes. I find significant transfer of learning, i.e., behavior that is path-dependent, or conditional on the previously seen games. Cooperation is more pronounced in new games when agents are previously exposed to games where the incentive to cooperate is stronger than the incentive to compete, i.e., when individual incentives are aligned. Prior exposure to Prisoner's dilemma, zero-sum and discoordination games led to a significant decrease in realized payoffs for all the game classes under investigation. A distinction is made between superficial and deep transfer of learning both—the former is driven by superficial payoff similarities between games, the latter by differences in the incentive structures or strategic implications of the games. I examine whether agents learn to play the Nash equilibria of games, how they select amongst multiple equilibria, and whether they transfer Nash equilibrium behavior to unseen games. Sufficient exposure to a strategically heterogeneous

  20. Using Game Mechanics to Measure What Students Learn from Programming Games

    ERIC Educational Resources Information Center

    Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy

    2014-01-01

    Despite the growing popularity of teaching children to program games, little is known about the benefits for learning. In this article, the authors propose that game mechanics can be used as a window into how the children are thinking and describe a strategy for using them to analyze students' games. The study involved sixty 10-14 year old…

  1. Gaming in the Game of Love: Effects of Video Games on Conflict in Couples

    ERIC Educational Resources Information Center

    Coyne, Sarah M.; Busby, Dean; Bushman, Brad J.; Gentile, Douglas A.; Ridge, Robert; Stockdale, Laura

    2012-01-01

    The current study assessed how playing video games can influence conflict and aggression in relationships. A sample of 1,333 heterosexual couples reported their video game playing habits, conflict regarding the media, and physical and relational aggression (both self and partner directed). Results showed that for men (but not women), time spent…

  2. 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.

  3. Serious Games: A Seminar Map for International Business Schools

    ERIC Educational Resources Information Center

    Witte, Anne E.

    2014-01-01

    One business school addressed the "zeitgeist" of the financial crisis by introducing in its inaugural seminar the cultural and ethical values too often absent from the types of transactions students are trained to manage. Drawing from cross-cultural and communication studies, the author tested "serious games"--cultural…

  4. Business Simulation Games: Effective Teaching Tools or Window Dressing?

    ERIC Educational Resources Information Center

    Tanner, John R.; Stewart, Geoffrey; Totaro, Michael W.; Hargrave, Melissa

    2012-01-01

    Business simulations serve as learning platforms that stimulate the "gaming" interest of students, that provide a structured learning environment, and that should help manage the time resources of faculty. Simulations appear to provide a context where students feel learning can take place. However, faculty perception of simulation…

  5. [Serious game as a therapeutic tool in psychiatry: A systematic review].

    PubMed

    Fovet, T; Micoulaud-Franchi, J-A; Vaiva, G; Thomas, P; Jardri, R; Amad, A

    2016-10-01

    The growing field of new technologies offers new ways to tackle psychiatric disorders (e.g. virtual reality therapy, neurofeedback, etc.). Serious games (SG) are computer applications combining serious aspects with the fun side of video games. This kind of new media could find applications to treat psychiatric disorders. This paper summarizes available data in the literature about therapeutic interventions using SG in psychiatry. A Medline search was conducted in May 2014 using the following Medical Subject Headings (MESH) terms: "video games", "mental disorders", and "psychotherapy". Only 10 relevant references were identified according to our inclusion criteria. These studies show that SG are very interesting tools to improve the management of psychiatric disorders. However, only low-level evidence is available to support treatment with SG in patients suffering from psychiatric disorders. Indeed, randomized controlled trials are rare in this field of research. SG provide promising therapeutic innovations for the management of psychiatric disorders. Moreover, they could easily be developed in accordance with current dimensional approaches. Finally, major issues to facilitate the implementation of future work on SG in psychiatry are discussed. Copyright © 2016 L'Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.

  6. The Game of Tri

    ERIC Educational Resources Information Center

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

    The paper-and-pencil game "Tri" is described. The authors argue that students gain logical skills by playing the game, and that the game lends itself to the introduction of diverse mathematical ideas. (SD)

  7. Organic carbon and nitrogen export from a tropical dam-impacted floodplain system

    NASA Astrophysics Data System (ADS)

    Zurbrügg, R.; Suter, S.; Lehmann, M. F.; Wehrli, B.; Senn, D. B.

    2013-01-01

    Tropical floodplains play an important role in organic matter transport, storage, and transformation between headwaters and oceans. However, the fluxes and quality of organic carbon (OC) and organic nitrogen (ON) in tropical river-floodplain systems are not well constrained. We explored the quantity and characteristics of dissolved and particulate organic matter (DOM and POM, respectively) in the Kafue River flowing through the Kafue Flats (Zambia), a tropical river-floodplain system in the Zambezi River basin. During the flooding season, > 80% of the Kafue River water passed through the floodplain, mobilizing large quantities of OC and ON, which resulted in a net export of 69-119 kg OC km-2 d-1 and 3.8-4.7 kg ON km-2 d-1, 80% of which was in the dissolved form. The elemental C : N ratio of ~ 20, the comparatively high δ13C values of -25‰ to -21‰, and its spectroscopic properties (excitation-emission matrices) showed that DOM in the river was mainly of terrestrial origin. Despite a threefold increase in OC loads due to inputs from the floodplain, the characteristics of the riverine DOM remained relatively constant along the sampled 410-km river reach. This suggests that floodplain DOM displayed properties similar to those of DOM leaving the upstream reservoir and implied that the DOM produced in the reservoir was relatively short-lived. In contrast, the particulate fraction was 13C-depleted (-29‰) and had a C : N ratio of ~ 8, which indicated that POM originated from phytoplankton production in the reservoir and in the floodplain, rather than from plant debris or resuspended sediments. While the upstream dam had little effect on the DOM pool, terrestrial particles were retained, and POM from algal and microbial sources was released to the river. A nitrogen mass balance over the 2200 km2 flooded area revealed an annual deficit of 15 500-22 100 t N in the Kafue Flats. The N isotope budget suggests that these N losses are balanced by intense N-fixation. Our

  8. 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

  9. 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.

  10. 25 CFR 502.18 - Person having management responsibility for a management contract.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false Person having management responsibility for a management contract. 502.18 Section 502.18 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GENERAL PROVISIONS DEFINITIONS OF THIS CHAPTER § 502.18 Person having management responsibility for a management contract. Person having management...

  11. Games and teams with shared constraints.

    PubMed

    Kulkarni, Ankur A

    2017-08-13

    Energy systems of the future are envisaged to encompass multiple interacting autonomous entities. The theory of games provides the foundations for the design and analysis of such systems. This paper reviews models and results that would be of use for such analysis. Classically, games have involved players whose strategies are coupled only through the dependence of utility functions on strategies of other players. However, in many practical settings in the energy domain, system-level limitations bind the choices players can make. In 1965, Rosen ( Econometrica 33 , 520-534 (doi:10.2307/1911749)) pioneered the study of a class of games where there is a common constraint, called a shared constraint , that couples the strategies available to the players. We discuss how this seemingly benign extension has important ramifications, ranging from the very definition of an equilibrium concept, to other key issues such as existence, uniqueness and efficiency of equilibria. We show how the presence of a shared constraint naturally leads to notions of a price and forms the motivations for more recent models. Although most of the paper has the character of a survey, occasionally we also prove new results.This article is part of the themed issue 'Energy management: flexibility, risk and optimization'. © 2017 The Author(s).

  12. Design of a Serious Game for Handling Obstetrical Emergencies.

    PubMed

    Jean Dit Gautier, Estelle; Bot-Robin, Virginie; Libessart, Aurélien; Doucède, Guillaume; Cosson, Michel; Rubod, Chrystèle

    2016-12-21

    The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game. Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies. We have elaborated a new game engine, placing the student in some maternity emergency situations and delivery room simulations. A gynecologist initially wrote a scenario based on a real clinical situation. He also designed, along with an educational engineer, a tree diagram, which served as a guide for dialogues and actions. A game engine, especially developed for this case, enabled us to connect actions to the graphic universe (fully 3D modeled and based on photographic references). We used the Oculus Rift in order to immerse the player in virtual reality. Each action in the game was linked to a certain number of score points, which could either be positive or negative. Different pathological pregnancy situations have been targeted and are as follows: care of spontaneous miscarriage, threat of preterm birth, forceps operative delivery for fetal abnormal heart rate, and reduction of a shoulder dystocia. The first phase immerses the learner into an action scene, as a doctor. The second phase ask the student to make a diagnosis. Once the diagnosis is made, different treatments are suggested. Our serious game offers a new perspective for obstetrical emergency management trainings and provides students with active learning by immersing them into an environment, which recreates all or part of the real obstetrical world of emergency. It is consistent with the latest recommendations, which clarify the importance of simulation in teaching and in ongoing professional development. ©Estelle Jean dit Gautier, Virginie Bot-Robin, Aur

  13. An educational game for teaching clinical practice guidelines to Internal Medicine residents: development, feasibility and acceptability

    PubMed Central

    Akl, Elie A; Mustafa, Reem; Slomka, Thomas; Alawneh, Alia; Vedavalli, Abhishek; Schünemann, Holger J

    2008-01-01

    Background Adherence to Clinical Practice Guidelines (CPGs) remains suboptimal among internal medicine trainees. Educational games are of growing interest and have the potential to improve adherence to CPGs. The objectives of this study were to develop an educational game to teach CPGs in Internal Medicine residency programs and to evaluate its feasibility and acceptability. Methods We developed the Guide-O-Game© in the format of a TV game show with questions based on recommendations of CPGs. The development of the Guide-O-Game© consisted of the creation of a multimedia interactive tool, the development of recommendation-based questions, and the definition of the game's rules. We evaluated its feasibility through pilot testing and its acceptability through a qualitative process. Results The multimedia interactive tool uses a Macromedia Flash web application and consists of a manager interface and a user interface. The user interface allows the choice of two game styles. We created so far 16 sets of questions relating to 9 CPGs. The pilot testing proved that the game was feasible. The qualitative evaluation showed that residents considered the game to be acceptable. Conclusion We developed an educational game to teach CPGs to Internal Medicine residents that is both feasible and acceptable. Future work should evaluate its impact on educational outcomes. PMID:19017400

  14. Sex, Lies and Video Games

    ERIC Educational Resources Information Center

    Kearney, Paul; Pivec, Maja

    2007-01-01

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

  15. Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation.

    PubMed

    DeLaughter, Kathryn L; Sadasivam, Rajani S; Kamberi, Ariana; English, Thomas M; Seward, Greg L; Chan, S Wayne; Volkman, Julie E; Amante, Daniel J; Houston, Thomas K

    2016-05-26

    Smoking is still the number one preventable cause of death. Cravings-an intense desire or longing for a cigarette-are a major contributor to quit attempt failure. New tools to help smokers' manage their cravings are needed. To present a case study of the development process and testing of a distraction/motivation game (Crave-Out) to help manage cravings. We used a phased approach: in Phase 1 (alpha testing), we tested and refined the game concept, using a Web-based prototype. In Phase 2 (beta testing), we evaluated the distraction/motivation potential of the mobile game prototype, using a prepost design. After varying duration of abstinence, smokers completed the Questionnaire of Smoking Urge-Brief (QSU-Brief) measurement before and after playing Crave-Out. Paired t tests were used to compare pregame and postgame QSU-Brief levels. To test dissemination potential, we released the game on the Apple iTunes App Store and tracked downloads between December 22, 2011, and May 5, 2014. Our concept refinement resulted in a multilevel, pattern memory challenge game, with each level increasing in difficulty. Smokers could play the game as long as they wanted. At the end of each level, smokers were provided clear goals for the next level and rewards (positive reinforcement using motivational tokens that represented a benefit of quitting smoking). Negative reinforcement was removed in alpha testing as smokers felt it reminded them of smoking. Measurement of QSU-Brief (N=30) resulted in a pregame mean of 3.24 (SD 1.65) and postgame mean of 2.99 (SD 1.40) with an overall decrease of 0.25 in cravings (not statistically significant). In a subset analysis, the QSU-Brief decrease was significant for smokers abstinent for more than 48 hours (N=5) with a pregame mean of 2.84 (SD 1.16) and a postgame mean of 2.0 (SD 0.94; change=0.84; P =.03). Between December 22, 2011, and May 29, 2014, the game was downloaded 3372 times from the App-Store, with 1526 smokers visiting the online

  16. Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation

    PubMed Central

    Sadasivam, Rajani S; Kamberi, Ariana; English, Thomas M; Seward, Greg L; Chan, S Wayne; Volkman, Julie E; Amante, Daniel J; Houston, Thomas K

    2016-01-01

    Background Smoking is still the number one preventable cause of death. Cravings—an intense desire or longing for a cigarette—are a major contributor to quit attempt failure. New tools to help smokers’ manage their cravings are needed. Objective To present a case study of the development process and testing of a distraction/motivation game (Crave-Out) to help manage cravings. Methods We used a phased approach: in Phase 1 (alpha testing), we tested and refined the game concept, using a Web-based prototype. In Phase 2 (beta testing), we evaluated the distraction/motivation potential of the mobile game prototype, using a prepost design. After varying duration of abstinence, smokers completed the Questionnaire of Smoking Urge-Brief (QSU-Brief) measurement before and after playing Crave-Out. Paired t tests were used to compare pregame and postgame QSU-Brief levels. To test dissemination potential, we released the game on the Apple iTunes App Store and tracked downloads between December 22, 2011, and May 5, 2014. Results Our concept refinement resulted in a multilevel, pattern memory challenge game, with each level increasing in difficulty. Smokers could play the game as long as they wanted. At the end of each level, smokers were provided clear goals for the next level and rewards (positive reinforcement using motivational tokens that represented a benefit of quitting smoking). Negative reinforcement was removed in alpha testing as smokers felt it reminded them of smoking. Measurement of QSU-Brief (N=30) resulted in a pregame mean of 3.24 (SD 1.65) and postgame mean of 2.99 (SD 1.40) with an overall decrease of 0.25 in cravings (not statistically significant). In a subset analysis, the QSU-Brief decrease was significant for smokers abstinent for more than 48 hours (N=5) with a pregame mean of 2.84 (SD 1.16) and a postgame mean of 2.0 (SD 0.94; change=0.84; P =.03). Between December 22, 2011, and May 29, 2014, the game was downloaded 3372 times from the App

  17. 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.

  18. Recognizing problem video game use.

    PubMed

    Porter, Guy; Starcevic, Vladan; Berle, David; Fenech, Pauline

    2010-02-01

    It has been increasingly recognized that some people develop problem video game use, defined here as excessive use of video games resulting in various negative psychosocial and/or physical consequences. The main objectives of the present study were to identify individuals with problem video game use and compare them with those without problem video game use on several variables. An international, anonymous online survey was conducted, using a questionnaire with provisional criteria for problem video game use, which the authors have developed. These criteria reflect the crucial features of problem video game use: preoccupation with and loss of control over playing video games and multiple adverse consequences of this activity. A total of 1945 survey participants completed the survey. Respondents who were identified as problem video game users (n = 156, 8.0%) differed significantly from others (n = 1789) on variables that provided independent, preliminary validation of the provisional criteria for problem video game use. They played longer than planned and with greater frequency, and more often played even though they did not want to and despite believing that they should not do it. Problem video game users were more likely to play certain online role-playing games, found it easier to meet people online, had fewer friends in real life, and more often reported excessive caffeine consumption. People with problem video game use can be identified by means of a questionnaire and on the basis of the present provisional criteria, which require further validation. These findings have implications for recognition of problem video game users among individuals, especially adolescents, who present to mental health services. Mental health professionals need to acknowledge the public health significance of the multiple negative consequences of problem video game use.

  19. Utilizing Video Games

    NASA Astrophysics Data System (ADS)

    Blaize, L.

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

  20. MiRTE: Mixed Reality Triage and Evacuation game for Mass Casualty information systems design, testing and training.

    PubMed

    Yu, Xunyi; Ganz, Aura

    2011-01-01

    In this paper we introduce a Mixed Reality Triage and Evacuation game, MiRTE, that is used in the development, testing and training of Mass Casualty Incident (MCI) information systems for first responders. Using the Source game engine from Valve software, MiRTE creates immersive virtual environments to simulate various incident scenarios, and enables interactions between multiple players/first responders. What distinguishes it from a pure computer simulation game is that it can interface with external mass casualty incident management systems, such as DIORAMA. The game will enable system developers to specify technical requirements of underlying technology, and test different alternatives of design. After the information system hardware and software are completed, the game can simulate various algorithms such as localization technologies, and interface with an actual user interface on PCs and Smartphones. We implemented and tested the game with the DIORAMA system.

  1. Industrial Partnership Prosperity Game{trademark}

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

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

    1998-02-01

    Prosperity Games TM are an outgrowth and adaptation move/countermove and seminar War Games. Prosperity Games TM are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games TM are unique in that both the game format and the player contributions vary from game to game. This report documents the Industry Partnership Prosperity Game sponsored by the Technology Partnerships and Commercialization Centermore » at Sandia National Laboratories. Players came from the Sandia line organizations, the Sandia business development and technology partnerships organizations, the US Department of Energy, academia, and industry The primary objectives of this game were to: explore ways to increase industry partnerships to meet long-term Sandia goals; improve Sandia business development and marketing strategies and tactics; improve the process by which Sandia develops long-term strategic alliances. The game actions and recommendations of these players provided valuable insights as to what Sandia can do to meet these objectives.« less

  2. Gaming against medical errors: methods and results from a design game on CPOE.

    PubMed

    Kanstrup, Anne Marie; Nøhr, Christian

    2009-01-01

    The paper presents design game as a technique for participatory design for a Computerized Decision Support System (CDSS) for minimizing medical errors. Design game is used as a technique for working with the skills of users, the complexity of the use practice and the negotiation of design here within the challenging domain of medication. The paper presents a developed design game based on game inspiration from a computer game, theoretical inspiration on electronic decision support, and empirical grounding in scenarios of medical errors. The game has been played in a two-hour workshop with six clinicians. The result is presented as a list of central themes for design of CDSS and derived design principles from these themes. These principles are currently under further exploration in follow up prototype based activities.

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

    PubMed

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

    2010-09-01

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

  4. Predictive Game Theory

    NASA Technical Reports Server (NTRS)

    Wolpert, David H.

    2005-01-01

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

  5. Affect and the computer game player: the effect of gender, personality, and game reinforcement structure on affective responses to computer game-play.

    PubMed

    Chumbley, Justin; Griffiths, Mark

    2006-06-01

    Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of "addiction" and "aggression."

  6. The Pedagogical Application of Alternate Reality Games: Using Game-Based Learning to Revisit History

    ERIC Educational Resources Information Center

    Lynch, Ronan; Mallon, Bride; Connolly, Cornelia

    2015-01-01

    The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…

  7. Hospitality Management Education and Training.

    ERIC Educational Resources Information Center

    Brotherton, Bob, Ed.; And Others

    1995-01-01

    Seven articles on hospitality management training discuss the following: computerized management games for restaurant manager training, work placement, real-life exercises, management information systems in hospitality degree programs, modular programming, service quality concepts in the curriculum, and General National Vocational Qualifications…

  8. Utility of Game Instructions

    DTIC Science & Technology

    2003-04-01

    interface. These results can be incorporated in military training programs where computer games are part of the curriculum. Future military game ... development can also utilize these results to determine which type of instructional material to be included in the games.

  9. 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

  10. 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.

  11. Argoball: A Dynamic-Rules Game for Teaching Striking-and-Fielding Game Tactics

    ERIC Educational Resources Information Center

    Todorovich, John R.; Fox, James P.; Ryan, Stuart; Todorovich, Sarah W.

    2008-01-01

    Physical educators using the teaching games for understanding (TGFU) approach employ modified game forms to teach children skills and tactics. Inspired by Danish Longball, "Argoball" is a dynamic-rules game that teachers interested in the TGFU model use to help their students develop effective skills and tactics to better participate in…

  12. Teaching with Game-Based Learning Management Systems: Exploring a Pedagogical Dungeon

    ERIC Educational Resources Information Center

    Carron, Thibault; Marty, Jean-Charles; Heraud, Jean-Mathias

    2008-01-01

    The work reported here takes place in the educational domain. The authors propose a learning environment based on a graphical representation of a course. The emergence of online multiplayer games led the authors to apply the following metaphor to the digital work environments: The method of acquiring knowledge during a learning session is similar…

  13. Learning the Rules of the Game: The Nature of Game and Classroom Supports When Using a Concept-Integrated Digital Physics Game in the Middle School Science Classroom

    NASA Astrophysics Data System (ADS)

    Stewart, Phillip Michael, Jr.

    Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled Learning Science Through Computer Games and Simulations (2011). The report recommends moving beyond typical proof-of-concept studies into more exploratory and theoretically-based work to determine how best to integrate games into K-12 classrooms for learning , as well as how scaffolds from within the game and from outside the game (from peers and teachers) support the learning of applicable science. This study uses a mixed-methods, quasi-experimental design with an 8th grade class at an independent school in southern Connecticut to answer the following questions: 1. What is the nature of the supports for science content learning provided by the game, the peer, and the teacher, when the game is used in a classroom setting? 2. How do the learning gains in the peer support condition compare to the solo play condition, both qualitatively and quantitatively? The concept-integrated physics game SURGE (Scaffolding Understanding through Redesigning Games for Education) was selected for this study, as it was developed with an ear towards specific learning theories and prior work on student understandings of impulse, force, and vectors. Stimulated recall interviews and video observations served as the primary sources and major patterns emerged through the triangulation of data sources and qualitative analysis in the software QSR NVivo 9. The first pattern which emerged indicated that scaffolding from within the game and outside the game requires a pause in game action to be effective, unless that scaffolding is directly useful to the player in the moment of action. The second major pattern indicated that both amount and type of prior gaming experience has somewhat complex effects on both the uses of supports and learning outcomes. In general, a high correlation was found

  14. College Drinking Games and Observed Consequences.

    ERIC Educational Resources Information Center

    Newman, Ian M.; Crawford, Janet K.

    A study was done to examine the role of college student drinking games, the consequences of playing drinking games, and the motivational nuances involved in playing these games. A typology of drinking games is presented; it includes five categories: (1) consumption games (who can consume the most alcohol during a given event); (2) skill games (the…

  15. 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

  16. 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.

  17. How we see electronic games.

    PubMed

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

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

  18. How we see electronic games

    PubMed Central

    Weinstein, Netta

    2016-01-01

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

  19. Brain Games for Babies.

    ERIC Educational Resources Information Center

    Silberg, Jackie

    2001-01-01

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

  20. Games for All Seasons.

    ERIC Educational Resources Information Center

    Jaques, David

    1981-01-01

    Argues that games with a simple communication structure and/or an abstract content have more virtues than games which introduce too many details into the roles and scenario. Four such "simple" games are described, one in detail, and four references are listed. (LLS)

  1. Games for Training: Leveraging Commercial Off the Shelf Multiplayer Gaming Software for Infantry Squad Collective Training

    DTIC Science & Technology

    2005-09-01

    squad training, team training, dismounted training, video games , computer games, multiplayer games. 16. PRICE CODE 17. SECURITY CLASSIFICATION OF...Multiplayer - mode of play for computer and video games in which multiple people can play the same game at the same time (Wikipedia, 2005) D...that “improvements in 3-D image generation on the PC and the speed of the internet” have increased the military’s interest in the use of video games as

  2. Digital Games, Design, and Learning

    PubMed Central

    Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S.

    2016-01-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions (g¯ = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs (g¯ = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium. PMID:26937054

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

    NASA Astrophysics Data System (ADS)

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

    2017-04-01

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

  4. Sparky's Firehouse (Games)

    MedlinePlus

    Parents Educators MENU Home Videos Games & Apps Activities Sparky Firetrucks Parents Educators Firetrucks Videos Games Sparky Apps Activities The name and image of Sparky are registered trademarks ...

  5. Stereoscopic game design and evaluation

    NASA Astrophysics Data System (ADS)

    Rivett, Joe; Holliman, Nicolas

    2013-03-01

    We report on a new game design where the goal is to make the stereoscopic depth cue sufficiently critical to success that game play should become impossible without using a stereoscopic 3D (S3D) display and, at the same time, we investigate whether S3D game play is affected by screen size. Before we detail our new game design we review previously unreported results from our stereoscopic game research over the last ten years at the Durham Visualisation Laboratory. This demonstrates that game players can achieve significantly higher scores using S3D displays when depth judgements are an integral part of the game. Method: We design a game where almost all depth cues, apart from the binocular cue, are removed. The aim of the game is to steer a spaceship through a series of oncoming hoops where the viewpoint of the game player is from above, with the hoops moving right to left across the screen towards the spaceship, to play the game it is essential to make decisive depth judgments to steer the spaceship through each oncoming hoop. To confound these judgements we design altered depth cues, for example perspective is reduced as a cue by varying the hoop's depth, radius and cross-sectional size. Results: Players were screened for stereoscopic vision, given a short practice session, and then played the game in both 2D and S3D modes on a seventeen inch desktop display, on average participants achieved a more than three times higher score in S3D than they achieved in 2D. The same experiment was repeated using a four metre S3D projection screen and similar results were found. Conclusions: Our conclusion is that games that use the binocular depth cue in decisive game judgements can benefit significantly from using an S3D display. Based on both our current and previous results we additionally conclude that display size, from cell-phone, to desktop, to projection display does not adversely affect player performance.

  6. Design and evaluation of a computer game to promote a healthy diet for young adults.

    PubMed

    Peng, Wei

    2009-03-01

    This article reports the development and evaluation of a computer game (RightWay Café) as a special medium to promote a healthy diet for young adults. Structural features of computer games, such as interactive tailoring, role playing, the element of fun, and narrative, were operationalized in the RightWay Café game to afford behavior rehearsal in a safe and entertaining way. Theories such as the health belief model, social cognitive theory, and theory of reasoned action guided the content design of the game to influence mediators of behavior change, including self-efficacy, perceived benefits, perceived barriers, and behavior change intention. A randomized controlled evaluation study with pretest, posttest, and follow-up design demonstrated that this game was effective in teaching nutrition and weight management knowledge and increasing people's self-efficacy and perceived benefits of healthy eating, as well as their intention to be on a healthy diet. Limited long-term effects were also found: participants in the game-playing group had greater self-efficacy than participants in the control group after 1 month. This study validates the computer game-based approach to health promotion for young adults. Limitations and implications are also discussed.

  7. 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

  8. 78 FR 78377 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-12-26

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs [DR.5B711.IA000814] Indian Gaming AGENCY... Gaming Compact. SUMMARY: This publishes notice of the extension of the Class III gaming compact between... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the Deputy...

  9. Video Game Discourses and Implications for Game-Based Education

    ERIC Educational Resources Information Center

    Whitton, Nicola; Maclure, Maggie

    2017-01-01

    Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…

  10. The Stag Hunt Game: An Example of an Excel-Based Probabilistic Game

    ERIC Educational Resources Information Center

    Bridge, Dave

    2016-01-01

    With so many role-playing simulations already in the political science education literature, the recent repeated calls for new games is both timely and appropriate. This article answers and extends those calls by advocating the creation of probabilistic games using Microsoft Excel. I introduce the example of the Stag Hunt Game--a short, effective,…

  11. Attitudes toward Game Adoption: Preservice Teachers Consider Game-Based Teaching and Learning

    ERIC Educational Resources Information Center

    Sardone, Nancy B.

    2018-01-01

    Gaming has become a core activity with children and more teachers are using games for learning than five years ago. Yet, teachers report that they learn about game titles, impact studies, and facilitation techniques through their own initiatives or from other teachers rather than from their teacher education program. This article reports on a…

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

    ERIC Educational Resources Information Center

    Juckett, Emily; Feinberg, Joseph R.

    2010-01-01

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

  13. The Effect of Digital Games and Game Strategies on Young Adolescents' Aggression

    ERIC Educational Resources Information Center

    Eden, Sigal; Eshet-Alkalai, Yoram

    2014-01-01

    Violence is a major element in many of the present-day's digital games. Despite the extensive research on this subject, the effect of violent digital games on the aggression level among children has not been satisfactorily clarified. The study examines the combined effect of collaborative/competitive game strategy and the presence or absence of…

  14. The energy expenditure of an activity-promoting video game compared to sedentary video games and TV watching.

    PubMed

    Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A

    2011-01-01

    In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game console. Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console. When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living.

  15. The Name of the Game is Training: Leveraging Army Gaming to Improve Training

    DTIC Science & Technology

    2009-04-01

    allowed players to maneuver armies (colored stones) with the objective of outflanking their enemy.3 The first “ video game ,” cred- ited to William...nificance of the game was not readily ap- parent. Since most video games created during that time were hardware intensive and only understood by...those in the com- puter field, the first commercial video games were not introduced until 1972 in the Magnavox Odyssey Console.4 Over the past 10 years

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

    PubMed

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

    2017-08-04

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

  17. Learning via Game Design: From Digital to Card Games and Back Again

    ERIC Educational Resources Information Center

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast…

  18. Simulation Games in the Classroom: How Important is the Post-Game Discussion?

    ERIC Educational Resources Information Center

    Livingston, Samuel A.

    The importance of class discussion following a simulation game was investigated by means of an experiment in which four classes of high school students played Ghetto for two periods. Two classes then discussed the game, while the other two were tested before any discussion of the game. The results showed the discussion to have no effect on…

  19. 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.

  20. 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