Sample records for native small game

  1. Reforestation to enhance Appalachian mined lands as habitat for terrestrial wildlife

    USGS Publications Warehouse

    Wood, Petra B.; Larkin, Jeff; Mizel, Jeremy; Zipper, Carl E.; Angel, Patrick

    2013-01-01

    Surface mining is widespread throughout the Appalachian coalfield, a region with extensive forests that are rich in wildlife. Game species for hunting, non-game wildlife species, and other organisms are important contributors to sustainable and productive ecosystems. Although small breaks in the forest canopy are important to wildlife diversity, most native Appalachian wildlife species require primarily forested habitats. This Forest Reclamation Advisory provides guidance on reforestation practices to provide high quality habitat for native forest wildlife on Appalachian coal mines.

  2. A Connective Ethnography of Peer Knowledge Sharing and Diffusion in a Tween Virtual World

    ERIC Educational Resources Information Center

    Fields, Deborah A.; Kafai, Yasmin B.

    2009-01-01

    Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread…

  3. 76 FR 29259 - Swan Lake National Wildlife Refuge, Chariton County, MO; Final Comprehensive Conservation Plan...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-05-20

    ... would continue, and there would be additional study on methods for increasing the amount of native foods... inform management actions to benefit these species. The introduction of duck hunting and small game...

  4. The Growth of the Native American Gaming Industry: What Has the Past Provided, and What Does the Future Hold?

    ERIC Educational Resources Information Center

    Schaap, James I.

    2010-01-01

    This article presents a review which embodies a general inquiry about the growth of the Native American gaming industry and possibilities the future may hold for America's indigenous people. Tribal gaming is different from other forms of gaming. It is conducted by Native American governments as a way to carry out their natural self-governing…

  5. Early Twentieth Century Arrow, Javelin, and Dart Games of the Western Native American.

    ERIC Educational Resources Information Center

    Pesavento, Wilma J.

    The general purpose of this study was to determine whether the traditional native American ball games continued to be positive culture traits of the American Indian in the early twentieth century. The investigation was centered about (1) determining the current arrow, javelin, and dart games of western native Americans, (2) determining the…

  6. Ball Games of Native American Women of the Plains.

    ERIC Educational Resources Information Center

    Pesavento, Wilma J.

    The problem under investigation concerned (1) determining the ball games of Native American girls and women of the Great Plains, (2) determining the geographical spread of the games within the culture area, and (3) determining the characteristics of the various games. Data for this investigation were obtained from the 48 "Annual Reports of the…

  7. Javelin, Arrow, Dart and Pin Games of Native American Women of the Plains.

    ERIC Educational Resources Information Center

    Pesavento, Wilma J.; Pesavento, Lisa C.

    This study was designed to determine (1) the arrow, dart, javelin, and pin games of Native American girls and women of the Great Plains, (2) the geographical spread of the games within the culture area, and (3) the characteristics of the various games. Data for this investigation were researched from "Annual Reports of the Bureau of American…

  8. Chapter 11: Reforestation to enhance Appalachian mined lands as habitat for terrestrial wildlife

    Treesearch

    Petra Wood; Jeff Larkin; Jeremy Mizel; Carl Zipper; Patrick Angel

    2017-01-01

    Surface mining is widespread throughout the Appalachian coalfields, a region with extensive forests that are rich in wildlife. Game species for hunting, nongame wildlife species, and other organisms are important contributors to sustainable and productive ecosystems. Although small breaks in the forest canopy are important to wildlife diversity, most native Appalachian...

  9. Indian Games and Dances with Native Songs: Arranged from American Indian Ceremonials and Sports.

    ERIC Educational Resources Information Center

    Fletcher, Alice C.

    This volume describes and gives instructions for Native American dances and games as gathered by, and in some cases adapted by, an anthropologist working among native peoples at the beginning of the 20th Century. Part I contains dances and songs. The first is called "The Life of the Corn," a drama in five dances. Also included are three…

  10. Digital Native Students: Gender Differences in Mathematics and Gaming

    ERIC Educational Resources Information Center

    Yong, Su-Ting

    2017-01-01

    The purpose of this study was to explore gender differences among digital native students in mathematics learning and gaming. A quantitative dominant mixed methods approach was employed in which quantitative surveys [174 students] and qualitative interviews [eight students, eight parents and six teachers] were administered concurrently. Data…

  11. Locking horns with Hawai‘i’s non-native ungulate issues

    USGS Publications Warehouse

    Hess, Steve

    2014-01-01

    Conservation and management interests for sustained-yield hunting of non-native ungulates in Hawai‘i have conflicted with the conservation of native biota for several decades. Hawaiian ecosystems evolved in the absence of large mammals and all currently hunted animals in Hawai‘i are non-native species. The best-studied aspects of Hawai‘i’s ungulates have dealt primarily with direct negative effects on native biota in natural areas, but there has been little research in population dynamics for sustained-yield management. Ungulates have been removed from approximately 750 km2 throughout the Hawaiian Islands to protect these natural areas, thereby reducing the amount of land area available for hunting activities and the maintenance of game populations. At the same time, unauthorized introductions of additional wild ungulate species between Hawaiian Islands have recently increased in frequency. The majority of hunting activities are of feral domestic livestock species for subsistence purposes, which typically do not generate sufficient revenue to offset costs of game management. Moreover, bag limits and seasons are generally not determined from biological criteria because harvest reporting is voluntary and game populations are rarely monitored. Consequently, ungulate populations cannot be managed for any particular level of abundance or other objectives. Research and monitoring which emphasize population dynamics and productivity would enable more precisely regulated sustained-yield game management programs and may reduce potential conflicts with the conservation of native biota.

  12. Alaskan Native Games--A Cross-Cultural Addition to the Physical Education Curriculum.

    ERIC Educational Resources Information Center

    Frey, Richard D.; Allen, Mike

    1989-01-01

    Importing traditional, yet unknown, physical activities from different cultures is an exciting way to add creativity and imagination to the physical education curriculum. Explanations, accompanied by teaching hints, are given of several traditional Alaskan native games which have been successfully used with K-Six students in the Anchorage School…

  13. Gaming No Panacea for Meeting Tribes' Needs.

    ERIC Educational Resources Information Center

    Selden, Ron

    2003-01-01

    Details the reasons why Indian casinos are not benefiting large numbers of Native Americans. Explains that most casinos are located in populated areas, while most American Indians live in rural areas. Adds that 75% of jobs generated by Indian gaming have gone to non-Indians. Reports on efforts to build a Native American scholarship fund from…

  14. Games Utilizing Native Materials. Expanded Edition.

    ERIC Educational Resources Information Center

    Outdoor Education Association, Carbondale, IL.

    Given in this paper are 27 games which can be used while camping outdoors. The games provide opportunities for recreation, muscular activity, and development of neuromuscular skills in handling game equipment and in running, jumping, leaping, dodging, and climbing. The games attempt to utilize such natural surroundings as sticks, stones, logs,…

  15. Chapter 5. Plant gathering, game hunting, fishing, mineral collecting, and agriculture

    Treesearch

    Kurt F. Anschuetz

    2007-01-01

    Native American populations have cut wood for shelters and fuel, gathered native plants, hunted game animals, and collected various other resources, such as obsidian for making chipped-stone tools, clay for crafting pottery vessels, and stone slabs for producing piki (corn meal paper bread) griddles, in the Valles Caldera National Preserve (VCNP) for countless...

  16. (Re)location of Home in Louise Erdrich's "The Game of Silence"

    ERIC Educational Resources Information Center

    Chang, Li Ping

    2011-01-01

    Louise Erdrich is one of the most influential writers of the Native American Renaissance. Her contributions to the representation of Native American history have been great, and her masterpieces of children's literature have won her a prominent reputation. This article explores the (re)location of the concept of home in Erdrich's "The Game of…

  17. Indian & Metis Trivia Game.

    ERIC Educational Resources Information Center

    Manitoba Dept. of Education and Training, Winnipeg.

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

  18. Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless

    ERIC Educational Resources Information Center

    Van Eck, Richard

    2006-01-01

    With the widespread public interest in games as learning tools, digital game-based learning (DGBL) proponents now need to explain why games are engaging and effective and how those principles can be leveraged to best integrate games into the learning process. In this article, Richard Van Eck outlines why DGBL is effective and engaging, how those…

  19. Mechanical suppression of northern pike (Esox lucius) populations in small Arizona reservoirs

    USGS Publications Warehouse

    Kuzmenko, Yuliya; Spesiviy, Timofy; Bonar, Scott A.

    2010-01-01

    Introduced populations of northern pike Esox lucius have provided angling opportunities in the western United States (McMahon and Bennett 1996). However, the northern pike is a voracious piscivore and its large size, high fecundity, and broad physiological tolerance make it capable of drastically altering ecosystems it invades (Marchetti et al. 2004). Indeed, predation by northern pike has been shown to significantly alter fish community structure and put native fishes at a higher extinction risk (He and Kitchell 1990, Findlay et al. 2000). Predation by northern pike is viewed as a significant threat to native stocks of salmonids in Washington, British Columbia, and California (McMahon and Bennett 1996, California Department of Fish and Game [CDFG] 2003).

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

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

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

  1. Soccer activity profile of altitude versus sea-level natives during acclimatisation to 3600 m (ISA3600)

    PubMed Central

    Aughey, Robert J; Hammond, Kristal; Varley, Matthew C; Schmidt, Walter F; Bourdon, Pitre C; Buchheit, Martin; Simpson, Ben; Garvican-Lewis, Laura A; Kley, Marlen; Soria, Rudy; Sargent, Charli; Roach, Gregory D; Claros, Jesus C Jimenez; Wachsmuth, Nadine; Gore, Christopher J

    2013-01-01

    Objectives We investigated the effect of high altitude on the match activity profile of elite youth high altitude and sea level residents. Methods Twenty Sea Level (Australian) and 19 Altitude-resident (Bolivian) soccer players played five games, two near sea level (430 m) and three in La Paz (3600 m). Match activity profile was quantified via global positioning system with the peak 5 min period for distance ((D5peak)) and high velocity running (>4.17 m/s, HIVR5peak); as well as the 5 min period immediately subsequent to the peak for both distance (D5sub) and high-velocity running (HIVR5sub) identified using a rolling 5 min epoch. The games at 3600 m were compared with the average of the two near sea-level games. Results The total distance per minute was reduced by a small magnitude in the first match at altitude in both teams, without any change in low-velocity running. There were variable changes in HiVR, D5peak and HiVR5peak from match to match for each team. There were within-team reductions in D5peak in each game at altitude compared with those at near sea level, and this reduction was greater by a small magnitude in Australians than Bolivians in game 4. The effect of altitude on HiVR5peak was moderately lower in Australians compared with Bolivians in game 3. There was no clear difference in the effect of altitude on maximal accelerations between teams. Conclusions High altitude reduces the distance covered by elite youth soccer players during matches. Neither 13 days of acclimatisation nor lifelong residence at high altitude protects against detrimental effects of altitude on match activity profile. PMID:24282196

  2. Soccer activity profile of altitude versus sea-level natives during acclimatisation to 3600 m (ISA3600).

    PubMed

    Aughey, Robert J; Hammond, Kristal; Varley, Matthew C; Schmidt, Walter F; Bourdon, Pitre C; Buchheit, Martin; Simpson, Ben; Garvican-Lewis, Laura A; Kley, Marlen; Soria, Rudy; Sargent, Charli; Roach, Gregory D; Claros, Jesus C Jimenez; Wachsmuth, Nadine; Gore, Christopher J

    2013-12-01

    We investigated the effect of high altitude on the match activity profile of elite youth high altitude and sea level residents. Twenty Sea Level (Australian) and 19 Altitude-resident (Bolivian) soccer players played five games, two near sea level (430 m) and three in La Paz (3600 m). Match activity profile was quantified via global positioning system with the peak 5 min period for distance ((D₅(peak)) and high velocity running (>4.17 m/s, HIVR₅(peak)); as well as the 5 min period immediately subsequent to the peak for both distance (D₅(sub)) and high-velocity running (HIVR₅(sub)) identified using a rolling 5 min epoch. The games at 3600 m were compared with the average of the two near sea-level games. The total distance per minute was reduced by a small magnitude in the first match at altitude in both teams, without any change in low-velocity running. There were variable changes in HiVR, D₅(peak) and HiVR₅(peak) from match to match for each team. There were within-team reductions in D₅(peak) in each game at altitude compared with those at near sea level, and this reduction was greater by a small magnitude in Australians than Bolivians in game 4. The effect of altitude on HiVR₅(peak) was moderately lower in Australians compared with Bolivians in game 3. There was no clear difference in the effect of altitude on maximal accelerations between teams. High altitude reduces the distance covered by elite youth soccer players during matches. Neither 13 days of acclimatisation nor lifelong residence at high altitude protects against detrimental effects of altitude on match activity profile.

  3. Walk Like an Egyptian: A Serious, Pervasive Mobile Game for Tourism

    ERIC Educational Resources Information Center

    Gabr, Fatema Mohsen; Abdennadher, Slim

    2015-01-01

    Walk like An Egyptian is a location-based, mobile native game developed for tourists. The game provides information for tourists about the touristic places, motivates nationals to visit their historical sights and increase their cultural heritage awareness enabling them to explore the past and connect with it. At the same time, the game allows to…

  4. English Language Education On-Line Game and Brain Connectivity

    ERIC Educational Resources Information Center

    Hong, Ji Sun; Han, Doug Hyun; Kim, Young In; Bae, Su Jin

    2017-01-01

    The HoDoo English game was developed to take advantage of the benefits attributed to on-line games while teaching English to native Korean speakers. We expected to see that the improvements in the subjects' English language abilities after playing the HoDoo English game would be associated with increased brain functional connectivity in the areas…

  5. Game for Anything: Multi-Cultural Games and Activities for Children.

    ERIC Educational Resources Information Center

    Russell, Anna Rita

    A collection of Native and newcomer Canadian children's activities and games have been gleaned from various cultural sources for children to benefit from Alberta's diversity of ethnic groups. The handbook forms a framework for the teacher/parent to organize activities for children allowing change and modification if necessary. The first section…

  6. Listen to the Natives

    ERIC Educational Resources Information Center

    Prensky, Marc

    2006-01-01

    "Digital natives" refer to today's students because they are native speakers of technology, fluent in the digital language of computers, video games, and the Internet. Those who were not born into the digital world are referred to as digital immigrants. Educators, considered digital immigrants, have slid into the 21st century--and into the digital…

  7. Integrating Game-Based Learning Initiative: Increasing the Usage of Game-Based Learning within K-12 Classrooms through Professional Learning Groups

    ERIC Educational Resources Information Center

    Denham, André R.; Mayben, Robert; Boman, Terri

    2016-01-01

    In the past 15 to 20 years there has been an increased interest in the use of games for learning. A considerable amount of work has already been done by educational researchers and theorists (Gee, Squire, Malone, Lepper, Shaffer, etc.) to identify and to operationalize the native affordances of games that make them good for learning. Unfortunately…

  8. 78 FR 11988 - Migratory Bird Subsistence Harvest in Alaska; Harvest Regulations for Migratory Birds in Alaska...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-21

    ...-management process involving the Service, the Alaska Department of Fish and Game, and Alaska Native... developed under a co-management process involving the Service, the Alaska Department of Fish and Game, and... Fish and Game's request to expand the Fairbanks North Star Borough excluded area to include the Central...

  9. Emerald ash borer, black ash, and Native American basketmaking

    Treesearch

    Therese M. Poland; Marla R. Emery; Tina Ciaramitaro; Ed Pigeon; Angie Pigeon

    2017-01-01

    Native cultures coevolved with the forests of the Great Lakes region following the last ice age. Plentiful water, abundant game, and fertile soil supported fishing, hunting, and gathering, as well as subsistence agriculture. Lakes and tributaries facilitated transportation by canoe and trade among tribes. Native Americans developed a semi-nomadic lifestyle, moving...

  10. Ethnoecology of Fire: An Experimental Approach in the Ohio Valley

    Treesearch

    Erin B. Hines; Jan Salick; Elaine Kennedy Sutherland; Todd F. Hutchinson; Steve Sutherland; Steve Sutherland

    2000-01-01

    Native Americans used fire to manipulate nature and directly benefit their survival. Certain plant species, many of which were useful to Native Americans as sources of food, fiber, dye, medicine, and game browse, are adapted to survive and even thrive in post-burn environments. Evidence suggests that Native Americans intentionally set fires to encourage growth and...

  11. Visualization of molecular structures using HoloLens-based augmented reality

    PubMed Central

    Hoffman, MA; Provance, JB

    2017-01-01

    Biological molecules and biologically active small molecules are complex three dimensional structures. Current flat screen monitors are limited in their ability to convey the full three dimensional characteristics of these molecules. Augmented reality devices, including the Microsoft HoloLens, offer an immersive platform to change how we interact with molecular visualizations. We describe a process to incorporate the three dimensional structures of small molecules and complex proteins into the Microsoft HoloLens using aspirin and the human leukocyte antigen (HLA) as examples. Small molecular structures can be introduced into the HoloStudio application, which provides native support for rotating, resizing and performing other interactions with these molecules. Larger molecules can be imported through the Unity gaming development platform and then Microsoft Visual Developer. The processes described here can be modified to import a wide variety of molecular structures into augmented reality systems and improve our comprehension of complex structural features. PMID:28815109

  12. The SIMs Meet ESL Incorporating Authentic Computer Simulation Games into the Language Classroom

    ERIC Educational Resources Information Center

    Miller, Megan; Hegelheimer, Volker

    2006-01-01

    Despite their motivational appeal to learners, innovative and technologically advanced computer simulation games targeting native English speakers frequently remain beyond the competence of ESL learners as independent didactic tools. Guided by Chapelle's (2001) criteria for determining CALL task appropriateness, this paper illustrates how the…

  13. Native American Ceremonial Athletic Games.

    ERIC Educational Resources Information Center

    Pesavento, Wilma J.

    This is a report on the relationship of North American Indian athletic games to ceremonies. Data for this investigation were researched from 48 "Annual Reports of the Bureau of American Ethnology, Smithsonian Institution" published from 1881 to 1933, and the 84 volumes of the "American Anthropologist" published from 1888 to 1974. Observational…

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

    ERIC Educational Resources Information Center

    Petersen, Susan; Cruz, Luz

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

  15. Use of Media Technologies by Native American Teens and Young Adults: Evaluating Their Utility for Designing Culturally-Appropriate Sexual Health Interventions Targeting Native Youth in the Pacific Northwest

    ERIC Educational Resources Information Center

    Craig Rushing, Stephanie Nicole

    2010-01-01

    American Indian and Alaska Native (AI/AN) youth are disproportionally burdened by high rates of sexually transmitted infections and teen pregnancy, heightening their need for sexual health interventions that are aligned to their unique culture and social context. Media technologies, including the Internet, cell phones, and video games, offer new…

  16. Imperiled mammalian fauna of aquatic ecosystems in the Southeast: A historical perspective: Chapter 9

    USGS Publications Warehouse

    Harvey, M.J.; Clark, J.D.; Benz, G.W.; Collins, D.E.

    1997-01-01

    The passage of the U.S. Endangered Species Act of 1973 resulted in an increased need for information concerning distribution and status of all native species. However, relatively little is known concerning the historical distribution and current status of many mammalian taxa, and this is particularly so for small non-game species. In this chapter we provide species accounts of mammals commonly associated with aquatic ecosystems that we consider to be imperiled in the southeastern United States. In these accounts we have included information which we feel is valuable toward best understanding the threats that challenge each considered taxon.

  17. Coastal Culture Area. Native American Curriculum Series.

    ERIC Educational Resources Information Center

    Ross, Cathy; Fernandes, Roger

    Background information, legends, games, illustrations, and art projects are provided in this booklet introducing elementary students to the history and culture of Indian tribes of the North Pacific Coast and Pacific Northwest. One in a series of Native American instructional materials, the booklet provides an overview of the coastal culture area,…

  18. Northern Russian "People" Games for Children

    ERIC Educational Resources Information Center

    Krasil'nikov, Valeriy P.

    2006-01-01

    In this article, the author states that people games and contests have always occupied a special place in the traditional physical training of the native people in northern Russia. This article is prepared on the basis of materials obtained as a result of expeditions conducted from 1990 through 1993 into Siberia's "Khanty-Mansyyski" and…

  19. Tips from the Classroom.

    ERIC Educational Resources Information Center

    Pocorobba, Janet; And Others

    1996-01-01

    Presents activities found to be useful in English-as-a-Second-Language (ESL) classes, including a game in which the teacher guesses the meaning of words in students' native tongues; an exercise in which students write predictions, such as weather forecasting, in English; a game in which students explain the meaning of selected idioms in their own…

  20. Race to Displace: A Game to Model the Effects of Invasive Species on Plant Communities

    ERIC Educational Resources Information Center

    Hopwood, Jennifer L.; Flowers, Susan K.; Seidler, Katie J.; Hopwood, Erica L.

    2013-01-01

    Invasive species are a substantial threat to biodiversity. Educating students about invasive species introduces fundamental concepts in biology, ecology, and environmental science. In the Race to Displace game, students assume the characteristics of select native or introduced plants and experience first hand the influences of species interactions…

  1. Learning from Foxwoods: Visualizing the Mashantucket Pequot Tribal Nation

    ERIC Educational Resources Information Center

    Anthes, Bill

    2008-01-01

    Since the passage in 1988 of the Indian Gaming Regulatory Act, which recognized the authority of Native American tribal groups to operate gaming facilities free from state and federal oversight and taxation, gambling has emerged as a major industry in Indian Country. Casinos offer poverty-stricken reservation communities confined to meager slices…

  2. Goal Format in Small-Sided Soccer Games: Technical Actions and Offensive Scenarios of Prepubescent Players

    PubMed Central

    Pulling, Craig; Twitchen, Alex; Pettefer, Carl

    2016-01-01

    The aim of this study was to investigate the influence of the number of goal-posts and the positioning of goal-posts used within small-sided games on the frequency of technical actions and offensive scenarios performed by prepubescent players within soccer. The participants were eight male prepubescent soccer players (12.1 ± 0.5 years). The participants were video recorded for 20 min playing four different formats of 4v4 small-sided games: (1) standard two goal game; (2) four goal game, one goal in each corner; (3) two goal game with goal-posts positioned 9.14 m/10 yd infield, scoring only through the back of the goal; (4) four goal-game, one goal positioned 9.14 m/10 yd infield in each corner, scoring through either the front or back of each goal. Chi-squared tests of independence were utilized to statistically explore the impact of the different small-sided game formats. There were significant associations (p < 0.05) observed between the different small-sided game formats and the frequency of turns, dribbles, shots, goals and overlaps performed. For example, players performed more turns in small-sided game format two and more shots during small-sided game format four. It is suggested coaches should consider using a variation of the number and positioning of goal-posts in small-sided games as an effective training tool in the development of prepubescent soccer players. This will enable coaches to vary the focus of sessions, and develop specific technical and tactical actions within a situation similar to that of real match-play. PMID:29910301

  3. Transitioning towards the Digital Native: Examining Digital Technologies, Video Games, and Learning

    ERIC Educational Resources Information Center

    Salomon, John

    2010-01-01

    Although digital technologies have become commonplace among people who grew up around them, little is known about the effect that such technology will have on learners or its impact on traditional methods of educational delivery. This dissertation examines how certain technologies affect digital natives and seeks to understand specific…

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

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Members of KSC's Native America International Tribal Council and the Space Coast Indian Association (Brevard County) gather in the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  5. Non-Native Chinese Language Learners' Attitudes towards Online Vision-Based Motion Games

    ERIC Educational Resources Information Center

    Hao, Yungwei; Hong, Jon-Chao; Jong, Jyh-Tsorng; Hwang, Ming-Yueh; Su, Chao-Ya; Yang, Jin-Shin

    2010-01-01

    Learning to write Chinese characters is often thought to be a very challenging and laborious task. However, new learning tools are being designed that might reduce learners' tedium. This study explores one such tool, an online program in which learners can learn Chinese characters through vision-based motion games. The learner's gestures are…

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

    NASA Astrophysics Data System (ADS)

    Delibes-Mateos, Miguel; Farfán, Miguel Ángel; Olivero, Jesús; Márquez, Ana Luz; Vargas, Juan Mario

    2009-06-01

    Agricultural change has transformed large areas of traditional farming landscapes, leading to important changes in the species community assemblages in most European countries. We suspect that the drastic changes in land-use that have occurred in Andalusia (southern Spain) over recent decades, may have affected the distribution and abundance of game species in this region. This article compares the distribution of the main game species in Andalusia during the 1960s and 1990s, using data from maps available from the Mainland Spanish Fish, Game and National Parks Service and from recent datasets on hunting yield distributions, respectively. Big-game and small-game species were significantly segregated in southern Spain during the 1990s, as two clearly independent chorotypes (groups of species whose abundances are similarly distributed) were obtained from the classification analysis. In contrast, big-game and small-game species were not significantly segregated several decades ago, when there was only one chorotype consisting of small-game species and wild boar. The other three ungulates did not constitute a significant chorotype, as they showed positive correlations with some species in the group mentioned above. These changes seem to be a consequence of the transformations that have occurred in the Iberian Mediterranean landscape over the last few decades. The abandoning of traditional activities, and the consequent formation of dense scrubland and woodland, has led to an expansion of big-game species, and a decrease of small-game species in mountain areas. Moreover, agricultural intensification has apparently depleted small-game species populations in some agricultural areas. On the other hand, the increasingly intensive hunting management could be artificially boosting this segregation between small-game and big-game species. Our results suggest that the conservation and regeneration of traditional agricultural landscapes (like those predominating in the 1960s) should be a priority for the conservation of small-game species.

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

    PubMed

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

    2015-06-27

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

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

    PubMed Central

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

    2015-01-01

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

  9. Tribal Recommendations for Designing Culturally Appropriate Technology-Based Sexual Health Interventions Targeting Native Youth in the Pacific Northwest

    ERIC Educational Resources Information Center

    Rushing, Stephanie Craig; Stephens, David

    2012-01-01

    Media technologies, including the Internet, cell phones, and video games, offer new avenues to reach Native youth on sensitive health topics. Project Red Talon, a sexually transmitted disease (STD)/HIV prevention project that serves the 43 federally recognized tribes in Oregon, Washington, and Idaho, used community-based participatory research…

  10. 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...

  11. Physical and Physiological Characteristics of Various-Sided Games in Elite Women's Soccer.

    PubMed

    Mara, Jocelyn K; Thompson, Kevin G; Pumpa, Kate L

    2016-10-01

    To investigate the physical and physiological response to different formats of various-sided games. Eighteen elite women's soccer players wore 15-Hz global positioning system devices and heart-rate (HR) monitors during various-sided games (small, 4 vs 4 and 5 vs 5; medium, 6 vs 6 and 7 vs 7; large, 8 vs 8 and 9 vs 9). Players covered more relative sprinting distance during large-sided games than in small-sided (P < .001, d = 0.69) and medium-sided (P < .001, d = 0.54) games. In addition, a greater proportion of total acceleration efforts that had a commencement velocity <1 m/s were observed in small-sided games (44.7% ± 5.5%) than in large-sided games (36.7% ± 10.6%) (P = .018, d = 0.94). This was accompanied by a greater proportion of acceleration efforts with a final velocity equivalent to the sprint threshold in large-sided games (15.4% ± 7.7%) than in small-sided games (5.2% ± 2.5%) (P < .001, d = 1.78). The proportion of time spent in HR zone 4 (>85% maximum HR) was greater during small-sided games (69.8% ± 2.5%) than in medium- (62.1% ± 2.8%, d = 2.90) and large-sided games (54.9% ± 3.1%) (P < .001, d = 5.29). The results from this study demonstrate that coaches can use small-sided games as an aerobic conditioning stimulus and to develop players' explosiveness and repeat-sprint ability over short durations. Large-sided games can be used to maintain aerobic capacity and develop maximum speed over longer distances.

  12. Teaching Spatial Awareness In Small-Sided Games

    ERIC Educational Resources Information Center

    Phillips, David; Hannon, James C.; Molina, Sergio

    2015-01-01

    This article supports the use of strategy and tactics at games stage three (how to teach basic offensive and defensive strategy using small-sided games) as a best practices in physical education. Potential learning through game stages three and four (full-sided games) is only possible when teachers have advanced content knowledge to teach the…

  13. Small-sided games in football as a method to improve high school students’ instep passing skills

    NASA Astrophysics Data System (ADS)

    Ridwan, M.; Darmawan, G.; Fuadi, Z.

    2018-01-01

    This study analyzed the influence of small sided games application toward increasing the learning result of instep passing in football. The research used one group pretest-posttest design. The data were obtained once a week for 135 minutes of small sided games and this activity had been held for four weeks with a final test in the final meeting. According to descriptive data result, there were increases of the mean. The data showed the increase of the application of small sided games resulted in not only the mean of the descriptive data but also the result of T-test. The significant of T-test is 0,000. It means less than 0,05 then the hypothesis Ha received and Ho rejected automatically. The presentation showed that 48,15% data is increasing by small-sided games application. The small-sided games were proven to be the right tool to increase instep passing football technique. We suggested to the apply that kind of games of football learning on physical education subject, especially for pre-university students.

  14. Native American-Native Siberian Cultural Exchange: Ancient Tribal Connections Come to Light in Monument Valley Study Program.

    ERIC Educational Resources Information Center

    Hubbard, Pat

    1998-01-01

    Describes the 1995-97 student exchange program between the Navajo Nation in San Juan School District, Utah, and the Khanty-Mansisk region of Siberia. Similarities were found in language, string games, folk tales, sweat lodges, clan traditions, traditional arts and crafts, and stories of ancient meetings between the two peoples and use of the…

  15. The Digital Natives Are Restless: Inspiring a New Generation of Learners

    ERIC Educational Resources Information Center

    Rudi, Alan

    2012-01-01

    The current crop of "digital natives"--kids born into a world of modern technology--has been immersed in a world of video games, computers, digital music players, and cell phones from an early age. Shaped by the Internet, Google searches, and instant messaging, they can't imagine life without technology. Theirs is a vastly different world from…

  16. Nativity Shifts, Broken Dreams, and the New Latino South's Post-First Generation

    ERIC Educational Resources Information Center

    Portes, Pedro R.; Salas, Spencer

    2015-01-01

    For game three of the 2013 NBA finals, 11-year-old Sebastian de la Cruz, a musical prodigy born and raised in the great state of Texas, opened the June game with a rendition of the Star Spangled Banner--a la mariachi. As the applause faded for the El Charro de Oro's [The Golden Mariachi's] performance, an outburst of racialized twittering hit the…

  17. Effects of knowing the task duration on players' pacing patterns during soccer small-sided games.

    PubMed

    Ferraz, Ricardo; Gonçalves, Bruno; Van Den Tillaar, Roland; Jiménez Sáiz, Sergio; Sampaio, Jaime; Marques, Mário C

    2018-01-01

    The aim of this study was to identify the influence of prior knowledge of exercise duration on players' pacing patterns during soccer small-sided games. Twenty semi-professional male soccer players participated in this study. In the first game scenario, players were not informed how long they would be required to play the small-sided game and the activity was terminated after 20 min (Unknown Condition). In the second game scenario, players were told that they would play the small-sided game for 10 min, but immediately after completing the 10-min game, they were asked to complete another 10 min (Partially Condition). In the third game scenario, players were instructed that they would play the small-sided game for 20 min and then they completed the 20-min game (Known Condition). The results presented a tendency of higher values in all performance variables in the [0'-10'] min compared with the [10'-20'] min. As the players' previous knowledge about the tasks duration increased, the performance between two moments tended to be similar. Considering the entire 20-min game duration, the Partially Condition of the exercise was the most demanding condition. In conclusion, the knowledge of shorter durations of the exercise seems to lead to an increase of exercise duration demand, and longer exercise durations possibly tend to decrease differences between full knowledge and not knowing the exercise duration.

  18. Optimising technical skills and physical loading in small-sided basketball games.

    PubMed

    Klusemann, Markus J; Pyne, David B; Foster, Carl; Drinkwater, Eric J

    2012-01-01

    Differences in physiological, physical, and technical demands of small-sided basketball games related to the number of players, court size, and work-to-rest ratios are not well characterised. A controlled trial was conducted to compare the influence of number of players (2v2/4v4), court size (half/full court) and work-to-rest ratios (4x2.5 min/2x5 min) on the demands of small-sided games. Sixteen elite male and female junior players (aged 15-19 years) completed eight variations of a small-sided game in randomised order over a six-week period. Heart rate responses and rating of perceived exertion (RPE) were measured to assess the physiological load. Movement patterns and technical elements were assessed by video analysis. There were ∼60% more technical elements in 2v2 and ∼20% more in half court games. Heart rate (86 ± 4% & 83 ± 5% of maximum; mean ± SD) and RPE (8 ± 2 & 6 ± 2; scale 1-10) were moderately higher in 2v2 than 4v4 small-sided games, respectively. The 2v2 format elicited substantially more sprints (36 ±12%; mean ±90% confidence limits) and high intensity shuffling (75 ±17%) than 4v4. Full court games required substantially more jogging (9 ±6%) compared to half court games. Fewer players in small-sided basketball games substantially increases the technical, physiological and physical demands.

  19. Use of Media Technologies by Native American Teens and Young Adults in the Pacific Northwest: Exploring Their Utility for Designing Culturally Appropriate Technology-Based Health Interventions

    ERIC Educational Resources Information Center

    Rushing, Stephanie Craig; Stephens, David

    2011-01-01

    American Indian and Alaska Native (AI/AN) youth are disproportionally burdened by many common adolescent health issues, including drug and alcohol use, injury and violence, sexually transmitted infections, and teen pregnancy. Media technologies, including the Internet, cell phones, and video games, offer new avenues for reaching adolescents on a…

  20. Traditional Native American Ball Games in the Early 20th Century Recorded by Edward S. Curtis, Artist with a Camera.

    ERIC Educational Resources Information Center

    Pesavento, Wilma J.

    The work of Edward S. Curtis, who studied and recorded American Indian culture with a camera, is described in this paper. Curtis recorded on film, with explanatory text, a photo-history of eighty tribes west of the Missouri River. The role of games and their accompanying mythology was one of the salient features of Curtis's work. The general…

  1. 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…

  2. "The Greatest Game Ever": Swatball

    ERIC Educational Resources Information Center

    Swartz, Daniel R.; Rauschenbach, Jim

    2013-01-01

    The guidance document "Teaching Large Class Sizes in Physical Education" (NASPE, 2006) suggests incorporating small group work by putting students into small groups to work on a concept, skill, and/or task and using small-sided games that utilize a smaller number of players and a smaller playing area than those of a regulation game. It…

  3. The prevalence of problematic video gamers in the Netherlands.

    PubMed

    Haagsma, Maria C; Pieterse, Marcel E; Peters, Oscar

    2012-03-01

    This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the prevalence of problematic gaming. A representative national panel of 902 respondents aged 14 to 81 took part in the study. The results show that gaming in general is a wide-spread and popular activity among the Dutch population. Browser games (small games played via the internet) and offline casual games (e.g., offline card games) were reported as most popular type of game. Online games (e.g., massively multiplayer online role-playing games) are played by a relatively small part of the respondents, yet considerably more time is spent on these online games than on browser games, offline casual games, and offline games (e.g., offline racing games). The prevalence of problematic gaming in the total sample is 1.3 percent. Among adolescents and young adults problematic gaming occurs in 3.3 percent of cases. Particularly male adolescents seem to be more vulnerable to developing problematic gaming habits.

  4. Digital Game-Based Learning: A Didactic Experience in the Pre-Degree Nursing Career.

    PubMed

    Solís de Ovando, A; Rodríguez, A; Hullin, C

    2018-01-01

    Nowadays we are faced with a society immersed in globalization and native technology, causing a great challenge in the university teaching staff. The gamification, as teaching-learning didactic methodology, gathers the characteristics that allow to motivate and achieve an active and significant learning. The objective of this work is to show the experience of the nursing career, which combines the learning based on games and the use of digital applications.

  5. KSC-00pp1087

    NASA Image and Video Library

    2000-08-06

    Members of KSC’s Native America International Tribal Council and the Space Coast Indian Association (Brevard County) gather in the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  6. KSC00pp1087

    NASA Image and Video Library

    2000-08-06

    Members of KSC’s Native America International Tribal Council and the Space Coast Indian Association (Brevard County) gather in the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  7. Tribal recommendations for designing culturally appropriate technology-based sexual health interventions targeting Native youth in the Pacific Northwest.

    PubMed

    Craig Rushing, Stephanie; Stephens, David

    2012-01-01

    Media technologies, including the Internet, cell phones, and video games, offer new avenues to reach Native youth on sensitive health topics. Project Red Talon, a sexually transmitted disease (STD)/HIV prevention project that serves the 43 federally recognized tribes in Oregon, Washington, and Idaho, used community-based participatory research methods in partnership with the Northwest tribes to review existing technology-based interventions and generate recommendations for designing interventions that reflect the culture, needs, and organizational capacities of participating tribes and Native youth. These findings are now being used to guide the development of technology-based health interventions targeting American Indian/Alaska Native teens and young adults.

  8. Influence of field size on the physiological and skill demands of small-sided games in junior and senior rugby league players.

    PubMed

    Gabbett, Tim J; Abernethy, Bruce; Jenkins, David G

    2012-02-01

    The purpose of this study was to investigate the effect of changes in field size on the physiological and skill demands of small-sided games in elite junior and senior rugby league players. Sixteen elite senior rugby league players ([mean ± SE] age, 23.6 ± 0.5 years) and 16 elite junior rugby league players ([mean ± SE] age, 17.3 ± 0.3 years) participated in this study. On day 1, 2 teams played an 8-minute small-sided game on a small field (10-m width × 40-m length), whereas the remaining 2 teams played the small-sided game on a larger sized field (40-m width × 70-m length). On day 2, the groups were crossed over. Movement was recorded by a global positioning system unit sampling at 5 Hz. Games were filmed to count the number of possessions and the number and quality of disposals. The games played on a larger field resulted in a greater (p < 0.05) total distance covered, and distances covered in moderate, high, and very-high velocity movement intensities. Senior players covered more distance at moderate, high, and very-high intensities, and less distance at low and very-low intensities during small-sided games than junior players. Although increasing field size had no significant influence (p > 0.05) over the duration of recovery periods for junior players, larger field size significantly reduced (p < 0.05) the amount of short-, moderate-, and long-duration recovery periods in senior players. No significant between-group differences (p > 0.05) were detected for games played on a small or large field for the number or quality of skill involvements. These results suggest that increases in field size serve to increase the physiological demands of small-sided games but have minimal influence over the volume or quality of skill executions in elite rugby league players.

  9. Pacing behaviour of players in team sports: Influence of match status manipulation and task duration knowledge

    PubMed Central

    Ferraz, Ricardo; Gonçalves, Bruno; Marinho, Daniel A.; Sampaio, Jaime; Marques, Mário C.

    2018-01-01

    The study aimed to identify the influence of prior knowledge of exercise duration associated with initial information about momentary match status (losing or winning) on the pacing behaviour displayed during soccer game-based activities. Twenty semi-professional male players participated in four game scenarios divided in two sessions. In the first game scenario, players were not informed about the time duration or initial match status. In the second, players were only informed they would be required to play a small-sided game for 12 minutes. In the third, players were told they would play a small-sided game for 12 minutes and that one of the teams was winning 2 to 0. Finally, in the fourth game scenario, players were instructed they would play a small-sided game for 12 minutes and the score lines used at the start of the previous game scenario were reversed. The results showed a tendency for the unknown task duration to elicit greater physical responses in all studied variables, compared with knowing the task duration. Knowing the task duration and starting the game winning or losing did not affect the players’ activity profile between the two conditions. Thus, during small-sided soccer games, knowledge (or not) about the exercise duration alters the pacing behaviour of the players. Moreover, short and undisclosed-length exercise durations resulted in the adoption of more aggressive pacing strategies, characterised by higher initial exercise intensities. Furthermore, previous information on match status does not seem to interfere with pacing patterns if the players are aware of the exercise duration. Coaches may use knowledge of exercise duration to manipulate the small-sided games’ demands. PMID:29401476

  10. 78 FR 47003 - Proposed Appointment to the National Indian Gaming Commission

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-08-02

    ... social welfare. His work as a community organizer and pro bono counsel for the Native American Community Organizing Project has given him experience with health care, housing, educational, and other social service...

  11. Differential Learning as a Key Training Approach to Improve Creative and Tactical Behavior in Soccer.

    PubMed

    Santos, Sara; Coutinho, Diogo; Gonçalves, Bruno; Schöllhorn, Wolfgang; Sampaio, Jaime; Leite, Nuno

    2018-03-01

    The aim of this study was to identify the effects of a differential-learning program, embedded in small-sided games, on the creative and tactical behavior of youth soccer players. Forty players from under-13 (U13) and under-15 (U15) were allocated into control and experimental groups and were tested using a randomized pretest to posttest design using small-sided games situations. The experimental group participated in a 5-month differential-learning program embodied in small-sided games situations, while the control group participated in a typical small-sided games training program. In-game creativity was assessed through notational analyses of the creative components, and the players' positional data were used to compute tactical-derived variables. The findings suggested that differential learning facilitated the development of creative components, mainly concerning attempts (U13, small; U15, small), versatility (U13, moderate; U15, small), and originality (U13, unclear; U15, small) of players' actions. Likewise, the differential-learning approach provided a decrease in fails during the game in both experimental groups (moderate). Moreover, differential learning seemed to favor regularity in pitch-positioning behavior for the distance between players' dyads (U13, small; U15, small), the distance to the team target (U13, moderate; U15, small), and the distance to the opponent target (U13, moderate; U15, small). The differential-learning program stressed creative and positional behavior in both age groups with a distinct magnitude of effects, with the U13 players demonstrating higher improvements over the U15 players. Overall, these findings confirmed that the technical variability promoted by differential learning nurtures regularity of positioning behavior.

  12. Population and harvest trends of big game and small game species: a technical document supporting the USDA Forest Service Interim Update of the 2000 RPA Assessment

    Treesearch

    Curtis H. Flather; Michael S. Knowles; Stephen J. Brady

    2009-01-01

    This technical document supports the Forest Service's requirement to assess the status of renewable natural resources as mandated by the Forest and Rangeland Renewable Resources Planning Act of 1974 (RPA). It updates past reports on national and regional trends in population and harvest estimates for species classified as big game and small game. The trends...

  13. 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…

  14. Examining Spillovers between Long and Short Repeated Prisoner's Dilemma Games Played in the Laboratory.

    PubMed

    Arechar, Antonio A; Kouchaki, Maryam; Rand, David G

    2018-03-01

    We had participants play two sets of repeated Prisoner's Dilemma (RPD) games, one with a large continuation probability and the other with a small continuation probability, as well as Dictator Games (DGs) before and after the RPDs. We find that, regardless of which is RPD set is played first, participants typically cooperate when the continuation probability is large and defect when the continuation probability is small. However, there is an asymmetry in behavior when transitioning from one continuation probability to the other. When switching from large to small, transient higher levels of cooperation are observed in the early games of the small continuation set. Conversely, when switching from small to large, cooperation is immediately high in the first game of the large continuation set. We also observe that response times increase when transitioning between sets of RPDs, except for altruistic participants transitioning into the set of RPDs with long continuation probabilities. These asymmetries suggest a bias in favor of cooperation. Finally, we examine the link between altruism and RPD play. We find that small continuation probability RPD play is correlated with giving in DGs played before and after the RPDs, whereas high continuation probability RPD play is not.

  15. Substituting Developmental for Traditional Games in Elementary Physical Education

    ERIC Educational Resources Information Center

    Belka, David

    2004-01-01

    When children are assessed as being developmentally ready for competitive game play, large group games and traditional low organizational games need to be replaced by an approach that uses small-sided games, modified equipment and playing areas, and emphasizes game tactics. Manipulating factors that affect the structure and understanding of games…

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

    DTIC Science & Technology

    1979-01-01

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

  17. Game theory and strategy in medical training.

    PubMed

    Blake, Amy; Carroll, Bryan T

    2016-11-01

    This paper analyses how game theory can provide a framework for understanding the strategic decision-making that occurs in everyday scenarios in medical training and practice, and ultimately serves as a tool for improving the work environment and patient care. Game theory has been applied to a variety of fields outside of its native economics, but has not been thoroughly studied in the context of health care provision. The paper discusses four of the most common 'games' and applies each to a scenario in medicine to provide new insight on the incentives and drivers for certain types of behaviour and a deeper understanding of why certain results are valued more strongly than others. Using game theory as an integrative tool, in conjunction with good judgement and a sound knowledge base, trainees and physicians can work to better recognise where competing priorities exist, understand the motivations and interactions of the various players, and learn to adjust their approaches in order to 'change the game' when their preferred outcome is not the most likely one. © 2016 John Wiley & Sons Ltd and The Association for the Study of Medical Education.

  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. Small mammal use of native warm-season and non-native cool-season grass forage fields

    USGS Publications Warehouse

    Ryan L Klimstra,; Christopher E Moorman,; Converse, Sarah J.; Royle, J. Andrew; Craig A Harper,

    2015-01-01

    Recent emphasis has been put on establishing native warm-season grasses for forage production because it is thought native warm-season grasses provide higher quality wildlife habitat than do non-native cool-season grasses. However, it is not clear whether native warm-season grass fields provide better resources for small mammals than currently are available in non-native cool-season grass forage production fields. We developed a hierarchical spatially explicit capture-recapture model to compare abundance of hispid cotton rats (Sigmodon hispidus), white-footed mice (Peromyscus leucopus), and house mice (Mus musculus) among 4 hayed non-native cool-season grass fields, 4 hayed native warm-season grass fields, and 4 native warm-season grass-forb ("wildlife") fields managed for wildlife during 2 summer trapping periods in 2009 and 2010 of the western piedmont of North Carolina, USA. Cotton rat abundance estimates were greater in wildlife fields than in native warm-season grass and non-native cool-season grass fields and greater in native warm-season grass fields than in non-native cool-season grass fields. Abundances of white-footed mouse and house mouse populations were lower in wildlife fields than in native warm-season grass and non-native cool-season grass fields, but the abundances were not different between the native warm-season grass and non-native cool-season grass fields. Lack of cover following haying in non-native cool-season grass and native warm-season grass fields likely was the key factor limiting small mammal abundance, especially cotton rats, in forage fields. Retention of vegetation structure in managed forage production systems, either by alternately resting cool-season and warm-season grass forage fields or by leaving unharvested field borders, should provide refugia for small mammals during haying events.

  20. Distance Learning: A Game Changer

    ERIC Educational Resources Information Center

    Bates, Rodger; LaBrecque, Bryan

    2017-01-01

    Previous research identified a variety of special populations which may be serviced through online learning activities. These have included the military, Native Americans, prisoners, remote occupations, and others. This paper focuses the growing role of distance learning opportunities for student and professional athletes. Special attention is…

  1. Work for Play: Careers in Video Game Development

    ERIC Educational Resources Information Center

    Liming, Drew; Vilorio, Dennis

    2011-01-01

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

  2. Demographic factors and playing variables in online computer gaming.

    PubMed

    Griffiths, Mark D; Davies, Mark N O; Chappell, Darren

    2004-08-01

    Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playing history (i.e., how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling).

  3. Examining Spillovers between Long and Short Repeated Prisoner’s Dilemma Games Played in the Laboratory

    PubMed Central

    Arechar, Antonio A.; Kouchaki, Maryam; Rand, David G.

    2018-01-01

    We had participants play two sets of repeated Prisoner’s Dilemma (RPD) games, one with a large continuation probability and the other with a small continuation probability, as well as Dictator Games (DGs) before and after the RPDs. We find that, regardless of which is RPD set is played first, participants typically cooperate when the continuation probability is large and defect when the continuation probability is small. However, there is an asymmetry in behavior when transitioning from one continuation probability to the other. When switching from large to small, transient higher levels of cooperation are observed in the early games of the small continuation set. Conversely, when switching from small to large, cooperation is immediately high in the first game of the large continuation set. We also observe that response times increase when transitioning between sets of RPDs, except for altruistic participants transitioning into the set of RPDs with long continuation probabilities. These asymmetries suggest a bias in favor of cooperation. Finally, we examine the link between altruism and RPD play. We find that small continuation probability RPD play is correlated with giving in DGs played before and after the RPDs, whereas high continuation probability RPD play is not. PMID:29809199

  4. 25 CFR 542.6 - Does this part apply to small and charitable gaming operations?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... operations? 542.6 Section 542.6 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... integrity of games offered; and (ii) Safeguard the assets used in connection with the operation. (b... the integrity of the games offered; and (ii) Safeguard the assets used in connection with the gaming...

  5. 25 CFR 543.6 - Does this part apply to small and charitable gaming operations?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... operations? 543.6 Section 543.6 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN...) Protect the integrity of games offered; (ii) Safeguard the assets used in connection with the operation... the integrity of the games offered; (ii) Safeguard the assets used in connection with the gaming...

  6. Effect of National Football League games on small animal emergency room caseload.

    PubMed

    Rozanski, Elizabeth A; Rondeau, Mark P; Shaw, Scott P; Rush, John E

    2009-07-01

    To evaluate whether games of popular professional football teams have an effect on small animal emergency room caseload and percentage of dogs and cats that subsequently are hospitalized, are euthanatized, or die following admission to veterinary emergency rooms located within a dedicated fan base. Prospective study. 818 dogs and cats admitted to the emergency room. During the 2007 New England Patriots (NEP) football season, small animal emergency room caseload was recorded for Sunday (4-hour blocks, 8:00 AM until 12:00 midnight) and Monday night (7:00 PM to 11:00 PM). Number of dogs and cats that subsequently were hospitalized, died, or were euthanatized was recorded. Mean game importance rating (GIR) was determined for NEP games (scale, 1 [mild] to 3 [great]). Percentage of dogs and cats admitted from 12:00 noon to 4:00 PM on Sundays during NEP games (mean GIR, 1.7) versus non-NEP games was not different. Mean +/- SD percentage of dogs and cats admitted from 4:00 PM to 8:00 PM on Sundays during NEP games (mean GIR, 2.4) versus non-NEP games was significantly different (18 +/- 5% and 25 +/- 7% of daily caseload, respectively). Percentage of dogs and cats admitted from 8:00 PM to 12:00 midnight on Sundays during NEP games (mean GIR, 2.1) versus non-NEP games was not different. Game type (NEP vs non-NEP) during emergency room admission did not influence whether dogs and cats subsequently were hospitalized, died, or were euthanatized. Professional sporting events may influence veterinary emergency room caseloads.

  7. Influence of prior knowledge of exercise duration on pacing strategies during game-based activities.

    PubMed

    Gabbett, Tim J; Walker, Ben; Walker, Shane

    2015-04-01

    To investigate the influence of prior knowledge of exercise duration on the pacing strategies employed during game-based activities. Twelve semiprofessional team-sport athletes (mean ± SD age 22.8 ± 2.1 y) participated in this study. Players performed 3 small-sided games in random order. In one condition (Control), players were informed that they would play the small-sided game for 12 min and then completed the 12-min game. In a 2nd condition (Deception), players were told that they would play the small-sided game for 6 minutes, but after completing the 6-min game, they were asked to complete another 6 min. In a 3rd condition (Unknown), players were not told how long they would be required to play the small-sided game, but the activity was terminated after 12 min. Movement was recorded using a GPS unit sampling at 10 Hz. Post hoc inspection of video footage was undertaken to count the number of possessions and the number and quality of disposals. Higher initial intensities were observed in the Deception (130.6 ± 3.3 m/min) and Unknown (129.3 ± 2.4 m/min) conditions than the Control condition (123.3 ± 3.4 m/min). Greater amounts of high-speed running occurred during the initial phases of the Deception condition, and more low-speed activity occurred during the Unknown condition. A moderately greater number of total skill involvements occurred in the Unknown condition than the Control condition. These findings suggest that during game-based activities, players alter their pacing strategy based on the anticipated endpoint of the exercise bout.

  8. The Pattern of Electronic Game Use and Related Bodily Discomfort in Hong Kong Primary School Children

    ERIC Educational Resources Information Center

    Lui, Donald P. Y.; Szeto, Grace P. Y.; Jones, Alice Y. M.

    2011-01-01

    The present study examined the usage pattern of electronic game devices among primary school children in Hong Kong. Commonly used types of games devices were grouped into three main categories: large-screen/TV-based games, small handheld game devices and active game devices. A survey was conducted among 476 students in a local primary school, with…

  9. 78 FR 7427 - Environmental Impacts Statements; Notice of Availability

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-01

    ... Waters Canoe Area Wilderness (BWCAW) Non-native Plant Management Project, Cook, Lake and St. Louis... Development Project, Approval of Gaming Development and Management, Spokane County, WA, Review Period Ends: 03... EIS, AFS, OR, Rim Paunina Project and Forest Plan Amendments, Crescent Ranger District, Deschutes...

  10. 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.

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

    PubMed

    Katis, Athanasios; Kellis, Eleftherios

    2009-01-01

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

  12. High-Intensity Small-Sided Games versus Repeated Sprint Training in Junior Soccer Players.

    PubMed

    Eniseler, Niyazi; Şahan, Çağatay; Özcan, Ilker; Dinler, Kıvanç

    2017-12-01

    The aim of this study was to compare the effects of high-intensity small-sided games training (SSGT) versus repeated-sprint training (RST) on repeated-sprint ability (RSA), soccer specific endurance performance and short passing ability among junior soccer players. The junior soccer players were recruited from of a professional team (age 16.9 ± 1.1 years). The tests included the repeated-shuttle-sprint ability test (RSSAT), Yo-Yo Intermittent Recovery Test level 1 (Yo-Yo IR1) and Loughborough Soccer Passing Test (LSPT). Nineteen participants were randomly assigned to either the small-sided games training (SSGTG) (n = 10) or repeated-sprint training group (RSTG) (n = 9). Small-sided games or repeated-sprint training were added to the regular training sessions for two days of the regular practice week. The Wilcoxon signed-rank and Mann-Whitney U tests were used to examine differences in groups and training effects. A time x training group effect was found in the improvement of short-passing ability for the smallsided games training group which showed significantly better scores than the repeated-sprint training group (p ≤ 0.05). Both groups showed similar improvements in RSAdecrement (p < 0.05). Only the repeated-sprint training group improved in the Yo-Yo IR1 (p < 0.05). This study clearly shows that high-intensity small-sided games training can be used as an effective training mode to enhance both repeated sprint ability and short-passing ability.

  13. High-Intensity Small-Sided Games versus Repeated Sprint Training in Junior Soccer Players

    PubMed Central

    Şahan, Çağatay; Özcan, Ilker; Dinler, Kıvanç

    2017-01-01

    Abstract The aim of this study was to compare the effects of high-intensity small-sided games training (SSGT) versus repeated-sprint training (RST) on repeated-sprint ability (RSA), soccer specific endurance performance and short passing ability among junior soccer players. The junior soccer players were recruited from of a professional team (age 16.9 ± 1.1 years). The tests included the repeated-shuttle-sprint ability test (RSSAT), Yo-Yo Intermittent Recovery Test level 1 (Yo-Yo IR1) and Loughborough Soccer Passing Test (LSPT). Nineteen participants were randomly assigned to either the small-sided games training (SSGTG) (n = 10) or repeated-sprint training group (RSTG) (n = 9). Small-sided games or repeated-sprint training were added to the regular training sessions for two days of the regular practice week. The Wilcoxon signed-rank and Mann-Whitney U tests were used to examine differences in groups and training effects. A time x training group effect was found in the improvement of short-passing ability for the smallsided games training group which showed significantly better scores than the repeated-sprint training group (p ≤ 0.05). Both groups showed similar improvements in RSAdecrement (p < 0.05). Only the repeated-sprint training group improved in the Yo-Yo IR1 (p < 0.05). This study clearly shows that high-intensity small-sided games training can be used as an effective training mode to enhance both repeated sprint ability and short-passing ability. PMID:29339990

  14. Safe Harbor: a tool to help recover topminnow and pupfish in Arizona

    Treesearch

    Douglas K. Duncan; Jeremy Voeltz

    2005-01-01

    The Arizona Game and Fish Department (Department) has developed a Safe Harbor Agreement (SHA) for four native fishes in Arizona. The SHA will allow Gila and Yaqui topminnow (Poeciliopsis occidentalis and P. sonoriensis) and desert and Quitobaquito pupfish (Cyprinodon macularius and C. eremus)...

  15. Learning foreign sounds in an alien world: videogame training improves non-native speech categorization.

    PubMed

    Lim, Sung-joo; Holt, Lori L

    2011-01-01

    Although speech categories are defined by multiple acoustic dimensions, some are perceptually weighted more than others and there are residual effects of native-language weightings in non-native speech perception. Recent research on nonlinguistic sound category learning suggests that the distribution characteristics of experienced sounds influence perceptual cue weights: Increasing variability across a dimension leads listeners to rely upon it less in subsequent category learning (Holt & Lotto, 2006). The present experiment investigated the implications of this among native Japanese learning English /r/-/l/ categories. Training was accomplished using a videogame paradigm that emphasizes associations among sound categories, visual information, and players' responses to videogame characters rather than overt categorization or explicit feedback. Subjects who played the game for 2.5h across 5 days exhibited improvements in /r/-/l/ perception on par with 2-4 weeks of explicit categorization training in previous research and exhibited a shift toward more native-like perceptual cue weights. Copyright © 2011 Cognitive Science Society, Inc.

  16. Learning foreign sounds in an alien world: Videogame training improves non-native speech categorization

    PubMed Central

    Lim, Sung-joo; Holt, Lori L.

    2011-01-01

    Although speech categories are defined by multiple acoustic dimensions, some are perceptually-weighted more than others and there are residual effects of native-language weightings in non-native speech perception. Recent research on nonlinguistic sound category learning suggests that the distribution characteristics of experienced sounds influence perceptual cue weights: increasing variability across a dimension leads listeners to rely upon it less in subsequent category learning (Holt & Lotto, 2006). The present experiment investigated the implications of this among native Japanese learning English /r/-/l/ categories. Training was accomplished using a videogame paradigm that emphasizes associations among sound categories, visual information and players’ responses to videogame characters rather than overt categorization or explicit feedback. Subjects who played the game for 2.5 hours across 5 days exhibited improvements in /r/-/l/ perception on par with 2–4 weeks of explicit categorization training in previous research and exhibited a shift toward more native-like perceptual cue weights. PMID:21827533

  17. Dimensions of operational stress and forms of unacceptable risk taking with small arms and munitions.

    PubMed

    Ben-Shalom, Uzi

    2015-01-01

    Accidents with small arms and munitions during deployment is a significant safety concern for leaders and safety specialists in combat units. Operational stress may lead to forms of unacceptable risk taking with small arms that may underlie some of these accidents. The present research studied the correlation between two dimensions of operational stress, two forms of risk taking with small arms among combat unit soldiers and possible mediators. The dimensions of operational threat, negative affect and personality profile from the EPQ-R-S were predictors; "exaggerated preparedness" and "risky games with small arms and munitions" were dependent variables; safety climate of the platoon served as a mediator variable. The participants were 461 compulsory service combat soldiers in 31 companies. This field study was conducted during period of top security alert. The results reveal that perceived threat is indeed correlated with exaggerated operational preparedness whereas general emotional state was correlated with risky games with small arms. Safety climate mediated only the correlation between general emotional state and risky games with small arms and munitions. Preparedness and risky games were predicted by the interaction of Psychoticism and the Lie Scale from the EPQ-R-S. The results may enhance the efforts in reducing risk taking and prevention of accidents with small arms and munitions during and following deployment.

  18. The allure of multi-line games in modern slot machines.

    PubMed

    Dixon, Mike J; Graydon, Candice; Harrigan, Kevin A; Wojtowicz, Lisa; Siu, Vivian; Fugelsang, Jonathan A

    2014-11-01

    In multi-line slot machines, players can wager on more than one line per spin. We sought to show that players preferred multi-line over single-line games, and that certain game features could cause multi-line game play to feel more rewarding. Reward was measured using post-reinforcement pauses (PRPs) following each outcome (the time between outcome delivery and the next spin). Gamblers (n = 102) played 250 spins on a 20-line game and 250 spins on a one-line game (answering questions about game experiences following each session). Playing one-line, a small credit gain (e.g. 2 cents) was a net win. In the 20-line game it was a net loss of 18 credits but was still accompanied by 'winning' sights and sounds. Most players (94%) preferred the 20-line game. PRPs for small credit gains (net losses) in the 20-line game were equivalent, or larger than in the one-line game where such gains were wins. The largest increase in PRP size was between the 0 and 2 credit conditions for both games. Thus 20-line players reacted as though these net losses of 18 credits were rewarding. Players' estimates of the number of true wins were accurate in the one-line game, but they significantly over-estimated the number of true wins in the 20-line game (P < 0.01). Problem gamblers felt more skilful (P < 0.01) and were more absorbed (P < 0.01) by multi-line than single-line game play. Multi-line games appear to be more appealing to gaming machine ('slots') players than single-line games. These games may be particularly absorbing for those with gambling problems. © 2014 Society for the Study of Addiction.

  19. Planning Training Workload in Football Using Small-Sided Games' Density.

    PubMed

    Sangnier, Sebastien; Cotte, Thierry; Brachet, Olivier; Coquart, Jeremy; Tourny, Claire

    2018-05-08

    Sangnier, S, Cotte, T, Brachet, O, Coquart, J, and Tourny, C. Planning training workload in football using small-sided games density. J Strength Cond Res XX(X): 000-000, 2018-To develop the physical qualities, the small-sided games' (SSGs) density may be essential in soccer. Small-sided games are games in which the pitch size, players' number, and rules are different to those for traditional soccer matches. The purpose was to assess the relation between training workload and SSGs' density. The 33 densities data (41 practice games and 3 full games) were analyzed through global positioning system (GPS) data collected from 25 professional soccer players (80.7 ± 7.0 kg; 1.83 ± 0.05 m; 26.4 ± 4.9 years). From total distance, distance metabolic power, sprint distance, and acceleration distance, the data GPS were divided into 4 categories: endurance, power, speed, and strength. Statistical analysis compared the relation between GPS values and SSGs' densities, and 3 methods were applied to assess models (R-squared, root-mean-square error, and Akaike information criterion). The results suggest that all the GPS data match the player's essential athletic skills. They were all correlated with the game's density. Acceleration distance, deceleration distance, metabolic power, and total distance followed a logarithmic regression model, whereas distance and number of sprints follow a linear regression model. The research reveals options to monitor the training workload. Coaches could anticipate the load resulting from the SSGs and adjust the field size to the players' number. Taking into account the field size during SSGs enables coaches to target the most favorable density for developing expected physical qualities. Calibrating intensity during SSGs would allow coaches to assess each athletic skill in the same conditions of intensity as in the competition.

  20. 75 FR 6056 - Establishment of the Wildlife and Hunting Heritage Conservation Council

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-02-05

    ... among the public, the sporting conservation community, wildlife conservation groups, the States, Native... organizations. (5) Big game hunting organizations. (6) Sportsmen and women community at-large. (7) Archery... organizations. (9) Tourism, Outfitter, and/or Guide industries related to hunting and/or shooting sports. (10...

  1. The People Unite: Learning Meaningful Civics Online

    ERIC Educational Resources Information Center

    Pitts, Annette Boyd; Dziuban, Charles; Cornett, Jeffrey W.

    2011-01-01

    Throughout the world, today's students are being characterized as digital natives, the "net generation." This twenty-first-century student cohort is adept at multi-tasking and at using a variety of tools and resources including electronic search engines, blogs, wikis, visual images, videos, gaming platforms, and social networking.…

  2. Will the Real Digital Native Please Stand Up?

    ERIC Educational Resources Information Center

    Waters, John K.

    2011-01-01

    A decade has passed since author, game designer, and educational thought leader Marc Prensky heralded the arrival of a new generation of students whose immersion in information technology distinguished them in fundamental ways from previous generations. Because they had spent their entire lives "surrounded by and using computers, videogames,…

  3. Social Studies Special Issue: Civic Literacy in a Digital Age

    ERIC Educational Resources Information Center

    VanFossen, Phillip J.; Berson, Michael J.

    2008-01-01

    Young people today consume large amounts of information through various media outlets and simultaneously create and distribute their own messages via information and communication technologies and massively multiplayer online gaming. In doing so, these "digital natives" are often exposed to violent, racist, or other deleterious messages.…

  4. 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.

  5. 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.

  6. Challenge and Retention in Games

    ERIC Educational Resources Information Center

    Debeauvais, Thomas

    2016-01-01

    Game designers and researchers agree that the main motivation for starting playing a game is challenge. It is only a small step to say that when the game becomes too difficult, players can become frustrated and quit. While extensive work shows that challenge is central in player enjoyment, its influence on player retention has received little…

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

    PubMed

    Brandes, Mirko; Elvers, Sebastian

    2017-10-01

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

  8. The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents.

    PubMed

    VAN Rooij, Antonius J; Kuss, Daria J; Griffiths, Mark D; Shorter, Gillian W; Schoenmakers, M Tim; VAN DE Mheen, Dike

    2014-09-01

    The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers - specifically boys - showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.

  9. The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents

    PubMed Central

    VAN ROOIJ, ANTONIUS J.; KUSS, DARIA J.; GRIFFITHS, MARK D.; SHORTER, GILLIAN W.; SCHOENMAKERS, M. TIM; VAN DE MHEEN, DIKE

    2014-01-01

    Abstract Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results: Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions: It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming. PMID:25317339

  10. Skill Transfer and Virtual Training for IND Response Decision-Making: Project Summary and Next Steps

    DTIC Science & Technology

    2016-04-12

    are likely to be very productive partners—independent video - game developers and academic game degree programs—are not familiar with working with...experimental validation. • Independent Video - Game Developers. Small companies and individuals that pursue video - game design and development can be...complexity, such as an improvised nuclear device (IND) detonation. The effort has examined game - based training methods to determine their suitability

  11. Emergence of synchronization induced by the interplay between two prisoner's dilemma games with volunteering in small-world networks

    NASA Astrophysics Data System (ADS)

    Chen, Yong; Qin, Shao-Meng; Yu, Lianchun; Zhang, Shengli

    2008-03-01

    We studied synchronization between prisoner’s dilemma games with voluntary participation in two Newman-Watts small-world networks. It was found that there are three kinds of synchronization: partial phase synchronization, total phase synchronization, and complete synchronization, for varied coupling factors. Besides, two games can reach complete synchronization for the large enough coupling factor. We also discussed the effect of the coupling factor on the amplitude of oscillation of cooperator density.

  12. Video games and adolescents' intentions to take risks in traffic.

    PubMed

    Beullens, Kathleen; Roe, Keith; Van den Bulck, Jan

    2008-07-01

    In a sample of 2193 adolescents the impact of racing games and drive'em up games on the intention to engage in risky driving was examined. The results indicated that playing video games is a small predictor of attitudes (standardized total effect of .171), which in turn, predict fun riding intentions (R(2) = .555).

  13. Architecture for high performance stereoscopic game rendering on Android

    NASA Astrophysics Data System (ADS)

    Flack, Julien; Sanderson, Hugh; Shetty, Sampath

    2014-03-01

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

  14. The older, the wider: On-field tactical behavior of elite-standard youth soccer players in small-sided games.

    PubMed

    Olthof, Sigrid B H; Frencken, Wouter G P; Lemmink, Koen A P M

    2015-06-01

    Young soccer players need excellent tactical skills to reach the top. Tactical behavior emerges through interactions between opposing teams. However, few studies have focused on on-field tactical behavior of teams with talented soccer players. Therefore, this study aimed to determine teams' tactical behavior during small-sided games in two age categories, Under-17 and Under-19. Positional data of thirty-nine elite-standard soccer players were collected during twenty-four small-sided games to calculate longitudinal and lateral inter-team distances, stretch indices and length per width ratios. Corresponding interaction patterns and game-to-game variability were also determined. Under-19 showed a significantly larger lateral stretch index and a significantly lower length per width ratio compared with Under-17. Furthermore, teams of both age groups showed similar large proportions of in-phase behavior. Variability of tactical performance measures within and between games was similar for Under-17 and Under-19. Variability within games seems to be functional for attacking teams for creating goal-scoring opportunities. In conclusion, the main difference was that Under-19 adopted a wider pitch dispersion than Under-17, represented by a larger lateral stretch index and smaller length per width ratio. Coach instructions and training exercises should be directed at exploiting pitch width to increase the pursuit of goal-scoring. Copyright © 2015 Elsevier B.V. All rights reserved.

  15. The evaluation of small-sided games as a talent identification tool in highly trained prepubertal soccer players.

    PubMed

    Fenner, Jonathan S J; Iga, John; Unnithan, Viswanath

    2016-10-01

    The aim of this study was to evaluate physiological and technical attributes of prepubertal soccer players during multiple small-sided games (SSGs), and determine if SSGs can act as a talent identification tool. Sixteen highly trained U10 soccer players participated and separated into two groups of eight. Each group played six small-sided (4 vs. 4) matches of 5-min duration. Each player was awarded total points for the match result and goals scored. A game technical scoring chart was used to rate each player's performance during each game. Time-motion characteristics were measured using micromechanical devices. Total points had a very large significant relationship with game technical scoring chart (r = 0.758, P < 0.001). High-speed running distance had a significantly large correlation with game technical scoring chart (r = 0.547, P < 0.05). Total distance covered had a significant and moderate correlation with game technical scoring chart (r = 0.545, P < 0.05) and total points (r = 0.438, P < 0.05). The results demonstrated a large agreement between the highest-rated players and success in multiple SSGs, possibly due to higher-rated players covering larger distances in total and at high speed. Consequently, multiple SSG could be used to identify the more talented prepubertal soccer players.

  16. Spatial prisoner's dilemma game with volunteering in Newman-Watts small-world networks

    NASA Astrophysics Data System (ADS)

    Wu, Zhi-Xi; Xu, Xin-Jian; Chen, Yong; Wang, Ying-Hai

    2005-03-01

    A modified spatial prisoner’s dilemma game with voluntary participation in Newman-Watts small-world networks is studied. Some reasonable ingredients are introduced to the game evolutionary dynamics: each agent in the network is a pure strategist and can only take one of three strategies (cooperator, defector, and loner); its strategical transformation is associated with both the number of strategical states and the magnitude of average profits, which are adopted and acquired by its coplayers in the previous round of play; a stochastic strategy mutation is applied when it gets into the trouble of local commons that the agent and its neighbors are in the same state and get the same average payoffs. In the case of very low temptation to defect, it is found that agents are willing to participate in the game in typical small-world region and intensive collective oscillations arise in more random region.

  17. A fault-tolerant small world topology control model in ad hoc networks for search and rescue

    NASA Astrophysics Data System (ADS)

    Tan, Mian; Fang, Ling; Wu, Yue; Zhang, Bo; Chang, Bowen; Holme, Petter; Zhao, Jing

    2018-02-01

    Due to their self-organized, multi-hop and distributed characteristics, ad hoc networks are useful in search and rescue. Topology control models need to be designed for energy-efficient, robust and fast communication in ad hoc networks. This paper proposes a topology control model which specializes for search and rescue-Compensation Small World-Repeated Game (CSWRG)-which integrates mobility models, constructing small world networks and a game-theoretic approach to the allocation of resources. Simulation results show that our mobility models can enhance the communication performance of the constructed small-world networks. Our strategy, based on repeated game, can suppress selfish behavior and compensate agents that encounter selfish or faulty neighbors. This model could be useful for the design of ad hoc communication networks.

  18. World Refugee Crisis: Winning the Game. Facts for Action #6.

    ERIC Educational Resources Information Center

    Oxfam America, Boston, MA.

    Definitions, statistics, and problems of world refugees are presented in this document for high school global education classes. Although various agencies have determined different definitions of the term, the authors consider as refugees all those forced to flee their native land in order to survive. For most refugees the attraction of a higher…

  19. Selected Bibliography On Southern Range Management

    Treesearch

    R. S. Campbell; L. K. Halls; H. P. Morgan

    1963-01-01

    The purpose of this bibliography is to list important publications relating directly to southern ranges, the domestic livestock and wildlife produced thereon, and the management of these lands, livestock, and wildlife. Range is defined as natural grassland, savannah, or forest that supports native grasses, forbs, or shrubs suitable as forage for livestock and game....

  20. How Do I Earn Buy-In from Digital Natives?

    ERIC Educational Resources Information Center

    Schechter, Amy; Denmon, Jennifer M.

    2012-01-01

    Many teachers find it difficult to encourage their students to write in class, yet writing is becoming increasingly important in academic and workplace settings. Students are already writing through cell phone texting, gaming systems, and social networking sites every day, but these resources go largely untapped in many English language arts…

  1. Negotiation for Action: English Language Learning in Game-Based Virtual Worlds

    ERIC Educational Resources Information Center

    Zheng, Dongping; Young, Michael F.; Wagner, Manuela Maria; Brewer, Robert A.

    2009-01-01

    This study analyzes the user chat logs and other artifacts of a virtual world, "Quest Atlantis" (QA), and proposes the concept of Negotiation for Action (NfA) to explain how interaction, specifically, avatar-embodied collaboration between native English speakers and nonnative English speakers, provided resources for English language acquisition.…

  2. Creating Balance in the New Age of Technology

    ERIC Educational Resources Information Center

    Herman, Jana Morgan

    2012-01-01

    Marc Prensky coined the term "digital native" in 2001 to describe those who have grown up with a constant interaction of technology, including television, video games, and the Internet (Prensky, 2001). For these people, many of them now in their twenties, life has always included the presence of screens--televisions, cell phones, iPods, video…

  3. Investigation of Factors Contributing to Diabetes Risk in American Indian/Alaska Native Youth

    ERIC Educational Resources Information Center

    Islam-Zwart, Kayleen; Cawston, Alvina

    2008-01-01

    This study investigated the relationship between family history, sedentary behaviors, and childhood risk for type 2 diabetes. Participants were 480 students attending schools on or near an American Indian reservation. Data were collected through survey and BMI measurement. Children who frequently watched television or played video games did not…

  4. Goals for Fourth World Peoples and Sovereignty Initiatives in the United States and New Zealand.

    ERIC Educational Resources Information Center

    Duffie, Mary Kay

    1998-01-01

    Compares national policies of the United States and New Zealand toward their indigenous populations, and sovereignty initiatives of Native Americans and Maoris. Discusses colonialist patterns, treaty relationships, historical policy trajectories, and sovereignty disputes. Examines Indian gaming and Maori land claims settlements as a means to gain…

  5. The Digichaint Interactive Game as a Virtual Learning Environment for Irish

    ERIC Educational Resources Information Center

    Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe

    2016-01-01

    Although Text-To-Speech (TTS) synthesis has been little used in Computer-Assisted Language Learning (CALL), it is ripe for deployment, particularly for minority and endangered languages, where learners have little access to native speaker models and where few genuinely interactive and engaging teaching/learning materials are available. These…

  6. Vocabulary Learning in Massively Multiplayer Online Games: Context and Action before Words

    ERIC Educational Resources Information Center

    Zheng, Dongping; Bischoff, Michael; Gilliland, Betsy

    2015-01-01

    Drawing on ecological and dialogical perspectives on language and cognition, this exploratory case study examines how vocabulary learning occurs during a quest-play mediated in English between a Japanese undergraduate student and a native speaker of English. Understanding embodiment as coaction between the player-avatar and player-player relations…

  7. Comparıson of the Heart Rate and Blood Lactate Responses of Different Small Sided Games in Young Soccer Players.

    PubMed

    Köklü, Yusuf; Alemdaroğlu, Utku

    2016-09-29

    The purpose of this study was to compare the percentage of maximum heart rate (%HRmax), blood lactate (La - ), and rating of perceived exertion (RPE, CR-10) responses across different formats of small-sided games (SSG) in elite young soccer players. Fourteen players (average age 16.7 ± 0.6 years; height 177.6 ± 4.1 cm; body mass 66.3 ± 4.7 kg; average training age 6.7 ± 1.6 years; percentage of body fat 8.4 ± 2.6%) volunteered to perform the YoYo intermittent recovery test (level 1) and eight bouts of soccer drills including 2-a-side, 3-a-side, and 4-a-side games without goalkeepers in random order at two-day intervals. Heart rates were monitored throughout the SSGs, whereas the RPE and venous blood lactate were determined at the end of the last bout of each SSG. The differences in La - , %HRmax, and RPE either across the different SSGs or between the bouts were identified using 3 × 8 (games × exercise bouts) two-way analysis of variance with repeated measures. Significant differences were found in terms of La - , RPE, and %HRmax among the different types of SSG ( p ≤ 0.05). 3-a-side and 4-a-side games elicited significantly higher responses than 2-a-side games in terms of %HRmax ( p ≤ 0.05), whereas 4-a-side games resulted in significantly lower La - and RPE responses compared to 2-a-side and 3-a-side games. The results of this study show that physiological responses differ according to the numbers of players involved in small-sided games. Therefore, it can be concluded that 3-a-side and 4-a-side games could be more effective in improving high intensity aerobic performance than 2-a-side games, which in turn are more appropriate for developing anaerobic performance.

  8. A Board Game for Sensitizing Dental Students to Children with Special Needs.

    ERIC Educational Resources Information Center

    Udin, Richard D.; Kuster, Curtis G.

    1985-01-01

    A study to determine the usefulness of a board game in training and sensitizing senior dental students toward handicapped children showed that neither the board game nor a standard small-group lecture affected student attitudes or confidence. (MSE)

  9. Evolution of cooperation with shared costs and benefits

    PubMed Central

    Brown, Joel S; Vincent, Thomas L

    2008-01-01

    The quest to determine how cooperation evolves can be based on evolutionary game theory, in spite of the fact that evolutionarily stable strategies (ESS) for most non-zero-sum games are not cooperative. We analyse the evolution of cooperation for a family of evolutionary games involving shared costs and benefits with a continuum of strategies from non-cooperation to total cooperation. This cost–benefit game allows the cooperator to share in the benefit of a cooperative act, and the recipient to be burdened with a share of the cooperator's cost. The cost–benefit game encompasses the Prisoner's Dilemma, Snowdrift game and Partial Altruism. The models produce ESS solutions of total cooperation, partial cooperation, non-cooperation and coexistence between cooperation and non-cooperation. Cooperation emerges from an interplay between the nonlinearities in the cost and benefit functions. If benefits increase at a decelerating rate and costs increase at an accelerating rate with the degree of cooperation, then the ESS has an intermediate level of cooperation. The game also exhibits non-ESS points such as unstable minima, convergent-stable minima and unstable maxima. The emergence of cooperative behaviour in this game represents enlightened self-interest, whereas non-cooperative solutions illustrate the Tragedy of the Commons. Games having either a stable maximum or a stable minimum have the property that small changes in the incentive structure (model parameter values) or culture (starting frequencies of strategies) result in correspondingly small changes in the degree of cooperation. Conversely, with unstable maxima or unstable minima, small changes in the incentive structure or culture can result in a switch from non-cooperation to total cooperation (and vice versa). These solutions identify when human or animal societies have the potential for cooperation and whether cooperation is robust or fragile. PMID:18495622

  10. Digital Games for Young Children Ages Three to Six: From Research to Design

    ERIC Educational Resources Information Center

    Lieberman, Debra A.; Fisk, Maria Chesley; Biely, Erica

    2009-01-01

    Young children ages 3 to 6 play a wide range of digital games, which are now available on large screens, handheld screens, electronic learning systems, and electronic toys, and their time spent with games is growing. This article examines effects of digital games and how they could be designed to best serve children's needs. A small body of…

  11. The Effect of Different Repeated-High-Intensity-Effort Bouts on Subsequent Running, Skill Performance, and Neuromuscular Function.

    PubMed

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

    2016-04-01

    To assess the impact of different repeated-high-intensity-effort (RHIE) bouts on player activity profiles, skill involvements, and neuromuscular fatigue during small-sided games. 22 semiprofessional rugby league players (age 24.0 ± 1.8 y, body mass 95.6 ± 7.4 kg). During 4 testing sessions, they performed RHIE bouts that each differed in the combination of contact and running efforts, followed by a 5-min off-side small-sided game before performing a second bout of RHIE activity and another 5-min small-sided game. Global positioning system microtechnology and video recordings provided information on activity profiles and skill involvements. A countermovement jump and a plyometric push-up assessed changes in lower- and upper-body neuromuscular function after each session. After running-dominant RHIE bouts, players maintained running intensities during both games. In the contact-dominant RHIE bouts, reductions in moderate-speed activity were observed from game 1 to game 2 (ES = -0.71 to -1.06). There was also moderately lower disposal efficiency across both games after contact-dominant RHIE activity compared with running-dominant activity (ES = 0.62-1.02). Greater reductions in lower-body fatigue occurred as RHIE bouts became more running dominant (ES = -0.01 to -1.36), whereas upper-body fatigue increased as RHIE bouts became more contact dominant (ES = -0.07 to -1.55). Physical contact causes reductions in running intensity and the quality of skill involvements during game-based activities. In addition, the neuromuscular fatigue experienced by players is specific to the activities performed.

  12. Health promotion programs related to the Athens 2004 Olympic and Para Olympic games.

    PubMed

    Soteriades, Elpidoforos S; Hadjichristodoulou, Christos; Kremastinou, Jeni; Chelvatzoglou, Fotini C; Minogiannis, Panagiotis S; Falagas, Matthew E

    2006-02-24

    The Olympic Games constitute a first-class opportunity to promote athleticism and health messages. Little is known, however on the impact of Olympic Games on the development of health-promotion programs for the general population. Our objective was to identify and describe the population-based health-promotion programs implemented in relation to the Athens 2004 Olympic and Para Olympic Games. A cross-sectional survey of all stakeholders of the Games, including the Athens 2004 Organizing Committee, all ministries of the Greek government, the National School of Public Health, all municipalities hosting Olympic events and all official private sponsors of the Games, was conducted after the conclusion of the Games. A total of 44 agencies were surveyed, 40 responded (91%), and ten (10) health-promotion programs were identified. Two programs were implemented by the Athens 2004 Organizing Committee, 2 from the Greek ministries, 2 from the National School of Public Health, 1 from municipalities, and 3 from official private sponsors of the Games. The total cost of the programs was estimated at 943,000 Euros; a relatively small fraction (0.08%) of the overall cost of the Games. Greece has made a small, however, significant step forward, on health promotion, in the context of the Olympic Games. The International Olympic Committee and the future hosting countries, including China, are encouraged to elaborate on this idea and offer the world a promising future for public health.

  13. A kickball game for ankle rehabilitation by JAVA, JNI, and VRML

    NASA Astrophysics Data System (ADS)

    Choi, Hyungjeen; Ryu, Jeha; Lee, Chansu

    2004-03-01

    This paper presents development of a virtual environment that can be applied to the ankle rehabilitation procedure. We developed a virtual football stadium to intrigue a patient, where two degree of freedom (DOF) plate-shaped object is oriented to kick a ball falling from the sky in accordance with the data from the ankle's dorisflexion/plantarflexion and inversion/eversion motion on the moving platform of the K-Platform. This Kickball Game is implemented by Virtual Reality Modeling Language (VRML). To control virtual objects, data from the K-Platform are transmitted through the communication module implemented in C++. Java, Java Native Interface (JNI) and VRML plug-in are combined together so as to interface the communication module with the virtual environment by VRML. This game may be applied to the Active Range of Motion (AROM) exercise procedure that is one of the ankle rehabilitation procedures.

  14. GARN: Sampling RNA 3D Structure Space with Game Theory and Knowledge-Based Scoring Strategies.

    PubMed

    Boudard, Mélanie; Bernauer, Julie; Barth, Dominique; Cohen, Johanne; Denise, Alain

    2015-01-01

    Cellular processes involve large numbers of RNA molecules. The functions of these RNA molecules and their binding to molecular machines are highly dependent on their 3D structures. One of the key challenges in RNA structure prediction and modeling is predicting the spatial arrangement of the various structural elements of RNA. As RNA folding is generally hierarchical, methods involving coarse-grained models hold great promise for this purpose. We present here a novel coarse-grained method for sampling, based on game theory and knowledge-based potentials. This strategy, GARN (Game Algorithm for RNa sampling), is often much faster than previously described techniques and generates large sets of solutions closely resembling the native structure. GARN is thus a suitable starting point for the molecular modeling of large RNAs, particularly those with experimental constraints. GARN is available from: http://garn.lri.fr/.

  15. Wildlife population and harvest trends in the United States: a technical document supporting the Forest Service 2010 RPA Assessment

    Treesearch

    Curtis H. Flather; Michael S. Knowles; Martin F. Jones; Carol Schilli

    2013-01-01

    The Forest and Rangeland Renewable Resources Planning Act (RPA) of 1974 requires periodic assessments of the condition and trends of the nation's renewable natural resources. Data from many sources were used to document recent historical trends in big game, small game, migratory game birds, furbearers, nongame, and imperiled species. Big game and waterfowl have...

  16. Group-Level Analysis on Multiplayer Game Collaboration: How Do the Individuals Shape the Group Interaction?

    ERIC Educational Resources Information Center

    Bluemink, Johanna; Hamalainen, Raija; Manninen, Tony; Jarvela, Sanna

    2010-01-01

    In this study, the aim was to examine how small-group collaboration is shaped by individuals interacting in a virtual multiplayer game. The data were collected from a design experiment in which six randomly divided groups of four university students played a voice-enhanced game lasting about 1 h. The "eScape" game was a social action adventure…

  17. An experiment to control nonnative fish in the Colorado River, Grand Canyon, Arizona

    USGS Publications Warehouse

    Coggins,, Lewis G.; Yard, Michael D.

    2011-01-01

    The humpback chub (Gila cypha) is an endangered native fish found only in the Colorado River Basin. In Grand Canyon, most humpback chub are found in the Little Colorado River and its confluence with the Colorado River. For decades, however, nonnative rainbow trout (Oncorhynchus mykiss) and brown trout (Salmo trutta), which prey on and compete with native fish, have dominated the Grand Canyon fish community. Between 2003 and 2006, scientists with the U.S. Geological Survey and Arizona Game and Fish Department experimentally removed 23,266 nonnative fish from a 9.4-mile-long reach of the Colorado River near where it joins the Little Colorado River. During the experiment, rainbow trout were reduced by as much as 90% and native fish abundance apparently increased in the reach. Concurrent environmental changes and a decrease in rainbow trout throughout the river make it difficult to determine if the apparent increase in native fish was the result of the experiment.

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

    PubMed

    Castellano, Julen; Casamichana, David; Dellal, Alexandre

    2013-05-01

    The aim of the study was to examine the extent to which changing the game format (possession play vs. regulation goals and goalkeepers vs. small goals only) and the number of players (3 vs. 3, 5 vs. 5 and 7 vs. 7) influenced the physiological and physical demands of small-sided games (SSGs) in soccer in semiprofessional players. Fourteen semiprofessional male soccer players were monitored with global positioning system and heart rate devices. Heart rate, player load, distance covered, running speed, and the number of accelerations were recorded for 9 different SSGs. The results show that changes both in game format and the number of players affect the players' physiological and physical demands. Possession play places greater physiological and physical demands on players, although reducing the number of players only increases the physiological load. In the 7 vs. 7 games, changing the game format did not alter the heart rate responses. Finally, in the possession play format, changing the number of players did not produce significant differences in heart rate responses, although physical demands did decrease in line with a reduction in the number of players. These results should help coaches to understand how modifying different aspects of SSGs has a differential effect on the players' physiological and physical demands. Moreover, coaches in semiprofessional and amateur teams have now consistent information to design and optimize their training time in mixing the technical, tactical, and physical aspects.

  19. Taking Digital Creativity to the Art Classroom: Mystery Box Swap

    ERIC Educational Resources Information Center

    Shin, Ryan

    2010-01-01

    Today's students are the first generation to grow up with computers, cell-phones, video games, music and video players, and other digital technologies. As "digital natives", a new term coined by Prensky (2001), they spend more time reading text messaging lines than lines from books, and they spend more time on Facebook than putting their energies…

  20. Smoke Signals, Sitting Bulls, and Slot Machines: A New Stereotype of Native Americans?

    ERIC Educational Resources Information Center

    Hawkins, Jeffrey

    2005-01-01

    Media coverage of the institution of gambling, particularly casino gaming, has been occurring since the mid-1980s and, depending upon your geographic region, certain Indian tribes have been linked with its monetary success. Educational materials, namely textbooks, have been caught up in this current trend, and the result is that a new stereotype…

  1. Dr. Biswell's influence on the development of prescribed burning in California

    Treesearch

    Jan W.\\t van Wagtendonk

    1995-01-01

    Prescribed burning in California has evolved from the original practices of the Native Americans, through years of experimentation and controversy, to finally become an accepted ecosystem management activity. When Dr. Harold Biswell arrived in California, he began research on improving game range by using prescribed fires and on understory burning in ponderosa pine (...

  2. Development and use of plant resources for western wildlands

    Treesearch

    Stephen B. Monsen; Nancy L. Shaw

    2001-01-01

    Concern for declines in big game habitat throughout the West and the pioneering work of revegetation researchers in the mid twentieth century led to increased use of native shrubs, grasses, and forbs for revegetation, and the 1975 establishment of the U.S. Department of Agriculture, Forest Service, Shrub Sciences Laboratory in Provo, Utah. During this period...

  3. Tick vector and disease pathogen surveillance of nilgai antelope, Boselaphus tragocamelus, in Southeastern Texas

    USDA-ARS?s Scientific Manuscript database

    Nilgai are non-native bovines originally introduced as game animals to one large, south Texas ranch but are now present throughout southeastern Texas from Baffin Bay to Harlingen and in northern Mexico at least as far west as Durango. Between October 2014 and January 2017, nilgai (N = 517) were exam...

  4. The Wilderness Act and fish stocking: an overview of legislation, judicial interpretation, and agency implementation

    Treesearch

    Peter Landres; Shannon Meyer; Sue Matthews

    2001-01-01

    Many high-elevation lakes in designated wilderness are stocked with native and nonnative fish by state fish and game agencies to provide recreational fishing opportunities. In several areas, this practice has become controversial with state wildlife managers who support historical recreational use of wilderness, federal wilderness managers who assert that stocking...

  5. 76 FR 27344 - Water Resources Management Plan/Environmental Impact Statement, Mojave National Preserve, San...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-05-11

    ... within the Preserve to support cattle grazing operations and game populations. Human manipulation of... water for the same purposes. There also existed 133 small game wildlife water developments (also known as ``guzzlers'' or ``drinkers''), and 6 big game guzzlers, which intercept and store rainwater for...

  6. Parrondo Games with Two-Dimensional Spatial Dependence

    NASA Astrophysics Data System (ADS)

    Ethier, S. N.; Lee, Jiyeon

    Parrondo games with one-dimensional (1D) spatial dependence were introduced by Toral and extended to the two-dimensional (2D) setting by Mihailović and Rajković. MN players are arranged in an M × N array. There are three games, the fair, spatially independent game A, the spatially dependent game B, and game C, which is a random mixture or non-random pattern of games A and B. Of interest is μB (or μC), the mean profit per turn at equilibrium to the set of MN players playing game B (or game C). Game A is fair, so if μB ≤ 0 and μC > 0, then we say the Parrondo effect is present. We obtain a strong law of large numbers (SLLN) and a central limit theorem (CLT) for the sequence of profits of the set of MN players playing game B (or game C). The mean and variance parameters are computable for small arrays and can be simulated otherwise. The SLLN justifies the use of simulation to estimate the mean. The CLT permits evaluation of the standard error of a simulated estimate. We investigate the presence of the Parrondo effect for both small arrays and large ones. One of the findings of Mihailović and Rajković was that “capital evolution depends to a large degree on the lattice size.” We provide evidence that this conclusion is partly incorrect. A paradoxical feature of the 2D game B that does not appear in the 1D setting is that, for fixed M and N, the mean function μB is not necessarily a monotone function of its parameters.

  7. Skill Transfer and Virtual Training for IND Response Decision-Making: Project Summary and Next Steps

    DTIC Science & Technology

    2016-01-01

    to be very productive partners—independent video - game developers and academic game degree programs—are not familiar with working with government...experimental validation. • Independent Video - Game Developers. Small companies and individuals that pursue video - game design and development can be inexpensive...Emergency Management Agency (FEMA) that examines alternative mechanisms for training and evaluation of emergency managers (EMs) to augment and

  8. Distinguishing humans from computers in the game of go: A complex network approach

    NASA Astrophysics Data System (ADS)

    Coquidé, C.; Georgeot, B.; Giraud, O.

    2017-08-01

    We compare complex networks built from the game of go and obtained from databases of human-played games with those obtained from computer-played games. Our investigations show that statistical features of the human-based networks and the computer-based networks differ, and that these differences can be statistically significant on a relatively small number of games using specific estimators. We show that the deterministic or stochastic nature of the computer algorithm playing the game can also be distinguished from these quantities. This can be seen as a tool to implement a Turing-like test for go simulators.

  9. A game-theoretic approach to optimize ad hoc networks inspired by small-world network topology

    NASA Astrophysics Data System (ADS)

    Tan, Mian; Yang, Tinghong; Chen, Xing; Yang, Gang; Zhu, Guoqing; Holme, Petter; Zhao, Jing

    2018-03-01

    Nodes in ad hoc networks are connected in a self-organized manner. Limited communication radius makes information transmit in multi-hop mode, and each forwarding needs to consume the energy of nodes. Insufficient communication radius or exhaustion of energy may cause the absence of some relay nodes and links, further breaking network connectivity. On the other hand, nodes in the network may refuse to cooperate due to objective faulty or personal selfish, hindering regular communication in the network. This paper proposes a model called Repeated Game in Small World Networks (RGSWN). In this model, we first construct ad hoc networks with small-world feature by forming "communication shortcuts" between multiple-radio nodes. Small characteristic path length reduces average forwarding times in networks; meanwhile high clustering coefficient enhances network robustness. Such networks still maintain relative low global power consumption, which is beneficial to extend the network survival time. Then we use MTTFT strategy (Mend-Tolerance Tit-for-Tat) for repeated game as a rule for the interactions between neighbors in the small-world networks. Compared with other five strategies of repeated game, this strategy not only punishes the nodes' selfishness more reasonably, but also has the best tolerance to the network failure. This work is insightful for designing an efficient and robust ad hoc network.

  10. Health promotion programs related to the Athens 2004 Olympic and Para Olympic games

    PubMed Central

    Soteriades, Elpidoforos S; Hadjichristodoulou, Christos; Kremastinou, Jeni; Chelvatzoglou, Fotini C; Minogiannis, Panagiotis S; Falagas, Matthew E

    2006-01-01

    Background The Olympic Games constitute a first-class opportunity to promote athleticism and health messages. Little is known, however on the impact of Olympic Games on the development of health-promotion programs for the general population. Our objective was to identify and describe the population-based health-promotion programs implemented in relation to the Athens 2004 Olympic and Para Olympic Games. Methods A cross-sectional survey of all stakeholders of the Games, including the Athens 2004 Organizing Committee, all ministries of the Greek government, the National School of Public Health, all municipalities hosting Olympic events and all official private sponsors of the Games, was conducted after the conclusion of the Games. Results A total of 44 agencies were surveyed, 40 responded (91%), and ten (10) health-promotion programs were identified. Two programs were implemented by the Athens 2004 Organizing Committee, 2 from the Greek ministries, 2 from the National School of Public Health, 1 from municipalities, and 3 from official private sponsors of the Games. The total cost of the programs was estimated at 943,000 Euros; a relatively small fraction (0.08%) of the overall cost of the Games. Conclusion Greece has made a small, however, significant step forward, on health promotion, in the context of the Olympic Games. The International Olympic Committee and the future hosting countries, including China, are encouraged to elaborate on this idea and offer the world a promising future for public health. PMID:16504120

  11. A study of the dynamics of multi-player games on small networks using territorial interactions.

    PubMed

    Broom, Mark; Lafaye, Charlotte; Pattni, Karan; Rychtář, Jan

    2015-12-01

    Recently, the study of structured populations using models of evolutionary processes on graphs has begun to incorporate a more general type of interaction between individuals, allowing multi-player games to be played among the population. In this paper, we develop a birth-death dynamics for use in such models and consider the evolution of populations for special cases of very small graphs where we can easily identify all of the population states and carry out exact analyses. To do so, we study two multi-player games, a Hawk-Dove game and a public goods game. Our focus is on finding the fixation probability of an individual from one type, cooperator or defector in the case of the public goods game, within a population of the other type. We compare this value for both games on several graphs under different parameter values and assumptions, and identify some interesting general features of our model. In particular there is a very close relationship between the fixation probability and the mean temperature, with high temperatures helping fitter individuals and punishing unfit ones and so enhancing selection, whereas low temperatures give a levelling effect which suppresses selection.

  12. Native and Non-Native Teachers and Administrators for Elementary and Secondary Schools Serving American Indian and Alaska Native Students.

    ERIC Educational Resources Information Center

    Noley, Grayson

    This paper discusses issues in the recruitment, retention, and training of Native college students as teachers and school administrators. The number of Native educational professionals serving schools for Native students is extremely small, and there is evidence that even this number is declining relative to the increasing Native school…

  13. Why is cultural resource site density high in the pinon-juniper woodland?

    Treesearch

    Sarah Schlanger; Signa Larralde

    2008-01-01

    (Please note, this is an extended abstract only) Hunter gatherers relied on healthy pinon-juniper woodland because it supports a wide variety of small game, large game, and bird species that shelter in the trees and forage on pinon nuts, a rich food source for humans as well as game.

  14. Using Video Game Design to Motivate Students

    ERIC Educational Resources Information Center

    Evans, Michael A.; Jones, Brett D.; Akalin, Sehmuz

    2017-01-01

    Because video games are so popular with young people, researchers have explored ways to use game play to engage students in school subjects (Peppler & Kafai, 2007; Rockwell & Kee, 2011; Small, 2011). Motivating students in science is especially important because of declines both in the number of young people who choose science careers and…

  15. Violent Video Games and the Military: Recruitment, Training, and Treating Mental Disability

    ERIC Educational Resources Information Center

    Derby, John

    2014-01-01

    This article adds to the small collection of art education studies on video games (Parks, 2008; Patton, 2013; Sweeny, 2010) by critically examining the association between violent video games, the U.S. military, and mental disability--from a critical disability studies perspective. Derby overviews the controversies surrounding violent video games…

  16. Understanding Protein Synthesis: An Interactive Card Game Discussion

    ERIC Educational Resources Information Center

    Lewis, Alison; Peat, Mary; Franklin, Sue

    2005-01-01

    Protein synthesis is a complex process and students find it difficult to understand. This article describes an interactive discussion "game" used by first year biology students at the University of Sydney. The students, in small groups, use the game in which the processes of protein synthesis are actioned by the students during a…

  17. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

    PubMed

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-12-01

    AIMS: To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. DESIGN: Nationally representative survey. SETTING: Online. PARTICIPANTS: Large sample (n=3,380) of adult video gamers in the US. MEASUREMENTS: Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. FINDINGS: Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. CONCLUSIONS: Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play.

  18. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers

    PubMed Central

    Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    Aims To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. Design Nationally representative survey. Setting Online. Participants Large sample (n=3,380) of adult video gamers in the US. Measurements Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. Findings Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. Conclusions Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play. PMID:23284310

  19. Predicting protein structures with a multiplayer online game.

    PubMed

    Cooper, Seth; Khatib, Firas; Treuille, Adrien; Barbero, Janos; Lee, Jeehyung; Beenen, Michael; Leaver-Fay, Andrew; Baker, David; Popović, Zoran; Players, Foldit

    2010-08-05

    People exert large amounts of problem-solving effort playing computer games. Simple image- and text-recognition tasks have been successfully 'crowd-sourced' through games, but it is not clear if more complex scientific problems can be solved with human-directed computing. Protein structure prediction is one such problem: locating the biologically relevant native conformation of a protein is a formidable computational challenge given the very large size of the search space. Here we describe Foldit, a multiplayer online game that engages non-scientists in solving hard prediction problems. Foldit players interact with protein structures using direct manipulation tools and user-friendly versions of algorithms from the Rosetta structure prediction methodology, while they compete and collaborate to optimize the computed energy. We show that top-ranked Foldit players excel at solving challenging structure refinement problems in which substantial backbone rearrangements are necessary to achieve the burial of hydrophobic residues. Players working collaboratively develop a rich assortment of new strategies and algorithms; unlike computational approaches, they explore not only the conformational space but also the space of possible search strategies. The integration of human visual problem-solving and strategy development capabilities with traditional computational algorithms through interactive multiplayer games is a powerful new approach to solving computationally-limited scientific problems.

  20. The rise of moral cognition.

    PubMed

    Greene, Joshua D

    2015-02-01

    The field of moral cognition has grown rapidly in recent years thanks in no small part to Cognition. Consistent with its interdisciplinary tradition, Cognition encouraged the growth of this field by supporting empirical research conducted by philosophers as well as research native to neighboring fields such as social psychology, evolutionary game theory, and behavioral economics. This research has been exceptionally diverse both in its content and methodology. I argue that this is because morality is unified at the functional level, but not at the cognitive level, much as vehicles are unified by shared function rather than shared mechanics. Research in moral cognition, then, has progressed by explaining the phenomena that we identify as "moral" (for high-level functional reasons) in terms of diverse cognitive components that are not specific to morality. In light of this, research on moral cognition may continue to flourish, not as the identification and characterization of distinctive moral processes, but as a testing ground for theories of high-level, integrative cognitive function. Copyright © 2014 Elsevier B.V. All rights reserved.

  1. Impact of feral herbivores on mamane forests of Mauna Kea, Hawaii: bark stripping and diameter class structure

    Treesearch

    Paul G. Scowcroft; Howard F. Sakai

    1983-01-01

    Management of feral and Mouflon sheep and feral goats within the Mauna Kea Forest Reserve/Game Management area has been criticized as inadequate to prevent the adverse environmental impact which these introduced herbivores have on native components of the scrub forest ecosystem. This study determined the intensity of bark stripping of mamane (Sophora...

  2. Fire and bats in the Southeast and Mid-Atlantic: more questions than answers?

    Treesearch

    Timothy C. Carter; W. Mark Ford; Michael A. Menzel

    2002-01-01

    The role and impact of fire in Southeastern ecosystems has changed dramatically from pre-European and early settlement times through present day. Regionally, pre-settlement fires were caused either by Native Americans throughout the year or by lighting-caused wildfires during the growing season. Today, much of the prescribed burning for forest and game management...

  3. Native American Games & European Religious Attitudes in the 16th & 17th Centuries.

    ERIC Educational Resources Information Center

    Eisen, George

    Some aspects of the white-Indian relationship are reflected in the writings of 16th and 17th century observers of Indian pastimes. The Noble Savage image was apparently accepted by French colonists as a consequence of an intellectual disappointment in the contemporary societies. In an age of absolutism and religious intolerance, the picture of the…

  4. Effects of Understory Burning in a Mesic Mixed-Oak Forest of the Southern Appalachians

    Treesearch

    Katherine J. Elliott; James M. Vose; Barton D. Clinton; Jennifer D. Knoepp

    2004-01-01

    Information is lacking on ecosystem effects of understory burning in mesic mixed-oak (Quercus spp.) forests of the southern Appalachians. Native Americans used periodic fires in these forests for driving game and opening the forest. In April 1998, we conducted a low- to moderate-intensity fire in a cove­hardwood forest in the Nantahala National...

  5. Materials Developed from American Indian Culture-Based Curriculum Workshop (Tacoma, Washington, October 24-28, 1978). Book Two.

    ERIC Educational Resources Information Center

    Disney, Dick, Comp.

    Developed as a result of the second 5-day American Indian Culture-Based Curriculum Workshop conducted in Tacoma, Washington, the resource guide presents materials oriented toward Native American dance, music, and games, which were the major thrust of the workshop. The guide provides four flannelboard stories/legends (How Man Was Created, The Gull…

  6. Native American casino gambling in Arizona: A case study of the Fort McDowell reservation.

    PubMed

    Anders, G C

    1996-09-01

    Since Congress passed the American Indian Gambling Regulatory Act (IGRA) in 1988, there has been an explosion in the number of gambling casinos located on Native American reservations. It is estimated that in 1994 the total net revenue from 81 Native American casinos exceeded $2.3 billion dollars. As the number of Native American casinos grows along with the volume of gambling activity, opposition increases from states, the established gambling industry hurt by lost revenues, and groups with moral objections to gambling. This article reports on an effort to measure the economic impact of the Fort McDowell casino located near Phoenix, Arizona. The article discusses the casino's history and current operations. Next, it explains the use of an input-output model to compute the impact of casino's income and employment effects on the economy of Maricopa County. It is estimated that the casino is responsible for 2,483 new jobs, and an increase of approximately $80.35 million in regional output. Additional information is necessary to more accurately assess both the benefits and costs of the casino. Unfortunately, subsequent efforts to collect additional data have been unsuccessful. The conclusion discusses why, and raises questions regarding Native American gaming.

  7. Analysis of Managing Safety in Small Enterprises: Dual-Effects of Employee Prosocial Safety Behavior and Government Inspection

    PubMed Central

    2018-01-01

    This paper aims to promote a national and international occupational health and safety (OHS) intervention for small and medium enterprises (SMEs) within internal and external resources. Based on the characteristics of small SME management, the work environment and occupational health may be positively affected by the dual-effects of employees and government. Evolutionary game theory is utilized to identify relevant interactions among the government, small enterprises, and employees. Furthermore, dynamic simulations of the evolutionary game model are used to explore stability strategies and to identify modes of equilibrium. PMID:29707574

  8. On Nash-Equilibria of Approximation-Stable Games

    NASA Astrophysics Data System (ADS)

    Awasthi, Pranjal; Balcan, Maria-Florina; Blum, Avrim; Sheffet, Or; Vempala, Santosh

    One reason for wanting to compute an (approximate) Nash equilibrium of a game is to predict how players will play. However, if the game has multiple equilibria that are far apart, or ɛ-equilibria that are far in variation distance from the true Nash equilibrium strategies, then this prediction may not be possible even in principle. Motivated by this consideration, in this paper we define the notion of games that are approximation stable, meaning that all ɛ-approximate equilibria are contained inside a small ball of radius Δ around a true equilibrium, and investigate a number of their properties. Many natural small games such as matching pennies and rock-paper-scissors are indeed approximation stable. We show furthermore there exist 2-player n-by-n approximation-stable games in which the Nash equilibrium and all approximate equilibria have support Ω(log n). On the other hand, we show all (ɛ,Δ) approximation-stable games must have an ɛ-equilibrium of support O(Δ^{2-o(1)}/ɛ2{log n}), yielding an immediate n^{O(Δ^{2-o(1)}/ɛ^2log n)}-time algorithm, improving over the bound of [11] for games satisfying this condition. We in addition give a polynomial-time algorithm for the case that Δ and ɛ are sufficiently close together. We also consider an inverse property, namely that all non-approximate equilibria are far from some true equilibrium, and give an efficient algorithm for games satisfying that condition.

  9. Don't Lose Your Marbles!: Game Project Teaches Introductory Manufacturing Skills

    ERIC Educational Resources Information Center

    Kapur, Arjun; Carter, Horlin; Dillon, Dave

    2006-01-01

    This article describes a lab activity conducted in an introductory manufacturing class. In this good, simple, mass-production project, the students designed and produced a small game composed of a piece of plywood and 14 glass marbles. In appearance, the game is something like Chinese checkers, but it involves jumping over marbles, then removing…

  10. School Students and Computer Games with Screen Violence

    ERIC Educational Resources Information Center

    Fedorov, A. V.

    2005-01-01

    In this article, the author states how these days, school students from low-income strata of the population in Russia spend hours sitting in computer rooms and Internet clubs, where, for a relatively small fee, they can play interactive video games. And to determine what games they prefer the author conducted a content analysis of eighty-seven…

  11. Developing Strategic and Reasoning Abilities with Computer Games at Primary School Level

    ERIC Educational Resources Information Center

    Bottino, R. M.; Ferlino, L.; Ott, M.; Tavella, M.

    2007-01-01

    The paper reports a small-scale, long-term pilot project designed to foster strategic and reasoning abilities in young primary school pupils by engaging them in a number of computer games, mainly those usually called mind games (brainteasers, puzzlers, etc.). In this paper, the objectives, work methodology, experimental setting, and tools used in…

  12. Blue tilapia (Oreochromis aureus) predation on fishes in the Muddy River system, Clark County, Nevada

    USGS Publications Warehouse

    Scoppettone, G.G.; Salgado, J.A.; Nielsen, M.B.

    2005-01-01

    Blue tilapia (Oreochromis aureus), native to North Africa and the Middle East (Courtenay and Robins 1973, Fuller et al. 1999), has been introduced around the world as a human food source, for vegetation control, and as a game fish (Costa-Pierce and Riedel 2000). Blue tilapia has been particularly successful in establishing and spreading in North American waters where it has been reported to change fish community structure and cause native fish decline (Courtenay and Robins 1973, Fuller et al. 1999). Because of these detrimental effects, it is now generally considered an unwelcome introduction into North American waters (Dill and Cordone 1997, Fuller et al. 1999).

  13. 16 CFR 1117.1 - Purpose.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ..., distributor, retailer, and importer of a marble, small ball, or latex balloon, or a toy or a game that... or game and, as a result of that incident the child died, suffered serious injury, ceased breathing...

  14. 16 CFR 1117.1 - Purpose.

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... or game and, as a result of that incident the child died, suffered serious injury, ceased breathing..., distributor, retailer, and importer of a marble, small ball, or latex balloon, or a toy or a game that...

  15. 16 CFR 1117.1 - Purpose.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... or game and, as a result of that incident the child died, suffered serious injury, ceased breathing..., distributor, retailer, and importer of a marble, small ball, or latex balloon, or a toy or a game that...

  16. 16 CFR 1117.1 - Purpose.

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... or game and, as a result of that incident the child died, suffered serious injury, ceased breathing..., distributor, retailer, and importer of a marble, small ball, or latex balloon, or a toy or a game that...

  17. Social and psychological challenges of poker.

    PubMed

    Siler, Kyle

    2010-09-01

    Poker is a competitive, social game of skill and luck, which presents players with numerous challenging strategic and interpersonal decisions. The adaptation of poker into a game played over the internet provides the unprecedented opportunity to quantitatively analyze extremely large numbers of hands and players. This paper analyzes roughly twenty-seven million hands played online in small-stakes, medium-stakes and high-stakes games. Using PokerTracker software, statistics are generated to (a) gauge the types of strategies utilized by players (i.e. the 'strategic demography') at each level and (b) examine the various payoffs associated with different strategies at varying levels of play. The results show that competitive edges attenuate as one moves up levels, and tight-aggressive strategies--which tend to be the most remunerative--become more prevalent. Further, payoffs for different combinations of cards, varies between levels, showing how strategic payoffs are derived from competitive interactions. Smaller-stakes players also have more difficulty appropriately weighting incentive structures with frequent small gains and occasional large losses. Consequently, the relationship between winning a large proportion of hands and profitability is negative, and is strongest in small-stakes games. These variations reveal a meta-game of rationality and psychology which underlies the card game. Adopting risk-neutrality to maximize expected value, aggression and appropriate mental accounting, are cognitive burdens on players, and underpin the rationality work--reconfiguring of personal preferences and goals--players engage into be competitive, and maximize their winning and profit chances.

  18. The Impact of Degree of Exposure to Violent Video Games, Family Background, and Other Factors on Youth Violence.

    PubMed

    DeCamp, Whitney; Ferguson, Christopher J

    2017-02-01

    Despite decades of study, no scholarly consensus has emerged regarding whether violent video games contribute to youth violence. Some skeptics contend that small correlations between violent game play and violence-related outcomes may be due to other factors, which include a wide range of possible effects from gender, mental health, and social influences. The current study examines this issue with a large and diverse (49 % white, 21 % black, 18 % Hispanic, and 12 % other or mixed race/ethnicity; 51 % female) sample of youth in eighth (n = 5133) and eleventh grade (n = 3886). Models examining video game play and violence-related outcomes without any controls tended to return small, but statistically significant relationships between violent games and violence-related outcomes. However, once other predictors were included in the models and once propensity scores were used to control for an underlying propensity for choosing or being allowed to play violent video games, these relationships vanished, became inverse, or were reduced to trivial effect sizes. These results offer further support to the conclusion that video game violence is not a meaningful predictor of youth violence and, instead, support the conclusion that family and social variables are more influential factors.

  19. Locomotor and Heart Rate Responses of Floaters During Small-Sided Games in Elite Soccer Players: Effect of Pitch Size and Inclusion of Goalkeepers.

    PubMed

    Lacome, Mathieu; Simpson, Ben M; Cholley, Yannick; Buchheit, Martin

    2018-05-01

    To (1) compare the locomotor and heart rate responses between floaters and regular players during both small and large small-sided games (SSGs) and (2) examine whether the type of game (ie, game simulation [GS] vs possession game [PO]) affects the magnitude of the difference between floaters and regular players. Data were collected in 41 players belonging to an elite French football team during 3 consecutive seasons (2014-2017). A 5-Hz global positionning system was used to collect all training data, with the Athletic Data Innovation analyzer (v5.4.1.514) used to derive total distance (m), high-speed distance (>14.4 km·h -1 , m), and external mechanical load (MechL, a.u.). All SSGs included exclusively 1 floater and were divided into 2 main categories, according to the participation of goalkeepers (GS) or not (PO) and then further divided into small and large (>100 m 2 per player) SSGs based on the area per player ratio. Locomotor activity and MechL performed were likely-to-most likely lower (moderate to large magnitude) in floaters compared with regular players, whereas differences in heart rate responses were unclear to possibly higher (small) in floaters. The magnitude of the difference in locomotor activity and MechL between floaters and regular players was substantially greater during GS compared with PO. Compared with regular players, floaters present decreased external load (both locomotor and MechL) despite unclear to possibly slightly higher heart rate responses during SSGs. Moreover, the responses of floaters compared with regular players are not consistent across different sizes of SSGs, with greater differences during GS than PO.

  20. Stochastic differential game formulation on the reinsurance and investment problem

    NASA Astrophysics Data System (ADS)

    Li, Danping; Rong, Ximin; Zhao, Hui

    2015-09-01

    This paper focuses on a stochastic differential game between two insurance companies, a big one and a small one. The big company has sufficient asset to invest in a risk-free asset and a risky asset and is allowed to purchase proportional reinsurance or acquire new business, and the small company can transfer part of the risk to a reinsurer via proportional reinsurance. The game studied here is zero-sum, where the big company is trying to maximise the expected exponential utility of the difference between two insurance companies' surpluses at the terminal time to keep its advantage on surplus, while simultaneously the small company is trying to minimise the same quantity to reduce its disadvantage. Particularly, the relationships between the surplus processes and the price process of the risky asset are considered. By applying stochastic control theory, we provide and prove the verification theorem and obtain the Nash equilibrium strategy of the game, explicitly. Furthermore, numerical simulations are presented to illustrate the effects of parameters on the equilibrium strategy as well as the economic meanings behind.

  1. Naming games in two-dimensional and small-world-connected random geometric networks.

    PubMed

    Lu, Qiming; Korniss, G; Szymanski, B K

    2008-01-01

    We investigate a prototypical agent-based model, the naming game, on two-dimensional random geometric networks. The naming game [Baronchelli, J. Stat. Mech.: Theory Exp. (2006) P06014] is a minimal model, employing local communications that captures the emergence of shared communication schemes (languages) in a population of autonomous semiotic agents. Implementing the naming games with local broadcasts on random geometric graphs, serves as a model for agreement dynamics in large-scale, autonomously operating wireless sensor networks. Further, it captures essential features of the scaling properties of the agreement process for spatially embedded autonomous agents. Among the relevant observables capturing the temporal properties of the agreement process, we investigate the cluster-size distribution and the distribution of the agreement times, both exhibiting dynamic scaling. We also present results for the case when a small density of long-range communication links are added on top of the random geometric graph, resulting in a "small-world"-like network and yielding a significantly reduced time to reach global agreement. We construct a finite-size scaling analysis for the agreement times in this case.

  2. Evolutionary mixed games in structured populations: Cooperation and the benefits of heterogeneity

    NASA Astrophysics Data System (ADS)

    Amaral, Marco A.; Wardil, Lucas; Perc, Matjaž; da Silva, Jafferson K. L.

    2016-04-01

    Evolutionary games on networks traditionally involve the same game at each interaction. Here we depart from this assumption by considering mixed games, where the game played at each interaction is drawn uniformly at random from a set of two different games. While in well-mixed populations the random mixture of the two games is always equivalent to the average single game, in structured populations this is not always the case. We show that the outcome is, in fact, strongly dependent on the distance of separation of the two games in the parameter space. Effectively, this distance introduces payoff heterogeneity, and the average game is returned only if the heterogeneity is small. For higher levels of heterogeneity the distance to the average game grows, which often involves the promotion of cooperation. The presented results support preceding research that highlights the favorable role of heterogeneity regardless of its origin, and they also emphasize the importance of the population structure in amplifying facilitators of cooperation.

  3. Evolutionary mixed games in structured populations: Cooperation and the benefits of heterogeneity.

    PubMed

    Amaral, Marco A; Wardil, Lucas; Perc, Matjaž; da Silva, Jafferson K L

    2016-04-01

    Evolutionary games on networks traditionally involve the same game at each interaction. Here we depart from this assumption by considering mixed games, where the game played at each interaction is drawn uniformly at random from a set of two different games. While in well-mixed populations the random mixture of the two games is always equivalent to the average single game, in structured populations this is not always the case. We show that the outcome is, in fact, strongly dependent on the distance of separation of the two games in the parameter space. Effectively, this distance introduces payoff heterogeneity, and the average game is returned only if the heterogeneity is small. For higher levels of heterogeneity the distance to the average game grows, which often involves the promotion of cooperation. The presented results support preceding research that highlights the favorable role of heterogeneity regardless of its origin, and they also emphasize the importance of the population structure in amplifying facilitators of cooperation.

  4. 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.

  5. 16 CFR § 1117.1 - Purpose.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... or game and, as a result of that incident the child died, suffered serious injury, ceased breathing..., distributor, retailer, and importer of a marble, small ball, or latex balloon, or a toy or a game that...

  6. Exploring the Potential of a Location Based Augmented Reality Game for Language Learning

    ERIC Educational Resources Information Center

    Richardson, Donald

    2016-01-01

    This paper adds to the small but growing body of research into the potential of augmented reality games for teaching and learning English as a foreign language (EFL). It explores the extent to which such games enhance the language learning experience of advanced level EFL learners. The author draws on his work developing "Mission not really…

  7. Innovative Teaching Games: Climbing the Hills of Math Skills. California Demonstration Mathematics Program.

    ERIC Educational Resources Information Center

    Pittsburg Unified School District, CA.

    The card games in this publication are an alternative activity to help students master computational skills. Games for operations with whole numbers, fractions, decimals, percents, integers, and square roots are included. They can be used to introduce math topics and for practice and review, with either the whole class or in small groups with 2 to…

  8. Two vs. One Keep Away: A Simple Game of Beginning Tactics

    ERIC Educational Resources Information Center

    Belka, David E.

    2005-01-01

    In the last decade or so, there has been a shift toward small-sided games played in smaller spaces, with limited rules and an emphasis on tactics. The goal of the current instruction is to use less complex game settings to develop players who then learn to make more appropriate and quicker tactical decisions. In this article, the author presents…

  9. What's in Small Talk? Revolutionary Communication in Black Children's Games.

    ERIC Educational Resources Information Center

    Barnes, Alene; Asante, Molefi

    A number of the historical and contemporary games of black children reflect an attitude of resistance and assertion on the part of the players. Older game songs, dating from the days of slavery, express a recreative anger against slave masters or a contempt for the theater image of the jolly plantation slave, Jim Crow. Post-Civil War songs and…

  10. Elements of Collaborative Discussion and Shared Problem Solving in a Voice-Enhanced Multiplayer Game

    ERIC Educational Resources Information Center

    Bluemink, Johanna; Jarvela, Sanna

    2011-01-01

    This study focuses on investigating the nature of small-group collaborative interaction in a voice-enhanced multiplayer game called "eScape". The aim was to analyse the elements of groups' collaborative discussion and to explore the nature of the players' shared problem solving activity during the solution critical moments in the game. The data…

  11. 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.

  12. Heritability of decisions and outcomes of public goods games

    PubMed Central

    Hiraishi, Kai; Shikishima, Chizuru; Yamagata, Shinji; Ando, Juko

    2015-01-01

    Prosociality is one of the most distinctive features of human beings but there are individual differences in cooperative behavior. Employing the twin method, we examined the heritability of cooperativeness and its outcomes on public goods games using a strategy method. In two experiments (Study 1 and Study 2), twin participants were asked to indicate (1) how much they would contribute to a group when they did not know how much the other group members were contributing, and (2) how much they would contribute if they knew the contributions of others. Overall, the heritability estimates were relatively small for each type of decision, but heritability was greater when participants knew that the others had made larger contributions. Using registered decisions in Study 2, we conducted seven Monte Carlo simulations to examine genetic and environmental influences on the expected game payoffs. For the simulated one-shot game, the heritability estimates were small, comparable to those of game decisions. For the simulated iterated games, we found that the genetic influences first decreased, then increased as the numbers of iterations grew. The implication for the evolution of individual differences in prosociality is discussed. PMID:25954213

  13. The Effectiveness of the Smart Board-Based Small-Group Graduated Guidance Instruction on Digital Gaming and Observational Learning Skills of Children with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Cattik, Melih; Odluyurt, Serhat

    2017-01-01

    The objective of this study was to teach digital gaming skills to children with autism spectrum disorder (ASD) using a SMART board with a graduated guidance teaching method in a small-group instructional format, to determine the participants' levels of learning by observation, and to determine the views of their families on the conducted…

  14. Multiculturalism and AIDS: different communities mean different educational messages required

    PubMed Central

    Lechky, O

    1997-01-01

    Having a multitude of different ethnic communities forces Canada's AIDS educators to use many different methods to deliver their messages. These range from an AIDS bingo game that has been used to educate natives in northern Manitoba to attempts to take AIDS education to the streets of Toronto. With AIDS education, reports Olga Lechky, one message definitely does not fit all. PMID:9164407

  15. Multi-scale habitat use of male ruffed grouse in the Black Hills National Forest

    Treesearch

    Cassandra L. Mehls; Kent C. Jensen; Mark A. Rumble; Michael C. Wimberly

    2014-01-01

    Ruffed grouse (Bonasa umbellus) are native upland game birds and a management indicator species (MIS) for aspen (Populus tremuloides) in the Black Hills National Forest (Black Hills). Our objective was to assess resource selection of male ruffed grouse to identify the most appropriate scale to manage for aspen and ruffed grouse in the Black Hills. During spring 2007...

  16. Effects of the number of players and game type constraints on heart rate, rating of perceived exertion, and technical actions of small-sided soccer games.

    PubMed

    Abrantes, Catarina I; Nunes, Marta I; Maçãs, Victor M; Leite, Nuno M; Sampaio, Jaime E

    2012-04-01

    The purpose of this study was to identify the variation of heart rate (HR), rating of perceived exertion (RPE), and technical actions between 2 soccer small-sided games (SSGs; 3 × 3 and 4 × 4) in 3 game type constraints (when playing only offense [OFF], playing only defense [DEF], and both situations [GAME]). Sixteen high-level young male players were analyzed (age 15.75 ± 0.45 years; height 172.4 ± 4.83 cm; body mass 64.5 ± 6.44 kg; HRmax199.1 ± 9.08 b·min(-1); and 8.06 ± 1.98 years of soccer practice). All tasks were performed in 4 periods of 4 minutes interspersed with 2 minutes of active recovery. The HR was measured continuously and then analyzed by the time spent into 4 training zones according to individual %HRmax (zone 1 <75%; zone 2 75-84.9%; zone 3 85-89.9%; and zone 4 ≥90%). Results identified that players were most frequently in zones 2 and 3. The 3 × 3 SSGs elicited higher HR and RPE and the most intense situation was GAME. Despite the known higher frequencies from technical actions in SSGs with fewer players, player effectiveness in 3 × 3 and 4 × 4 was identical. The use of GAME, OFF, and DEF game type constraints should be carefully planned. Using the 3 × 3 format seems more adequate when aiming for aerobic performance optimal effects; however, DEF situations should only be used to promote aerobic recovery effects. The inclusion of an additional player in SSGs had different interactions in game type constraints, and only GAME presented adequate intensity.

  17. Small mammal communities and habitat selection in Northern Rocky Mountain bunchgrass: Implications for exotic plant invasions

    Treesearch

    Dean E. Pearson; Yvette K. Ortega; Kevin S. McKelvey; Leonard F. Ruggiero

    2001-01-01

    Agriculture and development have dramatically reduced the range of native bunchgrass habitats in the Northern Rocky Mountains, and the invasion of exotic plants threatens to greatly alter the remaining pristine prairie. Small mammals play many important roles in ecosystem functions, but little is known about small mammal community composition and structure in native...

  18. Tactical expertise assessment in youth football using representative tasks.

    PubMed

    Serra-Olivares, Jaime; Clemente, Filipe Manuel; González-Víllora, Sixto

    2016-01-01

    Specific football drills improve the development of technical/tactical and physical variables in players. Based on this principle, in recent years it has been possible to observe in daily training a growing volume of small-sided and conditioned games. These games are smaller and modified forms of formal games that augment players' perception of specific tactics. Despite this approach, the assessment of players' knowledge and tactical execution has not been well documented, due mainly to the difficulty in measuring tactical behavior. For that reason, this study aims to provide a narrative review about the tactical assessment of football training by using representative tasks to measure the tactical expertise of youth football players during small-sided and conditioned games. This study gives an overview of the ecological approach to training and the principles used for representative task design, providing relevant contribution and direction for future research into the assessment of tactical expertise in youth football.

  19. Can interface features affect aggression resulting from violent video game play? An examination of realistic controller and large screen size.

    PubMed

    Kim, Ki Joon; Sundar, S Shyam

    2013-05-01

    Aggressiveness attributed to violent video game play is typically studied as a function of the content features of the game. However, can interface features of the game also affect aggression? Guided by the General Aggression Model (GAM), we examine the controller type (gun replica vs. mouse) and screen size (large vs. small) as key technological aspects that may affect the state aggression of gamers, with spatial presence and arousal as potential mediators. Results from a between-subjects experiment showed that a realistic controller and a large screen display induced greater aggression, presence, and arousal than a conventional mouse and a small screen display, respectively, and confirmed that trait aggression was a significant predictor of gamers' state aggression. Contrary to GAM, however, arousal showed no effects on aggression; instead, presence emerged as a significant mediator.

  20. Adapting Manualized Treatments: Treating Anxiety Disorders among Native Americans

    ERIC Educational Resources Information Center

    De Coteau, Tami; Anderson, Jessiline; Hope, Debra

    2006-01-01

    Although there is a small but growing body of literature examining the psychopathology of anxiety among Native Americans, no data are available regarding the efficacy of empirically supported treatments for anxiety disorders among Native Americans. Moreover, exceptional challenges arise in adapting mainstream approaches to Native Americans, such…

  1. Are Farm-Reared Quails for Game Restocking Really Common Quails (Coturnix coturnix)?: A Genetic Approach

    PubMed Central

    Sanchez-Donoso, Ines; Vilà, Carles; Puigcerver, Manel; Butkauskas, Dalius; Caballero de la Calle, José Ramón; Morales-Rodríguez, Pablo Antonio; Rodríguez-Teijeiro, José Domingo

    2012-01-01

    The common quail (Coturnix coturnix) is a popular game species for which restocking with farm-reared individuals is a common practice. In some areas, the number of released quails greatly surpasses the number of wild breeding common quail. However, common quail are difficult to raise in captivity and this casts suspicion about a possible hybrid origin of the farmed individuals from crosses with domestic Japanese quail (C. japonica). In this study we used a panel of autosomal microsatellite markers to characterize the genetic origin of quails reared for hunting purposes in game farms in Spain and of quails from an experimental game farm which was founded with hybrids that have been systematically backcrossed with wild common quails. The genotypes of these quail were compared to those of wild common quail and domestic strains of Japanese quail. Our results show that more than 85% of the game farm birds were not common quail but had domestic Japanese quail ancestry. In the experimental farm a larger proportion of individuals could not be clearly separated from pure common quails. We conclude that the majority of quail sold for restocking purposes were not common quail. Genetic monitoring of individuals raised for restocking is indispensable as the massive release of farm-reared hybrids could represent a severe threat for the long term survival of the native species. PMID:22701745

  2. 20 CFR 632.36 - Procurement standards.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... Employees' Benefits EMPLOYMENT AND TRAINING ADMINISTRATION, DEPARTMENT OF LABOR INDIAN AND NATIVE AMERICAN....216, Procurement standards. (b) Subject to the Indian preference provisions of § 632.35(h), small and minority-owned businesses, including small businesses owned by women, within the service area of the Native...

  3. 20 CFR 632.36 - Procurement standards.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... Employees' Benefits EMPLOYMENT AND TRAINING ADMINISTRATION, DEPARTMENT OF LABOR INDIAN AND NATIVE AMERICAN....216, Procurement standards. (b) Subject to the Indian preference provisions of § 632.35(h), small and minority-owned businesses, including small businesses owned by women, within the service area of the Native...

  4. 20 CFR 632.36 - Procurement standards.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... Employees' Benefits EMPLOYMENT AND TRAINING ADMINISTRATION, DEPARTMENT OF LABOR INDIAN AND NATIVE AMERICAN....216, Procurement standards. (b) Subject to the Indian preference provisions of § 632.35(h), small and minority-owned businesses, including small businesses owned by women, within the service area of the Native...

  5. Designing Leadership and Soft Skills in Educational Games: The e-Leadership and Soft Skills Educational Games Design Model (ELESS)

    ERIC Educational Resources Information Center

    Freitas, Sara; Routledge, Helen

    2013-01-01

    While the field of leadership studies includes a large corpus of literature and studies, the literature and scientific research in the field of e-leadership and soft skills used in learning game environments are at present small in scale. Towards contributing to this newly emerging field of literature and study, this research paper presents a new…

  6. Objective and subjective methods for quantifying training load in wheelchair basketball small-sided games.

    PubMed

    Iturricastillo, Aitor; Granados, Cristina; Los Arcos, Asier; Yanci, Javier

    2017-04-01

    The aim of the present study was to analyse the training load in wheelchair basketball small-sided games and determine the relationship between heart rate (HR)-based training load and perceived exertion (RPE)-based training load methods among small-sided games bouts. HR-based measurements of training load included Edwards' training load and Stagno's training impulses (TRIMP MOD ) while RPE-based training load measurements included cardiopulmonary (session RPEres) and muscular (session RPEmus) values. Data were collected from 12 wheelchair basketball players during five consecutive weeks. The total load for the small-sided games sessions was 67.5 ± 6.7 and 55.3 ± 12.5 AU in HR-based training load (Edwards' training load and TRIMP MOD ), while the RPE-based training loads were 99.3 ± 26.9 (session RPEres) and 100.8 ± 31.2 AU (session RPEmus). Bout-to-bout analysis identified greater session RPEmus in the third [P < 0.05; effect size (ES) = 0.66, moderate] and fourth bouts (P < 0.05; ES = 0.64, moderate) than in the first bout, but other measures did not differ. Mean correlations indicated a trivial and small relationship among HR-based and RPE-based training loads. It is suggested that HR-based and RPE-based training loads provide different information, but these two methods could be complementary because one method could help us to understand the limitations of the other.

  7. Social dilemmas in an online social network: The structure and evolution of cooperation

    NASA Astrophysics Data System (ADS)

    Fu, Feng; Chen, Xiaojie; Liu, Lianghuan; Wang, Long

    2007-11-01

    We investigate two paradigms for studying the evolution of cooperation—Prisoner's Dilemma and Snowdrift game in an online friendship network, obtained from a social networking site. By structural analysis, it is revealed that the empirical social network has small-world and scale-free properties. Besides, it exhibits assortative mixing pattern. Then, we study the evolutionary version of the two types of games on it. It is found that cooperation is substantially promoted with small values of game matrix parameters in both games. Whereas the competent cooperators induced by the underlying network of contacts will be dramatically inhibited with increasing values of the game parameters. Further, we explore the role of assortativity in evolution of cooperation by random edge rewiring. We find that increasing amount of assortativity will to a certain extent diminish the cooperation level. We also show that connected large hubs are capable of maintaining cooperation. The evolution of cooperation on empirical networks is influenced by various network effects in a combined manner, compared with that on model networks. Our results can help understand the cooperative behaviors in human groups and society.

  8. Apparent competition and native consumers exacerbate the strong competitive effect of an exotic plant species.

    PubMed

    Orrock, John L; Dutra, Humberto P; Marquis, Robert J; Barber, Nicholas

    2015-04-01

    Direct and indirect effects can play a key role in invasions, but experiments evaluating both are rare. We examined the roles of direct competition and apparent competition by exotic Amur honeysuckle (Lonicera maackii) by manipulating (1) L. maackii vegetation, (2) presence of L. maackii fruits, and (3) access to plants by small mammals and deer. Direct competition with L. maackii reduced the abundance and richness of native and exotic species, and native consumers significantly reduced the abundance and richness of native species. Although effects of direct competition and consumption were more pervasive, richness of native plants was also reduced through apparent competition, as small-mammal consumers reduced richness only when L. maackii fruits were present. Our experiment reveals the multiple, interactive pathways that affect the success and impact of an invasive exotic plant: exotic plants may directly benefit from reduced attack by native consumers, may directly exert strong competitive effects on native plants, and may also benefit from apparent competition.

  9. Soccer small-sided games in young players: rule modification to induce higher physiological responses

    PubMed Central

    Chtourou, H; Dellal, A; Chaouachi, A; Chamari, K

    2017-01-01

    The aim of this study was to identify the physiological responses of 3 forms of players’ numbers during two different games rules of small-sided games (SSG: stop-ball vs. small-goals rules). Eighteen youth amateur soccer players (age 13.5±0.7 years; height 168.9±6.1cm; body mass 63.1±7.7 kg) participated in this study and performed 3 SSGs with varying players’ number (2vs.2; 3vs.3 and 4vs.4): stop-ball SSG (SB-SSG) vs. small-goals SSG (SG-SSG) in a randomized and counter-balanced order on a constant pitch dimension (20×25m). The players performed 4×4 min SSG with 2-min of passive recovery in-between. Heart rate (HR), (expressed in bpm and % HRmax), lactate ([La-]), and rating of perceived exertion (RPE) were collected during each session. SB-SSG induced the higher HR values in comparison with the SG-SSG for the 3 game formats (2vs.2; 3vs.3 and 4vs.4). Also, compared with SG-SSG, SB-SSG induced the higher HR values during 2vs.2 compared with 4vs.4 games rules (178 vs. 174 and 175 vs. 171 bpm, respectively). However, the SB-SSG was more intense compared with SG-SSG in the 2 vs. 2 game rule compared with the two others (3 vs.3 and 4 vs. 4) for [La-] and RPE (7.58 vs. 7; 7.25 vs. 6.75 and 6.5 vs. 6.16 mmol ∙ L-1, and 7.75 vs. 7.33; 7.41 vs. 7.08 and 7.16 vs. 6.83, respectively). Therefore, the use of 2 vs. 2 and 3 vs. 3 SSG with SB-SSG seems to represent an alternative to coaches to increase cardiovascular and metabolic demands in youth soccer players. PMID:28566810

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

    PubMed

    Malone, Shane; Collins, Kieran D

    2017-06-01

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

  11. Do motion controllers make action video games less sedentary? A randomized experiment.

    PubMed

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

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal · kg(-1) · hr(-1)) produced 0.10 kcal · kg(-1) · hr(-1) (95% confidence interval 0.03 to 0.17) greater energy expenditure than traditional control (0.86 [0.17] kcal · kg(-1) · hr(-1), P = .048). All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior.

  12. Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment

    PubMed Central

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

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal · kg−1 · hr−1) produced 0.10 kcal · kg−1 · hr−1 (95% confidence interval 0.03 to 0.17) greater energy expenditure than traditional control (0.86 [0.17] kcal · kg−1 · hr−1, P = .048). All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior. PMID:22028959

  13. Who Networks? The Social Psychology of Virtual Communities

    DTIC Science & Technology

    2004-06-01

    virtual life: the open side - characterized by communities of interest, civil society movements, virtual “states,” and 4 online gaming communities...network of people hailing from Sicily. Sometimes the offline/ online similari- ties mesh even more, as when a gaming society in a small Swedish town...Commercially owned and regulated graphics-based Massively Multi- Player Gaming Communities (EverQuest, The Matrix Online ®, etc.) • UseNET

  14. Active video-gaming effects on balance and mobility in individuals with chronic stroke: a randomized controlled trial.

    PubMed

    Fritz, Stacy L; Peters, Denise M; Merlo, Angela M; Donley, Jonathan

    2013-01-01

    Treatments that provide feedback, increase practice with multiple repetitions, and motivate patients are essential to rehabilitation post stroke. To determine whether playing active video games results in improved balance and mobility post stroke. Thirty participants with chronic (time since stroke = 3.0 [2.9] years) hemiparesis post stroke were randomly assigned to a gaming group or normal activity control group. Gaming systems provided participants with an interactive interface of real-time movement of either themselves or an avatar on the screen. Participants played games 50-60 minutes/day, 4 days/week, for 5 weeks. The intervention was strictly game-play, in standing position, without physical therapy. The control group received no special intervention and continued with normal activity. Both groups were tested prior to, following the 5 weeks (post test), and 3 months following the completion of the study. Outcome measures included the Fugl-Meyer Assessment, Berg Balance Scale, Dynamic Gait Index, Timed Up & Go, 6-minute walk test, 3-meter walk (self-selected and fast), and perception of recovery. No statistically significant differences between or within groups were found through analysis of covariance (covaried for side of hemiparesis) at post test or follow-up. Although the within-group effect sizes were primarily indexed as "small" (< .36), the gaming group exhibited higher within-group effect sizes before and after testing than did the control group on all 7 dependent variables analyzed. Even though the only intervention was game-play, there were small positive effects. Therapist assistance in making more optimum movement choices may be needed before significant improvements are seen with commercially available, general purpose games.

  15. Modelling the Progression of Competitive Performance of an Academy's Soccer Teams.

    PubMed

    Malcata, Rita M; Hopkins, Will G; Richardson, Scott

    2012-01-01

    Progression of a team's performance is a key issue in competitive sport, but there appears to have been no published research on team progression for periods longer than a season. In this study we report the game-score progression of three teams of a youth talent-development academy over five seasons using a novel analytic approach based on generalised mixed modelling. The teams consisted of players born in 1991, 1992 and 1993; they played totals of 115, 107 and 122 games in Asia and Europe between 2005 and 2010 against teams differing in age by up to 3 years. Game scores predicted by the mixed model were assumed to have an over-dispersed Poisson distribution. The fixed effects in the model estimated an annual linear pro-gression for Aspire and for the other teams (grouped as a single opponent) with adjustment for home-ground advantage and for a linear effect of age difference between competing teams. A random effect allowed for different mean scores for Aspire and opposition teams. All effects were estimated as factors via log-transformation and presented as percent differences in scores. Inferences were based on the span of 90% confidence intervals in relation to thresholds for small factor effects of x/÷1.10 (+10%/-9%). Most effects were clear only when data for the three teams were combined. Older teams showed a small 27% increase in goals scored per year of age difference (90% confidence interval 13 to 42%). Aspire experienced a small home-ground advantage of 16% (-5 to 41%), whereas opposition teams experienced 31% (7 to 60%) on their own ground. After adjustment for these effects, the Aspire teams scored on average 1.5 goals per match, with little change in the five years of their existence, whereas their opponents' scores fell from 1.4 in their first year to 1.0 in their last. The difference in progression was trivial over one year (7%, -4 to 20%), small over two years (15%, -8 to 44%), but unclear over >2 years. In conclusion, the generalized mixed model has marginal utility for estimating progression of soccer scores, owing to the uncertainty arising from low game scores. The estimates are likely to be more precise and useful in sports with higher game scores. Key pointsA generalized linear mixed model is the approach for tracking game scores, key performance indicators or other measures of performance based on counts in sports where changes within and/or between games/seasons have to be considered.Game scores in soccer could be useful to track performance progression of teams, but hundreds of games are needed.Fewer games will be needed for tracking performance represented by counts with high scores, such as game scores in rugby or key performance indicators based on frequent events or player actions in any team sport.

  16. Modelling the Progression of Competitive Performance of an Academy’s Soccer Teams

    PubMed Central

    Malcata, Rita M.; Hopkins, Will G; Richardson, Scott

    2012-01-01

    Progression of a team’s performance is a key issue in competitive sport, but there appears to have been no published research on team progression for periods longer than a season. In this study we report the game-score progression of three teams of a youth talent-development academy over five seasons using a novel analytic approach based on generalised mixed modelling. The teams consisted of players born in 1991, 1992 and 1993; they played totals of 115, 107 and 122 games in Asia and Europe between 2005 and 2010 against teams differing in age by up to 3 years. Game scores predicted by the mixed model were assumed to have an over-dispersed Poisson distribution. The fixed effects in the model estimated an annual linear pro-gression for Aspire and for the other teams (grouped as a single opponent) with adjustment for home-ground advantage and for a linear effect of age difference between competing teams. A random effect allowed for different mean scores for Aspire and opposition teams. All effects were estimated as factors via log-transformation and presented as percent differences in scores. Inferences were based on the span of 90% confidence intervals in relation to thresholds for small factor effects of x/÷1.10 (+10%/-9%). Most effects were clear only when data for the three teams were combined. Older teams showed a small 27% increase in goals scored per year of age difference (90% confidence interval 13 to 42%). Aspire experienced a small home-ground advantage of 16% (-5 to 41%), whereas opposition teams experienced 31% (7 to 60%) on their own ground. After adjustment for these effects, the Aspire teams scored on average 1.5 goals per match, with little change in the five years of their existence, whereas their opponents’ scores fell from 1.4 in their first year to 1.0 in their last. The difference in progression was trivial over one year (7%, -4 to 20%), small over two years (15%, -8 to 44%), but unclear over >2 years. In conclusion, the generalized mixed model has marginal utility for estimating progression of soccer scores, owing to the uncertainty arising from low game scores. The estimates are likely to be more precise and useful in sports with higher game scores. Key pointsA generalized linear mixed model is the approach for tracking game scores, key performance indicators or other measures of performance based on counts in sports where changes within and/or between games/seasons have to be considered.Game scores in soccer could be useful to track performance progression of teams, but hundreds of games are needed.Fewer games will be needed for tracking performance represented by counts with high scores, such as game scores in rugby or key performance indicators based on frequent events or player actions in any team sport. PMID:24149364

  17. Neuromuscular and inflammatory responses to handball small-sided games: the effects of physical contact.

    PubMed

    Dello Iacono, A; Eliakim, A; Padulo, J; Laver, L; Ben-Zaken, S; Meckel, Y

    2017-10-01

    The aim of this study was to investigate the influence of physical contact on neuromuscular impairments and inflammatory response during handball small-sided games. Using a counterbalanced design, 12 elite male junior handball players were divided into two groups: contact (C-SSG) and no-contact (NC-SSG), performing both contact and no-contact small-sided games, in reverse order on two training sessions separated by 5 days. The methodology and rules were identical for the two SSG regimens, with the only difference being the inclusion or prohibition of upper body use for physical contacts. Upper and lower body neuromuscular performances and blood concentrations of inflammatory cytokine IL-6 were assessed before and immediately after the games. During small-sided games, video analysis was used to establish the physical contact counts. Significant differences were found in most upper and lower limbs muscles kinetic variables and in the physical contact events (all P < 0.001) following the two training regimens. There was an increase in IL-6 after C-SSG and no changes following NC-SSG (P < 0.05 and P = 0.12, respectively). Moreover, a strong correlation was found between the number of physical contacts and IL-6 responses (r = 0.971, P < 0.001) in C-SSG. This study indicates that an inflammatory response and large upper and lower body neuromuscular impairments result from physical contact in elite handball players. These outcomes outline the specific physiological profile of C-SSG that, in turn, might be used by practitioners and coaches as a practical approach to strategically select exercises in athlete's overall training program. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  18. Investigating Flow Experience and Scientific Practices During a Mobile Serious Educational Game

    NASA Astrophysics Data System (ADS)

    Bressler, Denise M.; Bodzin, Alec M.

    2016-10-01

    Mobile serious educational games (SEGs) show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. This study investigated whether a mobile SEG promotes flow experience and scientific practices with eighth-grade urban students. Students playing the game ( n = 59) were compared with students in a business-as-usual control activity ( n = 120). In both scenarios, students worked in small teams. Data measures included an open-ended instrument designed to measure scientific practices, a self-report flow survey, and classroom observations. The game players had significantly higher levels of flow and scientific practices compared to the control group. Observations revealed that game teams received less whole-class instruction and review compared to the control teams. Game teachers had primarily a guide-on-the-side role when facilitating the game, while control teachers predominantly used didactic instruction when facilitating the control activity. Implications for these findings are discussed.

  19. Is video-game playing a risk factor for pathological gambling in Australian adolescents?

    PubMed

    Delfabbro, Paul; King, Daniel; Lambos, Chrisi; Puglies, Stan

    2009-09-01

    Very little research has been conducted to examine the relationship between video-game playing and gambling in adolescence. In this study, 2,669 adolescents aged 13-17 years were surveyed to obtained details of their involvement in gambling and video-game playing as well as a measure of pathological gambling (the DSM-IV-J). The results showed that, the frequency of video game playing was significantly related to pathological gambling, but that the effect size was very small and largely accounted for by the greater popularity of both activities amongst boys. There was some evidence for stronger associations between technologically similar activities, namely arcade video games and an interest in gaming machines, but other factors discussed in the paper may also account for this association. In summary, the findings suggested that playing video-games is unlikely to be a significant risk factor for pathological gambling during adolescence.

  20. Optimal convergence in naming game with geography-based negotiation on small-world networks

    NASA Astrophysics Data System (ADS)

    Liu, Run-Ran; Wang, Wen-Xu; Lai, Ying-Cheng; Chen, Guanrong; Wang, Bing-Hong

    2011-01-01

    We propose a negotiation strategy to address the effect of geography on the dynamics of naming games over small-world networks. Communication and negotiation frequencies between two agents are determined by their geographical distance in terms of a parameter characterizing the correlation between interaction strength and the distance. A finding is that there exists an optimal parameter value leading to fastest convergence to global consensus on naming. Numerical computations and a theoretical analysis are provided to substantiate our findings.

  1. Differences in media access and use between rural Native American and White children.

    PubMed

    Hswen, Yulin; Naslund, John A; Bickham, David S

    2014-01-01

    Native American children experience greater disparities in the number and magnitude of health-related diseases than White children. Multimedia-based health interventions may afford valuable opportunities for reaching this underserved demographic; however, limited data are available describing the use of media technologies among Native Americans. This study characterized diverse media access and use between rural Native American and White children. Surveys were administered to students (n=477) aged 10-15 years in grades 6-8 across four public middle schools in the rural Upper Peninsula of the Midwestern USA state of Michigan. Native American children (n=41) were more likely than White children (n=436) to have a video game system in their bedroom (65.9% vs 45.4%; p=0.01) and watch more minutes of television on Saturdays (110.3±91.7 vs 80.7±80.8; p=0.03). Native American children also had fewer computers within the home (1.20±0.81 vs 1.68±1.21; p=0.01) than White children and less household internet access (75.6% vs 87.1%; p=0.04), but demonstrated more use in minutes after school (79.9±97.9 vs 51.1±71.6; p=0.02) and on Saturdays (92.6±107.4 vs 60.0±85.1; p=0.02). This represents the first cross-cultural comparison of media access and use between Native American and White children from rural Michigan. Greater computer and internet use observed among the Native American children surveyed in this study supports the use of web-based public health initiatives aimed at reducing health disparities within this vulnerable group.

  2. Tobacco Industry Promotional Strategies Targeting American Indians/Alaska Natives and Exploiting Tribal Sovereignty.

    PubMed

    Lempert, Lauren K; Glantz, Stanton A

    2018-03-12

    American Indians/Alaska Natives have the highest commercial tobacco use in the United States, resulting in higher tobacco-caused deaths and diseases than the general population. Some American Indians/Alaska Natives use commercial tobacco for ceremonial as well as recreational uses. Because federally-recognized Tribal lands are sovereign, they are not subject to state cigarette taxes and smokefree laws. This study analyzes tobacco industry promotional efforts specifically targeting American Indians/Alaska Natives and exploiting Tribal lands to understand appropriate policy responses in light of American Indians'/Alaska Natives' unique sovereign status and culture. We analyzed previously secret tobacco industry documents available at the Truth Tobacco Documents Library (https://industrydocuments.library.ucsf.edu/tobacco/). Tobacco companies used promotional strategies targeting American Indians/Alaska Natives and exploiting Tribal lands that leveraged the federally-recognized Tribes' unique sovereign status exempting them from state cigarette taxes and smokefree laws, and exploited some Tribes' existing traditional uses of ceremonial tobacco and poverty. Tactics included price reductions, coupons, giveaways, gaming promotions, charitable contributions and sponsorships. Additionally, tobacco companies built alliances with Tribal leaders to help improve their corporate image, advance ineffective "youth smoking prevention" programs, and defeat tobacco control policies. The industry's promotional tactics likely contribute to disparities in smoking prevalence and smoking-related diseases among American Indians//Alaska Natives. Proven policy interventions to address these disparities including tobacco price increases, cigarette taxes, comprehensive smokefree laws, and industry denormalization campaigns to reduce smoking prevalence and smoking-related disease could be considered by Tribal communities. The sovereign status of federally-recognized Tribes does not prevent them from adopting these measures.

  3. Differences in safety training among smaller and larger construction firms with non-native workers: Evidence of overlapping vulnerabilities

    PubMed Central

    Guerin, Rebecca J.; Keller, Brenna M.; Flynn, Michael A.; Salgado, Cathy; Hudson, Dennis

    2017-01-01

    Collaborative efforts between the National Institute for Occupational Safety and Health (NIOSH) and the American Society of Safety Engineers (ASSE) led to a report focusing on overlapping occupational vulnerabilities, specifically small construction businesses employing young, non-native workers. Following the report, an online survey was conducted by ASSE with construction business representatives focusing on training experiences of non-native workers. Results were grouped by business size (50 or fewer employees or more than 50 employees). Smaller businesses were less likely to employ a supervisor who speaks the same language as immigrant workers (p < .001). Non-native workers in small businesses received fewer hours of both initial safety training (p = .005) and monthly ongoing safety training (p = .042). Immigrant workers in smaller businesses were less likely to receive every type of safety training identified in the survey (including pre-work safety orientation [p < .001], job-specific training [p < .001], OSHA 10-hour training [p = .001], and federal/state required training [p < .001]). The results highlight some of the challenges a vulnerable worker population faces in a small business, and can be used to better focus intervention efforts. Among businesses represented in this sample, there are deflcits in the amount, frequency, and format of workplace safety and health training provided to non-native workers in smaller construction businesses compared to those in larger businesses. The types of training conducted for non-native workers in small business were less likely to take into account the language and literacy issues faced by these workers. The findings suggest the need for a targeted approach in providing occupational safety and health training to non-native workers employed by smaller construction businesses. PMID:29375194

  4. Small mammals in saltcedar (Tamarix ramosissima) - invaded and native riparian habitats of the western Great Basin

    USDA-ARS?s Scientific Manuscript database

    Invasive saltcedar species have replaced native riparian trees on numerous river systems throughout the western US, raising concerns about how this habitat conversion may affect wildlife. For periods ranging from 1-10 years, small mammal populations were monitored at six riparian sites impacted by s...

  5. Teaching Values in Everything We Do: The Nativity Experience.

    ERIC Educational Resources Information Center

    Daly, Jennifer Grumhaus

    1996-01-01

    Nativity Prep, a small, inner-city Roman Catholic middle school seeks to provide an environment that helps students excel in their studies and their personal development. The school has few discipline problems due to its small size; its strict, highly structured academic climate; its underpaid and devoted faculty; and its practice of praying…

  6. Communication Games: Participant's Manual.

    ERIC Educational Resources Information Center

    Krupar, Karen R.

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

  7. Social penalty promotes cooperation in a cooperative society.

    PubMed

    Ito, Hiromu; Yoshimura, Jin

    2015-08-04

    Why cooperation is well developed in human society is an unsolved question in biological and human sciences. Vast studies in game theory have revealed that in non-cooperative games selfish behavior generally dominates over cooperation and cooperation can be evolved only under very limited conditions. These studies ask the origin of cooperation; whether cooperation can evolve in a group of selfish individuals. In this paper, instead of asking the origin of cooperation, we consider the enhancement of cooperation in a small already cooperative society. We ask whether cooperative behavior is further promoted in a small cooperative society in which social penalty is devised. We analyze hawk-dove game and prisoner's dilemma introducing social penalty. We then expand it for non-cooperative games in general. The results indicate that cooperation is universally favored if penalty is further imposed. We discuss the current result in terms of the moral, laws, rules and regulations in a society, e.g., criminology and traffic violation.

  8. Social penalty promotes cooperation in a cooperative society

    PubMed Central

    Ito, Hiromu; Yoshimura, Jin

    2015-01-01

    Why cooperation is well developed in human society is an unsolved question in biological and human sciences. Vast studies in game theory have revealed that in non-cooperative games selfish behavior generally dominates over cooperation and cooperation can be evolved only under very limited conditions. These studies ask the origin of cooperation; whether cooperation can evolve in a group of selfish individuals. In this paper, instead of asking the origin of cooperation, we consider the enhancement of cooperation in a small already cooperative society. We ask whether cooperative behavior is further promoted in a small cooperative society in which social penalty is devised. We analyze hawk-dove game and prisoner’s dilemma introducing social penalty. We then expand it for non-cooperative games in general. The results indicate that cooperation is universally favored if penalty is further imposed. We discuss the current result in terms of the moral, laws, rules and regulations in a society, e.g., criminology and traffic violation. PMID:26238521

  9. Improving executive function deficits by playing interactive video-games: secondary analysis of a randomized controlled trial for individuals with chronic stroke.

    PubMed

    Rozental-Iluz, Clara; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-08-01

    Executive function deficits negatively impact independence and participation in everyday life of individuals with chronic stroke. Therefore, it is important to explore therapeutic interventions to improve executive functions. The aim of this study was to determine the effectiveness of a 3-month interactive video-game group intervention compared to a traditional motor group intervention for improving executive functions in individuals with chronic stroke. This study is a secondary analysis of a single-blind randomized controlled trial for improving factors related to physical activity of individuals with chronic stroke. Assessments were administered pre and post the intervention and at 3-month follow-up by assessors blind to treatment allocation. Thirty-nine individuals with chronic stroke with executive function deficits participated in an interactive video-game group intervention (N.=20) or a traditional group intervention (N.=19). The intervention included two 1-hour group sessions per week for three months, either playing video-games or performing traditional exercises/activities. Executive function deficits were assessed using The Trail Making Test (Parts A and B) and by two performance-based assessments; the Bill Paying Task from the Executive Function Performance Test (EFPT) and the Executive Function Route-Finding Task (EFRT). Following intervention, scores for the Bill Paying Task (EFPT) decreased by 27.5% and 36.6% for the participants in the video-game and traditional intervention, respectively (F=17.3, P<0.000) and continued to decrease in the video-game group with small effect sizes. Effect size was small to medium for the TMT-B (F=0.003, P=0.954) and EFRT (F=1.2, P=0.28), without any statistical significance difference. Interactive video-games provide combined cognitive-motor stimulation and therefore have potential to improve executive functioning of individuals with chronic stroke. Further research is needed. These findings highlight the potential of utilizing interactive video-games in a small group for keeping these individuals active, while maintaining and improving executive functioning especially for individuals with chronic stroke, who have completed their formal rehabilitation.

  10. Game-based interventions and their impact on dementia: a narrative review.

    PubMed

    Zheng, Jiaying; Chen, Xueping; Yu, Ping

    2017-12-01

    The aim of this review was to examine the efficacy of game-based interventions for people with dementia. Seven studies that met the inclusion criteria were found in four databases. Their interventions and key findings were analysed and synthesised. Game-based interventions for people with dementia are showing promise for improving cognition, coordination and behavioural and psychological symptoms. The generalisability of the findings is limited by weak methodology and small sample size. Game-based interventions can improve cognition, coordination and behavioural and psychological symptoms for people with dementia. Future research should include methodological improvement and practice guideline development.

  11. A large scale test of the gaming-enhancement hypothesis.

    PubMed

    Przybylski, Andrew K; Wang, John C

    2016-01-01

    A growing research literature suggests that regular electronic game play and game-based training programs may confer practically significant benefits to cognitive functioning. Most evidence supporting this idea, the gaming-enhancement hypothesis , has been collected in small-scale studies of university students and older adults. This research investigated the hypothesis in a general way with a large sample of 1,847 school-aged children. Our aim was to examine the relations between young people's gaming experiences and an objective test of reasoning performance. Using a Bayesian hypothesis testing approach, evidence for the gaming-enhancement and null hypotheses were compared. Results provided no substantive evidence supporting the idea that having preference for or regularly playing commercially available games was positively associated with reasoning ability. Evidence ranged from equivocal to very strong in support for the null hypothesis over what was predicted. The discussion focuses on the value of Bayesian hypothesis testing for investigating electronic gaming effects, the importance of open science practices, and pre-registered designs to improve the quality of future work.

  12. Experimental study to control the upstream migration of invasive alien fish species by submerged weir

    NASA Astrophysics Data System (ADS)

    Sakuma, Masami; Kunimatsu, Fumihiro; Tsuchiya, Taku; Kawamura, Makiko; Fujita, Hiroshi

    Largemouth bass and Bluegill, major invasive alien fish species in Japan, have been extending their habitat ranges over not only Lake Biwa and the lagoons but also surrounding waters connected to them through small rivers and canals. Their increasing number is bringing about the reduction in the number of native fish species. To prevent the spread of these alien species through small rivers and canals during breeding season of the native fish (crucian carp), this study experimentally examined the effect of a submerged weir on controlling upstream migration of the alien species and the native fish. As a result of the experiment, the ratio of the alien species migrating upstream decreased as the weir height rose, whereas the ratio did not show the same trend in the case of the native fish. The ratio of the alien species also decreased as the overflow velocity over the weir rose. On the other hand, the ratio of the native fish increased as the overflow velocity rose up to 1.0m/s and decreased thereafter. These results suggest that the submerged weir may control upstream migration of the alien species to surrounding waters through small rivers and canals without interfering with the reproductive migration of the native fish.

  13. Effects of video-game play on information processing: a meta-analytic investigation.

    PubMed

    Powers, Kasey L; Brooks, Patricia J; Aldrich, Naomi J; Palladino, Melissa A; Alfieri, Louis

    2013-12-01

    Do video games enhance cognitive functioning? We conducted two meta-analyses based on different research designs to investigate how video games impact information-processing skills (auditory processing, executive functions, motor skills, spatial imagery, and visual processing). Quasi-experimental studies (72 studies, 318 comparisons) compare habitual gamers with controls; true experiments (46 studies, 251 comparisons) use commercial video games in training. Using random-effects models, video games led to improved information processing in both the quasi-experimental studies, d = 0.61, 95% CI [0.50, 0.73], and the true experiments, d = 0.48, 95% CI [0.35, 0.60]. Whereas the quasi-experimental studies yielded small to large effect sizes across domains, the true experiments yielded negligible effects for executive functions, which contrasted with the small to medium effect sizes in other domains. The quasi-experimental studies appeared more susceptible to bias than were the true experiments, with larger effects being reported in higher-tier than in lower-tier journals, and larger effects reported by the most active research groups in comparison with other labs. The results are further discussed with respect to other moderators and limitations in the extant literature.

  14. Nest-site competition between invasive and native cavity nesting birds and its implication for conservation.

    PubMed

    Charter, Motti; Izhaki, Ido; Ben Mocha, Yitzchak; Kark, Salit

    2016-10-01

    Nesting cavities are often a limited resource that multiple species use. There is an ongoing discussion on whether invasive cavity nesting birds restrict the availability of this key limited resource. While the answer to this question has important conservation implications, little experimental work has been done to examine it. Here, we aimed to experimentally test whether alien cavity nesting birds affect the occupancy of cavities and the resulting breeding success of native cavity breeders in a large urban park located in Tel Aviv, Israel. Over three breeding seasons, we manipulated the entry size of nest boxes and compared the occupancy and breeding success of birds in nest boxes of two treatments. These included nest boxes with large-entrance and small-entrance holes. The large-entrance holes allowed access for both the native and invasive birds (the two main aliens in the park are the common mynas and rose-ringed parakeets). The smaller-entrance boxes, on the other hand, allowed only the smaller sized native cavity breeders (great tits and house sparrows) to enter the boxes but prevented the alien species from entering. We found that the large-entrance nest boxes were occupied by five different bird species, comprising three natives (great tit, house sparrow, Scops owl) and two invasive species (common myna, rose-ringed parakeet) while the small-entrance boxes were only occupied by the two native species. The alien common mynas and rose-ringed parakeets occupied 77.5% of the large-entrance nest boxes whereas native species, mainly great tits, occupied less than 9% of the large-entrance boxes and 36.5% of the small-entrance boxes. When examining the occupancy of those cavities that were not occupied by the aliens, natives occupied both the small and large-entrance nest boxes equally. Three quarters (78%) of the great tits breeding in the large-entrance boxes were usurped by common mynas during the breeding season and as a result breeding success was significantly lower for great tits breeding in the large-entrance boxes compared with the small-entrance boxes. The results of this study suggests that the invasive alien species can reduce the breeding potential of native cavity breeders both by exploiting the limited breeding resource (nest cavities) and by directly usurping cavities already occupied by the native species. Since the majority of large-entrance nest boxes were occupied by the larger alien birds, less native species bred in the limited number of unoccupied large-entrance nest boxes because of exploitation competition. We propose that for management purposes, nest-box programs that alter the entrance size of available natural cavities may be a practical approach, reducing the competition between native cavity breeders and alien invasive birds, and especially benefiting the smaller native cavity breeders. Copyright © 2016 Elsevier Ltd. All rights reserved.

  15. Effects of a non-native cichlid fish (African jewelfish, Hemichromis letourneuxi Sauvage 1880) on a simulated Everglades aquatic community

    USGS Publications Warehouse

    Schofield, Pamela J.; Slone, Daniel H.; Gregoire, Denise R.; Loftus, William F.

    2014-01-01

    In an 8-month mesocosm experiment, we examined how a simulated Everglades aquatic community of small native fishes, snails, and shrimp changed with the addition of either a native predator (dollar sunfish Lepomis marginatus) or a non-native predator (African jewelfish Hemichromis letourneuxi) compared to a no-predator control. Two snail species (Planorbella duryi, Physella cubensis) and the shrimp (Palaemonetes paludosus) displayed the strongest predator-treatment effects, with significantly lower biomasses in tanks with Hemichromis. One small native fish (Heterandria formosa) was significantly less abundant in Hemichromis tanks, but there were no significant treatment effects for Gambusia holbrooki, Jordanella floridae, or Pomacea paludosa (applesnail). Overall, there were few treatment differences between native predator and no-predator control tanks. The results suggest that the potential of Hemichromis to affect basal food-web species that link primary producers with higher-level consumers in the aquatic food web, with unknown consequences for Florida waters.

  16. Optional contributions have positive effects for volunteering public goods games

    NASA Astrophysics Data System (ADS)

    Song, Qi-Qing; Li, Zhen-Peng; Fu, Chang-He; Wang, Lai-Sheng

    2011-11-01

    Public goods (PG) games with the volunteering mechanism are referred to as volunteering public goods (VPG) games, in which loners are introduced to the PG games, and a loner obtains a constant payoff but not participating the game. Considering that small contributions may have positive effects to encourage more players with bounded rationality to contribute, this paper introduces optional contributions (high value or low value) to these typical VPG games-a cooperator can contribute a high or low payoff to the public pools. With the low contribution, the logit dynamics show that cooperation can be promoted in a well mixed population comparing to the typical VPG games, furthermore, as the multiplication factor is greater than a threshold, the average payoff of the population is also enhanced. In spatial VPG games, we introduce a new adjusting mechanism that is an approximation to best response. Some results in agreement with the prediction of the logit dynamics are found. These simulation results reveal that for VPG games the option of low contributions may be a better method to stimulate the growth of cooperation frequency and the average payoff of the population.

  17. The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments

    DTIC Science & Technology

    2005-06-01

    videogame-based training environment. In this research, 413 participants played a first-person-perspective videogame that began with a single- player ...section to introduce game-specific tasks, followed by a multi- player section where participants formed small teams to conduct several collaborative...with over four million registered players . In Janurary 2004, America’s Army was used during a four-day inter-semester game- based training exercise at

  18. Timescales for exploratory tactical behaviour in football small-sided games.

    PubMed

    Ric, Angel; Hristovski, Robert; Gonçalves, Bruno; Torres, Lorena; Sampaio, Jaime; Torrents, Carlota

    2016-09-01

    The aim of this study was to identify the dynamics of tactical behaviour emerging on different timescales in football small-sided games and to quantify short- and long-term exploratory behaviour according to the number of opponents. Two teams of four professional male footballers played small-sided games against two different teams with a variable number of opponents (3, 5 and 7). Data were collected using a combination of systematic observation and a non-differential global positioning system (15 Hz). The temporal diversity and structural flexibility of the players were determined by calculating the dynamic overlap order parameter q, entropy and trapping strength. Analysis of the exploratory dynamics revealed two different timescales, forming a different metastable landscape of action for each constraint. Fast dynamics lasted on average a few seconds and consisted of changes in tactical patterns. The long timescale corresponded to the shared tasks of offence and defence lasting tens of seconds. The players' tactical diversity decreased with an increasing number of opponents, especially in defence. Manipulating numerical imbalance is likely to promote changes in the diversity, unpredictability and flexibility of tactical solutions. The fact that the temporally nested structure of constraints shaped the emergence of tactical behaviour provides a new rationale for practice task design. The manipulation of numerical imbalance on the timescale of a few tens of seconds, on which the exploratory behaviour of players saturates, may help coaches to optimise the exploratory efficiency of the small-sided games.

  19. Native American Entrepreneurship. Digest.

    ERIC Educational Resources Information Center

    Seymour, Nicole

    Although Native Americans have owned and started the fewest small businesses of all U.S. minority groups, entrepreneurship is considered to be an efficient tool for alleviating their economic problems. Barriers to Native American entrepreneurship include poverty, scarce start-up capital, poor access to business education and technical assistance,…

  20. Cooperative Tertiary Interaction Network Guides RNA Folding

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

    Behrouzi, Reza; Roh, Joon Ho; Kilburn, Duncan

    2013-04-08

    Noncoding RNAs form unique 3D structures, which perform many regulatory functions. To understand how RNAs fold uniquely despite a small number of tertiary interaction motifs, we mutated the major tertiary interactions in a group I ribozyme by single-base substitutions. The resulting perturbations to the folding energy landscape were measured using SAXS, ribozyme activity, hydroxyl radical footprinting, and native PAGE. Double- and triple-mutant cycles show that most tertiary interactions have a small effect on the stability of the native state. Instead, the formation of core and peripheral structural motifs is cooperatively linked in near-native folding intermediates, and this cooperativity depends onmore » the native helix orientation. The emergence of a cooperative interaction network at an early stage of folding suppresses nonnative structures and guides the search for the native state. We suggest that cooperativity in noncoding RNAs arose from natural selection of architectures conducive to forming a unique, stable fold.« less

  1. Spatial evolutionary games with weak selection.

    PubMed

    Nanda, Mridu; Durrett, Richard

    2017-06-06

    Recently, a rigorous mathematical theory has been developed for spatial games with weak selection, i.e., when the payoff differences between strategies are small. The key to the analysis is that when space and time are suitably rescaled, the spatial model converges to the solution of a partial differential equation (PDE). This approach can be used to analyze all [Formula: see text] games, but there are a number of [Formula: see text] games for which the behavior of the limiting PDE is not known. In this paper, we give rules for determining the behavior of a large class of [Formula: see text] games and check their validity using simulation. In words, the effect of space is equivalent to making changes in the payoff matrix, and once this is done, the behavior of the spatial game can be predicted from the behavior of the replicator equation for the modified game. We say predicted here because in some cases the behavior of the spatial game is different from that of the replicator equation for the modified game. For example, if a rock-paper-scissors game has a replicator equation that spirals out to the boundary, space stabilizes the system and produces an equilibrium.

  2. Spatial evolutionary games with weak selection

    PubMed Central

    Nanda, Mridu; Durrett, Richard

    2017-01-01

    Recently, a rigorous mathematical theory has been developed for spatial games with weak selection, i.e., when the payoff differences between strategies are small. The key to the analysis is that when space and time are suitably rescaled, the spatial model converges to the solution of a partial differential equation (PDE). This approach can be used to analyze all 2×2 games, but there are a number of 3×3 games for which the behavior of the limiting PDE is not known. In this paper, we give rules for determining the behavior of a large class of 3×3 games and check their validity using simulation. In words, the effect of space is equivalent to making changes in the payoff matrix, and once this is done, the behavior of the spatial game can be predicted from the behavior of the replicator equation for the modified game. We say predicted here because in some cases the behavior of the spatial game is different from that of the replicator equation for the modified game. For example, if a rock–paper–scissors game has a replicator equation that spirals out to the boundary, space stabilizes the system and produces an equilibrium. PMID:28533405

  3. Negative correlates of computer game play in adolescents.

    PubMed

    Colwell, J; Payne, J

    2000-08-01

    There is some concern that playing computer games may be associated with social isolation, lowered self-esteem, and aggression among adolescents. Measures of these variables were included in a questionnaire completed by 204 year eight students at a North London comprehensive school. Principal components analysis of a scale to assess needs fulfilled by game play provided some support for the notion of 'electronic friendship' among boys, but there was no evidence that game play leads to social isolation. Play was not linked to self-esteem in girls, but a negative relationship was obtained between self-esteem and frequency of play in boys. However, self-esteem was not associated with total exposure to game play. Aggression scores were not related to the number of games with aggressive content named among three favourite games, but they were positively correlated with total exposure to game play. A multiple regression analysis revealed that sex and total game play exposure each accounted for a significant but small amount of the variance in aggression scores. The positive correlation between playing computer games and aggression provides some justification for further investigation of the causal hypothesis, and possible methodologies are discussed.

  4. A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion

    PubMed Central

    DeSmet, Ann; Van Ryckeghem, Dimitri; Compernolle, Sofie; Baranowski, Tom; Thompson, Debbe; Crombez, Geert; Poels, Karolien; Van Lippevelde, Wendy; Bastiaensens, Sara; Van Cleemput, Katrien; Vandebosch, Heidi; De Bourdeaudhuij, Ilse

    2015-01-01

    Several systematic reviews have described health-promoting effects of serious games but so far no meta-analysis has been reported. This paper presents a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion, in which we investigated the overall effectiveness of serious digital games on healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators. Findings showed serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373) and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge. Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120). Long-term effects were maintained for all outcomes except for behavior. Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Given that effects of games remain heterogeneous, further exploration of which game features create larger effects are needed. PMID:25172024

  5. Player guild dynamics and evolution in massively multiplayer online games.

    PubMed

    Chen, Chien-Hsun; Sun, Chuen-Tsai; Hsieh, Jilung

    2008-06-01

    In the latest versions of massively multiplayer online games (MMOGs), developers have purposefully made guilds part of game environments. Guilds represent a powerful method for giving players a sense of online community, but there is little quantitative data on guild dynamics. To address this topic, we took advantage of a feature found in one of today's most popular MMOGs (World of Warcraft) to collect in-game data: user interfaces that players can modify and refine. In addition to collecting data on in-game player activities, we used this feature to observe and investigate how players join and leave guilds. Data were analyzed for the purpose of identifying factors that propel game-world guild dynamics and evolution. After collecting data for 641,805 avatars on 62 Taiwanese World of Warcraft game servers between February 10 and April 10, 2006, we created five guild type categories (small, large, elite, newbie, and unstable) that have different meanings in terms of in-game group dynamics. By viewing players as the most important resource affecting guild life cycles, it is possible to analyze game worlds as ecosystems consisting of evolving guilds and to study how guild life cycles reflect game world characteristics.

  6. Games for increasing physical activity: Mechanisms for change

    USDA-ARS?s Scientific Manuscript database

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

  7. What Do Tag Games Teach?

    ERIC Educational Resources Information Center

    Belka, David

    2006-01-01

    Tag games have been described as "Chasing, fleeing, and dodging" type activities. Most "fleeing" activities involve dramatic play, use of movement concepts (such as quick and light), or movement changes without a partner, while many of the chasing and dodging activities utilize dodging concepts between partners or within small groups and are…

  8. Weed biocontrol insects reduce native plant recruitment through second-order apparent competition

    Treesearch

    Dean E. Pearson; Ragan M. Callaway

    2008-01-01

    Small-mammal seed predation is an important force structuring native-plant communities that may also influence exotic-plant invasions. In the intermountain West, deer mice (Peromyscus maniculatus) are prominent predators of native-plant seeds, but they avoid consuming seeds of certain widespread invasives like spotted knapweed (Centaurea...

  9. Native Teacher Education in a Community Setting: The Mt. Currie Program

    ERIC Educational Resources Information Center

    Wyatt, June

    1977-01-01

    Describes the Mt. Currie Native Teacher Education Program, based in a small reserve community 100 miles from Vancouver, Canada. Five basic issues involved in the development of the program are community involvement at the local level, incorporation of native language and culture, decentralization, entrance requirements and paraprofessional…

  10. Augmented reality cube game for cognitive training: an interaction study.

    PubMed

    Boletsis, Costas; Mccallum, Simon

    2014-01-01

    There is the potential that cognitive activity may delay cognitive decline in people with mild cognitive impairment. Games provide both cognitive challenge and motivation for repeated use, a prerequisite for long lasting effect. Recent advances in technology introduce several new interaction methods, potentially leading to more efficient, personalized cognitive gaming experiences. In this paper, we present an Augmented Reality (AR) cognitive training game, utilizing cubes as input tools, and we test the cube interaction with a pilot study. The results of the study revealed the marker occlusion problem, and that novice AR users can adjust to the developed AR environment after a small number of sessions.

  11. Conway's Game of Life: Early Personal Recollections

    NASA Astrophysics Data System (ADS)

    Wainwright, Robert

    When the October 1970 issue of Scientific American arrived, I had no idea the extent to which Martin Gardner's article in that issue would affect my life. As long as I can remember, my custom would be to seek out the Mathematical Games column in search for Gardner's latest topic with the usual reader challenges. My first reaction to that particular article introducing a new pastime titled "The fantastic combinations of John Conway's new solitaire game 'life''' was only mildly interesting. A couple of days later, still curious about the outcome of random patterns, I located an old checkerboard and a small jarful of pennies to investigate this new game.

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

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

    Costanza, Robert; Chichakly, Karim; Dale, Virginia

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

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

    DOE PAGES

    Costanza, Robert; Chichakly, Karim; Dale, Virginia; ...

    2014-11-07

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

  14. Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls.

    PubMed

    Stockdale, Laura; Coyne, Sarah M

    2018-01-01

    The Internet Gaming Disorder Scale (IGDS) is a widely used measure of video game addiction, a pathology affecting a small percentage of all people who play video games. Emerging adult males are significantly more likely to be video game addicts. Few researchers have examined how people who qualify as video game addicts based on the IGDS compared to matched controls based on age, gender, race, and marital status. The current study compared IGDS video game addicts to matched non-addicts in terms of their mental, physical, social-emotional health using self-report, survey methods. Addicts had poorer mental health and cognitive functioning including poorer impulse control and ADHD symptoms compared to controls. Additionally, addicts displayed increased emotional difficulties including increased depression and anxiety, felt more socially isolated, and were more likely to display internet pornography pathological use symptoms. Female video game addicts were at unique risk for negative outcomes. The sample for this study was undergraduate college students and self-report measures were used. Participants who met the IGDS criteria for video game addiction displayed poorer emotional, physical, mental, and social health, adding to the growing evidence that video game addictions are a valid phenomenon. Copyright © 2017 Elsevier B.V. All rights reserved.

  15. 45 CFR 1336.73 - Eligible borrowers.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ..., Small Business Administration, Production Credit Associations, Federal Land Banks; and (b) Only if there..., DEPARTMENT OF HEALTH AND HUMAN SERVICES THE ADMINISTRATION FOR NATIVE AMERICANS, NATIVE AMERICAN PROGRAMS...

  16. Effectiveness of backpack electrofishing for removal of non-native fishes from a small warm-water stream

    USGS Publications Warehouse

    Ward, David L.; O'neill, Matthew W.; Ka'apu-Lyons, Cassie

    2015-01-01

    Electrofishing is commonly used when renovating small streams to remove nuisance fishes but the likelihood of complete eradication of unwanted species, particularly warm-water fishes, is unknown. In October of 2008, we electrofished Bonita Creek, a small stream with base flows (<0.56 m3/s) in southern Arizona, and then treated the stream with rotenone to kill all of the remaining fish and quantify the effectiveness of single and multiple-pass electro fishing. Six, 100-m transects were electro fished on three consecutive days followed by a single treatment with rotenone. Fish caught using electrofishing were identified, counted and removed from each transect daily and then compared to numbers of dead fish collected during the subsequent rotenone application. Electrofishing effectiveness was highly variable among transects. Single-pass electrofishing caught an average of 23% (95% CI=5 to 40%) of the fish present, and three-pass electrofishing on consecutive days caught on average 55% (95% CI=28 to 83%) of the fish in each transect. Native Arizona fishes were more susceptible to electrofishing (77 % captured) than non-native species (54% captured), though native fish were rare. Transects in Bonita Creek averaged 3.6±1.5 m wide and 0.25±0.20 m deep (max depth 1.2 m). Bonita Creek is a small first-order stream which exhibits ideal conditions for backpack electrofishing, yet we captured a relatively small percentage of the fish present. This suggests that complete removal of non-native warm-water fishes using backpack electrofishing is not likely to be successful, especially in larger more complex streams.

  17. Small-angle scattering from 3D Sierpinski tetrahedron generated using chaos game

    NASA Astrophysics Data System (ADS)

    Slyamov, Azat

    2017-12-01

    We approximate a three dimensional version of deterministic Sierpinski gasket (SG), also known as Sierpinski tetrahedron (ST), by using the chaos game representation (CGR). Structural properties of the fractal, generated by both deterministic and CGR algorithms are determined using small-angle scattering (SAS) technique. We calculate the corresponding monodisperse structure factor of ST, using an optimized Debye formula. We show that scattering from CGR of ST recovers basic fractal properties, such as fractal dimension, iteration number, scaling factor, overall size of the system and the number of units composing the fractal.

  18. Investigation of factors contributing to diabetes risk in american indian/alaska native youth.

    PubMed

    Islam-Zwart, Kayleen; Cawston, Alvina

    2008-01-01

    This study investigated the relationship between family history, sedentary behaviors, and childhood risk for type 2 diabetes. Participants were 480 students attending schools on or near an American Indian reservation. Data were collected through survey and BMI measurement. Children who frequently watched television or played video games did not significantly differ in BMI compared to peers. However, children with a parental history of diabetes had significantly higher BMIs than children without.

  19. How much land is needed for feral pig hunting in Hawai'i?

    USGS Publications Warehouse

    Hess, Steven C.; Jacobi, James D.

    2014-01-01

    Hunting is often considered to be incompatible with conservation of native biota and watershed functions in Hawai'i. Management actions for conservation generally exclude large non-native mammals from natural areas, thereby reducing the amount of land area available for hunting activities and the maintenance of sustainable game populations. An approach which may be useful in addressing the necessary minimum amount of land area allocated for hunting in Hawai'i is to determine the amount of land area necessary for sustaining populations of hunted animals to meet current levels harvested by the public. We ask: What is the total amount of land necessary to provide sustained-yield hunting of game meat for food at the current harvest level on Hawai'i Island if only feral pigs (Sus scrofa) were to be harvested? We used a simplistic analysis to estimate that 1 317.6 km2-1 651.4 km2 would be necessary to produce 187 333.6 kg of feral pig meat annually based on the range of dressed weight per whole pig, the proportion of a pig population that can be sustainably removed annually, and the density of pig populations in the wild. This amount of area comprises 12.6-15.8% of the total land area of Hawai'i Island, but more likely represents 27.6-43.5% of areas that may be compatible with sustained-yield hunting.

  20. ICD-11 Gaming Disorder: Needed and just in time or dangerous and much too early?

    PubMed Central

    van den Brink, Wim

    2017-01-01

    In their debate contribution, Aarseth et al. (2016) strongly argue against the proposal of WHO ICD-11 (International Classification of Diseases, 11th revision) to include Gaming Disorder as a new diagnostic category emphasizing the fact that no consensus exists on the definition and the risk that gaming will be demonized and gamers stigmatized resulting in a tsunami of false positive referrals to treatment. In this commentary, it is argued that gaming is indeed just another relatively innocent recreational activity with only a small minority losing control resulting in gaming-related problems. It is also argued that – despite a lack of full consensus on the diagnostic criteria – there are clear indications that Gaming Disorder is a relevant clinical entity worldwide and that official recognition as a mental disorder is urgently needed to facilitate the further development, accessibility, and reimbursement of the treatment. PMID:28816496

  1. ICD-11 Gaming Disorder: Needed and just in time or dangerous and much too early?

    PubMed

    van den Brink, Wim

    2017-09-01

    In their debate contribution, Aarseth et al. (2016) strongly argue against the proposal of WHO ICD-11 (International Classification of Diseases, 11th revision) to include Gaming Disorder as a new diagnostic category emphasizing the fact that no consensus exists on the definition and the risk that gaming will be demonized and gamers stigmatized resulting in a tsunami of false positive referrals to treatment. In this commentary, it is argued that gaming is indeed just another relatively innocent recreational activity with only a small minority losing control resulting in gaming-related problems. It is also argued that - despite a lack of full consensus on the diagnostic criteria - there are clear indications that Gaming Disorder is a relevant clinical entity worldwide and that official recognition as a mental disorder is urgently needed to facilitate the further development, accessibility, and reimbursement of the treatment.

  2. Native American Students: Perceptions of Lived Experiences Attending a Small Predominantly White University in the Upper Midwest

    ERIC Educational Resources Information Center

    Simons, Dennis Richard

    2010-01-01

    The purpose of this qualitative study was to better understand the lived experiences of Native American students when studying on a predominantly white campus at a small university in the Upper Midwest. Using a phenomenological approach, the researcher interviewed each of the eight participants for one hour, although there were two interviews that…

  3. On the influence of crystal size and wavelength on native SAD phasing.

    PubMed

    Liebschner, Dorothee; Yamada, Yusuke; Matsugaki, Naohiro; Senda, Miki; Senda, Toshiya

    2016-06-01

    Native SAD is an emerging phasing technique that uses the anomalous signal of native heavy atoms to obtain crystallographic phases. The method does not require specific sample preparation to add anomalous scatterers, as the light atoms contained in the native sample are used as marker atoms. The most abundant anomalous scatterer used for native SAD, which is present in almost all proteins, is sulfur. However, the absorption edge of sulfur is at low energy (2.472 keV = 5.016 Å), which makes it challenging to carry out native SAD phasing experiments as most synchrotron beamlines are optimized for shorter wavelength ranges where the anomalous signal of sulfur is weak; for longer wavelengths, which produce larger anomalous differences, the absorption of X-rays by the sample, solvent, loop and surrounding medium (e.g. air) increases tremendously. Therefore, a compromise has to be found between measuring strong anomalous signal and minimizing absorption. It was thus hypothesized that shorter wavelengths should be used for large crystals and longer wavelengths for small crystals, but no thorough experimental analyses have been reported to date. To study the influence of crystal size and wavelength, native SAD experiments were carried out at different wavelengths (1.9 and 2.7 Å with a helium cone; 3.0 and 3.3 Å with a helium chamber) using lysozyme and ferredoxin reductase crystals of various sizes. For the tested crystals, the results suggest that larger sample sizes do not have a detrimental effect on native SAD data and that long wavelengths give a clear advantage with small samples compared with short wavelengths. The resolution dependency of substructure determination was analyzed and showed that high-symmetry crystals with small unit cells require higher resolution for the successful placement of heavy atoms.

  4. Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.

    PubMed

    Nuyens, Filip; Deleuze, Jory; Maurage, Pierre; Griffiths, Mark D; Kuss, Daria J; Billieux, Joël

    2016-06-01

    Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers. Methods Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games.

  5. Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures

    PubMed Central

    Nuyens, Filip; Deleuze, Jory; Maurage, Pierre; Griffiths, Mark D.; Kuss, Daria J.; Billieux, Joël

    2016-01-01

    Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers. Methods Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games. PMID:27156376

  6. 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.

  7. A large scale test of the gaming-enhancement hypothesis

    PubMed Central

    Wang, John C.

    2016-01-01

    A growing research literature suggests that regular electronic game play and game-based training programs may confer practically significant benefits to cognitive functioning. Most evidence supporting this idea, the gaming-enhancement hypothesis, has been collected in small-scale studies of university students and older adults. This research investigated the hypothesis in a general way with a large sample of 1,847 school-aged children. Our aim was to examine the relations between young people’s gaming experiences and an objective test of reasoning performance. Using a Bayesian hypothesis testing approach, evidence for the gaming-enhancement and null hypotheses were compared. Results provided no substantive evidence supporting the idea that having preference for or regularly playing commercially available games was positively associated with reasoning ability. Evidence ranged from equivocal to very strong in support for the null hypothesis over what was predicted. The discussion focuses on the value of Bayesian hypothesis testing for investigating electronic gaming effects, the importance of open science practices, and pre-registered designs to improve the quality of future work. PMID:27896035

  8. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults.

    PubMed

    Kimmig, Ann-Christin S; Andringa, Gerda; Derntl, Birgit

    2018-01-01

    The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users) as well as for recent exposure effects on adverse behavior traits (Levenson's Psychopathy Scale), while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both - stopped and ongoing - violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.

  9. The Good Behavior Game for Latino English Language Learners in a Small-Group Setting

    ERIC Educational Resources Information Center

    Ortiz, Jennifer; Bray, Melissa A.; Bilias-Lolis, Evelyn; Kehle, Thomas J.

    2017-01-01

    The Good Behavior Game (GBG) is a group contingency intervention that has effectively reduced disruptive behavior and improved classroom management in many replications, for various settings and populations. The student composition of American public schools is changing, leading to culturally and linguistically diverse classrooms with unique…

  10. How Information Affects Intrinsic Motivation: Two Exploratory Pilot Studies.

    ERIC Educational Resources Information Center

    Small, Ruth V.; Samijo

    Research on the motivational aspects of multimedia games may provide ways to design more engaging user information systems which increase users' exploratory and information-seeking behaviors. Two small-scale exploratory studies examined the effects of introducing information on the intrinsic motivation of users of a CD-ROM game. Results of the…

  11. Resistance through Video Game Play: It's a Boy Thing

    ERIC Educational Resources Information Center

    Sanford, Kathy; Madill, Leanna

    2006-01-01

    The male youth in our study used video games to resist institutional authority, hegemonic masculinity, and femininity. Videogame play offered them a safe place to resist authority, which was often limited to small acts of adolescent defiance that could limit their future ability to engage thoughtfully and critically in the world. This resistance…

  12. Randomness in Competitions

    NASA Astrophysics Data System (ADS)

    Ben-Naim, E.; Hengartner, N. W.; Redner, S.; Vazquez, F.

    2013-05-01

    We study the effects of randomness on competitions based on an elementary random process in which there is a finite probability that a weaker team upsets a stronger team. We apply this model to sports leagues and sports tournaments, and compare the theoretical results with empirical data. Our model shows that single-elimination tournaments are efficient but unfair: the number of games is proportional to the number of teams N, but the probability that the weakest team wins decays only algebraically with N. In contrast, leagues, where every team plays every other team, are fair but inefficient: the top √{N} of teams remain in contention for the championship, while the probability that the weakest team becomes champion is exponentially small. We also propose a gradual elimination schedule that consists of a preliminary round and a championship round. Initially, teams play a small number of preliminary games, and subsequently, a few teams qualify for the championship round. This algorithm is fair and efficient: the best team wins with a high probability and the number of games scales as N 9/5, whereas traditional leagues require N 3 games to fairly determine a champion.

  13. Online video game addiction: identification of addicted adolescent gamers.

    PubMed

    Van Rooij, Antonius J; Schoenmakers, Tim M; Vermulst, Ad A; Van den Eijnden, Regina J J M; Van de Mheen, Dike

    2011-01-01

    To provide empirical data-driven identification of a group of addicted online gamers. Repeated cross-sectional survey study, comprising a longitudinal cohort, conducted in 2008 and 2009. Secondary schools in the Netherlands.   Two large samples of Dutch schoolchildren (aged 13-16 years). Compulsive internet use scale, weekly hours of online gaming and psychosocial variables. This study confirms the existence of a small group of addicted online gamers (3%), representing about 1.5% of all children aged 13-16 years in the Netherlands. Although these gamers report addiction-like problems, relationships with decreased psychosocial health were less evident. The identification of a small group of addicted online gamers supports efforts to develop and validate questionnaire scales aimed at measuring the phenomenon of online video game addiction. The findings contribute to the discussion on the inclusion of non-substance addictions in the proposed unified concept of 'Addiction and Related Disorders' for the DSM-V by providing indirect identification and validation of a group of suspected online video game addicts. © 2010 The Authors, Addiction © 2010 Society for the Study of Addiction.

  14. Barriers to Professionalism in the Native-Speaking English Teacher Scheme in Hong Kong

    ERIC Educational Resources Information Center

    Moorhouse, Benjamin Luke

    2017-01-01

    This article reports on a small-scale exploratory study that examined how native-speaking English teachers (NETs) working in the Primary Native-speaking English Teacher (PNET) Scheme construct their professional identity(ies) and explored the barriers to their professionalism that exist within their role and context. Data were collected using…

  15. Physiological and skill demands of 'on-side' and 'off-side' games.

    PubMed

    Gabbett, Tim J; Jenkins, David G; Abernethy, Bruce

    2010-11-01

    This study investigated the physiological and skill demands of 'on-side' and 'off-side' games in elite rugby league players. Sixteen male rugby league players participated in 'on-side' and 'off-side' games. Both small-sided games were played in a 40- × 40-m playing area. The 'off-side' game permitted players to have 3 'plays' while in possession of the ball. Players were permitted to pass backward or forward (to an 'off-side' player). The 'on-side' game also permitted players to have 3 'plays' while in possession of the ball. However, players were only permitted to pass backward to players in an 'on-side' position. Heart rate and movement patterns (via global positioning system) were recorded continuously throughout both games. Data were collected on the distance covered, number of high-acceleration and velocity efforts, and recovery between efforts. Video footage was also taken to track the performance of the players. Post hoc inspection of the footage was undertaken to count the number of possessions and the number and quality of disposals. In comparison to 'on-side' games, 'off-side' games had a greater number of involvements ("touches"), passes, and effective passes. However, the cognitive demands of 'on-side' games were greater than 'off-side' games. 'Off-side' games resulted in a greater total distance covered, greater distance covered in mild and moderate accelerations, and greater distance covered in low, moderate, and high-velocity efforts. There were also a greater number of short duration recovery periods between efforts in 'off-side' games. The results of this study demonstrate that 'off-side' games provide greater physiological and skill demands than 'on-side' games. 'Off-side' games may provide a practical alternative to 'on-side' games for the development of skill and fitness in elite rugby league players.

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

    PubMed

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

    2016-11-01

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

  17. 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.

  18. A meta-analysis of serious digital games for healthy lifestyle promotion.

    PubMed

    DeSmet, Ann; Van Ryckeghem, Dimitri; Compernolle, Sofie; Baranowski, Tom; Thompson, Debbe; Crombez, Geert; Poels, Karolien; Van Lippevelde, Wendy; Bastiaensens, Sara; Van Cleemput, Katrien; Vandebosch, Heidi; De Bourdeaudhuij, Ilse

    2014-12-01

    Several systematic reviews have described health-promoting effects of serious games but so far no meta-analysis has been reported. This paper presents a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion, in which we investigated the overall effectiveness of serious digital games on healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators. Findings showed that serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373) and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge. Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120). Long-term effects were maintained for all outcomes except for behavior. Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Given that effects of games remain heterogeneous, further explorations of which game features create larger effects are needed. Copyright © 2014 Elsevier Inc. All rights reserved.

  19. 48 CFR 252.219-7004 - Small business subcontracting plan (test program).

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... small business concerns, HUBZone small business concerns, small disadvantaged business concerns, women... member firm of the Alaska Native Corporations or an Indian tribe. Only subcontracts involving performance...

  20. 48 CFR 252.219-7004 - Small business subcontracting plan (test program).

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... small business concerns, HUBZone small business concerns, small disadvantaged business concerns, women... member firm of the Alaska Native Corporations or an Indian tribe. Only subcontracts involving performance...

  1. Broadcast seeding as a potential tool to reestablish native species in degraded dry forest ecosystems in Hawaii

    Treesearch

    S. Brooks; S. Cordell; L. Perry

    2009-01-01

    Hawaiian dry forests currently occupy a small fraction of their former range, and worldwide tropical dry forests are one of the most human-altered systems. Many small-scale projects have been successful in restoring native dry forests in abandoned pastures and degraded woodlands by outplanting after invasive species removal, but this is a costly approach. In this...

  2. Internet Gaming Disorder: Investigating the Clinical Relevance of a New Phenomenon.

    PubMed

    Przybylski, Andrew K; Weinstein, Netta; Murayama, Kou

    2017-03-01

    The American Psychiatric Association (APA) identified Internet gaming disorder as a new potential psychiatric disorder and has recognized that little is known about the prevalence, validity, or cross-cultural robustness of proposed Internet gaming disorder criteria. In response to this gap in our understanding, the present study, a first for this research topic, estimated the period prevalence of this new potential psychiatric disorder using APA guidance, examined the validity of its proposed indicators, evaluated reliability cross-culturally and across genders, compared it to gold-standard research on gambling addiction and problem gaming, and estimated its impact on physical, social, and mental health. Four survey studies (N=18,932) with large international cohorts employed an open-science methodology wherein the analysis plans for confirmatory hypotheses were registered prior to data collection. Among those who played games, more than 2 out of 3 did not report any symptoms of Internet gaming disorder, and findings showed that a very small proportion of the general population (between 0.3% and 1.0%) might qualify for a potential acute diagnosis of Internet gaming disorder. Comparison to gambling disorder revealed that Internet-based games may be significantly less addictive than gambling and similarly dysregulating as electronic games more generally. The evidence linking Internet gaming disorder to game engagement was strong, but links to physical, social, and mental health outcomes were decidedly mixed.

  3. Alaska Interagency Ecosystem Health Work Group

    USGS Publications Warehouse

    Shasby, Mark

    2009-01-01

    The Alaska Interagency Ecosystem Health Work Group is a community of practice that recognizes the interconnections between the health of ecosystems, wildlife, and humans and meets to facilitate the exchange of ideas, data, and research opportunities. Membership includes the Alaska Native Tribal Health Consortium, U.S. Geological Survey, Alaska Department of Environmental Conservation, Alaska Department of Health and Social Services, Centers for Disease Control and Prevention, U.S. Fish and Wildlife Service, Alaska Sea Life Center, U.S. Environmental Protection Agency, and Alaska Department of Fish and Game.

  4. Conveying population education through games.

    PubMed

    1987-01-01

    Games are extremely useful for conveying population education messages because they are entertaining, because they involve the players in the learning situation, and because, by compressing space and time, they enable the players to perceive the effects of future events on their own lives. One teaching game, called "Futures Wheel," enables the players to move step by step from an abstract real-world situation to its impact on their own lives. Another game, called "Card Game on Family Welfare," is played by 4 players using cards illustrating such things as preparation for marriage, planned families, small families, responsible parenthood, and women's roles. 24 of the 25 cards dealt to the players have matching pictures on a base sheet. The player who loses, i.e., cannot find a match for his last card, is holding the card which displays an unhappy big family.

  5. Game Theoretic Approach to Post-Docked Satellite Control

    NASA Technical Reports Server (NTRS)

    Hiramatsu, Takashi; Fitz-Coy, Norman G.

    2007-01-01

    This paper studies the interaction between two satellites after docking. In order to maintain the docked state with uncertainty in the motion of the target vehicle, a game theoretic controller with Stackelberg strategy to minimize the interaction between the satellites is considered. The small perturbation approximation leads to LQ differential game scheme, which is validated to address the docking interactions between a service vehicle and a target vehicle. The open-loop solution are compared with Nash strategy, and it is shown that less control efforts are obtained with Stackelberg strategy.

  6. Practical example of game theory application for production route selection

    NASA Astrophysics Data System (ADS)

    Olender, M.; Krenczyk, D.

    2017-08-01

    The opportunity which opens before manufacturers on the dynamic market, especially before those from the sector of the small and medium-sized enterprises, is associated with the use of the virtual organizations concept. The planning stage of such organizations could be based on supporting decision-making tasks using the tools and formalisms taken from the game theory. In the paper the model of the virtual manufacturing network, along with the practical example of decision-making situation as two person game and the decision strategies with an analysis of calculation results are presented.

  7. MANAGEMENT OF SMALL MAMMALS IN A RELICT GRASSLAND IN CALIFORNIA'S CENTRAL VALLEY

    Treesearch

    ANNE POOPATANAPONG; DOUGLAS A. KELT

    1999-01-01

    land-use patterns over the past century. In California's Central Valley these changes have resulted in replacement of native grassland vegetation by non-native annual grasses. Jepson Prairie is a natural reserve that has been set aside to preserve native vernal pool and bunchgrass habitats. Jepson Prairie also provides habitat for several state and federally...

  8. Responses of foothill yellow-legged frog (Rana boylii) larvae to an introduced predator

    Treesearch

    David J. Paoletti; Deanna H. Olson; Andrew R. Blaustein

    2011-01-01

    The consequences of species introductions into non-native habitats are a major cause for concern in the U.S. Of particular interest are the effects of predation by introduced fishes on native amphibian communities. We sought to determine whether Foothill Yellow-legged Frog (Rana boylii) larvae could recognize non-native Small mouth Bass (...

  9. Motifs, modules and games in bacteria.

    PubMed

    Wolf, Denise M; Arkin, Adam P

    2003-04-01

    Global explorations of regulatory network dynamics, organization and evolution have become tractable thanks to high-throughput sequencing and molecular measurement of bacterial physiology. From these, a nascent conceptual framework is developing, that views the principles of regulation in term of motifs, modules and games. Motifs are small, repeated, and conserved biological units ranging from molecular domains to small reaction networks. They are arranged into functional modules, genetically dissectible cellular functions such as the cell cycle, or different stress responses. The dynamical functioning of modules defines the organism's strategy to survive in a game, pitting cell against cell, and cell against environment. Placing pathway structure and dynamics into an evolutionary context begins to allow discrimination between those physical and molecular features that particularize a species to its surroundings, and those that provide core physiological function. This approach promises to generate a higher level understanding of cellular design, pathway evolution and cellular bioengineering.

  10. Motifs, modules and games in bacteria

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

    Wolf, Denise M.; Arkin, Adam P.

    2003-04-01

    Global explorations of regulatory network dynamics, organization and evolution have become tractable thanks to high-throughput sequencing and molecular measurement of bacterial physiology. From these, a nascent conceptual framework is developing, that views the principles of regulation in term of motifs, modules and games. Motifs are small, repeated, and conserved biological units ranging from molecular domains to small reaction networks. They are arranged into functional modules, genetically dissectible cellular functions such as the cell cycle, or different stress responses. The dynamical functioning of modules defines the organism's strategy to survive in a game, pitting cell against cell, and cell against environment.more » Placing pathway structure and dynamics into an evolutionary context begins to allow discrimination between those physical and molecular features that particularize a species to its surroundings, and those that provide core physiological function. This approach promises to generate a higher level understanding of cellular design, pathway evolution and cellular bioengineering.« less

  11. Teachers' Manual: Using Teams-Games-Tournament (TGT) in the Physical Science Classroom.

    ERIC Educational Resources Information Center

    Hollifield, John H.; Leavey, Marshall B.

    This teacher's manual provides general and specific guidelines for use of Teams-Games-Tournaments (TGT) Physical Science Curriculum materials at the junior high-middle school level. TGT is an innovative instructional model which focuses on the learning of basic skills, information, and concepts, rewarding students in small teams rather than at the…

  12. 50 CFR 32.36 - Kentucky.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... two youths; on big game hunts, the adult may supervise no more than one youth. 13. All persons born... possess only approved nontoxic shot (see § 32.2(k)) while hunting small game. 6. You may hunt coyote only... Environmental Education and Recreation Area (EERA). i. The EERA is a day-use area only. ii. We only allow one...

  13. Computers in the Undergraduate Curriculum: An Aspect of the Many Section Problem.

    ERIC Educational Resources Information Center

    Churchill, Geoffrey

    A brief case study of the resistance to technological change is presented using DOG, a small scale deterministic business game, as the example of technology. DOG, a decision mathematics game for the purpose of providing an environment for application of mathematical concepts, consists of assignments mostly utilizing matrix algebra but also some…

  14. Does Man Marking Influence Running Outputs and Intensity During Small-Sided Soccer Games?

    PubMed

    Aasgaard, Mats; Kilding, Andrew E

    2018-06-20

    Aasgaard, M and Kilding, AE. Does man marking influence running outputs and intensity during small-sided soccer games? J Strength Cond Res XX(X): 000-000, 2018-Small-sided games (SSGs) are considered an effective training tool for physical development in soccer. Small-sided games can be modified in several ways to manipulate the physical demands to best match the game demands, player characteristics, and session objectives. The aim of this study was to compare the physiological, perceptual, and Global Positioning System (GPS)-derived time-motion characteristics of man marking (MM) vs. non-man marking (NMM) in 2v2, 3v3, and 4v4 SSGs. In an acute crossover design, 8 amateur soccer players (mean age ± SD: 23.6 ± 3.3 years) played 2v2, 3v3, and 4v4 SSGs consisting of 4 × 4-minute bouts, with 2-minute passive recovery. During all SSGs, players wore a heart rate (HR) monitor and GPS unit and reported their rating of perceived exertion (RPE). Average percent HR (%HRave) induced small to moderate effects with MM compared with NMM (%Δ = 1-2.7%; effect size [ES] = 0.22-0.65). Comparisons between MM formats indicated a decrease in %HRave with increased player numbers (%Δ = 1.6-3.5%; ES = 0.39-0.86). Perceptual load increased with MM compared with NMM (%Δ = 6.7-17.6%; ES = 0.66-2.09), whereas increases in player numbers (MM only) reduced RPE output (%Δ = 9.4-24.3%; ES = 1.14-3.61). Time-motion characteristics revealed substantially greater total distance covered in MM irrespective of player number (%Δ = 6.8-14.7%; ES = 1.34-2.82). There were very likely increases in distances covered at striding (13.1-17.8 km·h) (%Δ: 23.4-33.2; ES = 2.42-4.35) and high-intensity running (HIR) (17.9-21 km·h) (%Δ: 47.3-104; ES = 0.91-1.68) for MM compared with NMM irrespective of player number. In conclusion, MM substantially elevated perceptual load and distances from striding to HIR regardless of player number, whereas differences between NMM and MM for internal load remain unclear. Use of MM may allow coaches to condition for particularly demanding phases of the game and prescription of larger SSG formats to increase distance covered at higher velocities.

  15. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

    PubMed Central

    Kimmig, Ann-Christin S.; Andringa, Gerda; Derntl, Birgit

    2018-01-01

    The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users) as well as for recent exposure effects on adverse behavior traits (Levenson’s Psychopathy Scale), while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both – stopped and ongoing – violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships. PMID:29867689

  16. 16 CFR 1117.3 - Reportable information.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... balloon, or on a marble, small ball, latex balloon or other small part contained in a toy or game and, as a result of that incident the child died, suffered serious injury, ceased breathing for any length...

  17. 16 CFR 1117.3 - Reportable information.

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... balloon, or on a marble, small ball, latex balloon or other small part contained in a toy or game and, as a result of that incident the child died, suffered serious injury, ceased breathing for any length...

  18. 16 CFR 1117.3 - Reportable information.

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... balloon, or on a marble, small ball, latex balloon or other small part contained in a toy or game and, as a result of that incident the child died, suffered serious injury, ceased breathing for any length...

  19. 16 CFR 1117.3 - Reportable information.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... balloon, or on a marble, small ball, latex balloon or other small part contained in a toy or game and, as a result of that incident the child died, suffered serious injury, ceased breathing for any length...

  20. Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers.

    PubMed

    Wittek, Charlotte Thoresen; Finserås, Turi Reiten; Pallesen, Ståle; Mentzoni, Rune Aune; Hanss, Daniel; Griffiths, Mark D; Molde, Helge

    Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway ( N  = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.

  1. Strong Stackelberg reasoning in symmetric games: An experimental replication and extension

    PubMed Central

    Colman, Andrew M.; Lawrence, Catherine L.

    2014-01-01

    In common interest games in which players are motivated to coordinate their strategies to achieve a jointly optimal outcome, orthodox game theory provides no general reason or justification for choosing the required strategies. In the simplest cases, where the optimal strategies are intuitively obvious, human decision makers generally coordinate without difficulty, but how they achieve this is poorly understood. Most theories seeking to explain strategic coordination have limited applicability, or require changes to the game specification, or introduce implausible assumptions or radical departures from fundamental game-theoretic assumptions. The theory of strong Stackelberg reasoning, according to which players choose strategies that would maximize their own payoffs if their co-players could invariably anticipate any strategy and respond with a best reply to it, avoids these problems and explains strategic coordination in all dyadic common interest games. Previous experimental evidence has provided evidence for strong Stackelberg reasoning in asymmetric games. Here we report evidence from two experiments consistent with players being influenced by strong Stackelberg reasoning in a wide variety of symmetric 3 × 3 games but tending to revert to other choice criteria when strong Stackelberg reasoning generates small payoffs. PMID:24688846

  2. Strong Stackelberg reasoning in symmetric games: An experimental replication and extension.

    PubMed

    Pulford, Briony D; Colman, Andrew M; Lawrence, Catherine L

    2014-01-01

    In common interest games in which players are motivated to coordinate their strategies to achieve a jointly optimal outcome, orthodox game theory provides no general reason or justification for choosing the required strategies. In the simplest cases, where the optimal strategies are intuitively obvious, human decision makers generally coordinate without difficulty, but how they achieve this is poorly understood. Most theories seeking to explain strategic coordination have limited applicability, or require changes to the game specification, or introduce implausible assumptions or radical departures from fundamental game-theoretic assumptions. The theory of strong Stackelberg reasoning, according to which players choose strategies that would maximize their own payoffs if their co-players could invariably anticipate any strategy and respond with a best reply to it, avoids these problems and explains strategic coordination in all dyadic common interest games. Previous experimental evidence has provided evidence for strong Stackelberg reasoning in asymmetric games. Here we report evidence from two experiments consistent with players being influenced by strong Stackelberg reasoning in a wide variety of symmetric 3 × 3 games but tending to revert to other choice criteria when strong Stackelberg reasoning generates small payoffs.

  3. Identifying protein complexes in PPI network using non-cooperative sequential game.

    PubMed

    Maulik, Ujjwal; Basu, Srinka; Ray, Sumanta

    2017-08-21

    Identifying protein complexes from protein-protein interaction (PPI) network is an important and challenging task in computational biology as it helps in better understanding of cellular mechanisms in various organisms. In this paper we propose a noncooperative sequential game based model for protein complex detection from PPI network. The key hypothesis is that protein complex formation is driven by mechanism that eventually optimizes the number of interactions within the complex leading to dense subgraph. The hypothesis is drawn from the observed network property named small world. The proposed multi-player game model translates the hypothesis into the game strategies. The Nash equilibrium of the game corresponds to a network partition where each protein either belong to a complex or form a singleton cluster. We further propose an algorithm to find the Nash equilibrium of the sequential game. The exhaustive experiment on synthetic benchmark and real life yeast networks evaluates the structural as well as biological significance of the network partitions.

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

    Berman, M.; Boyack, K.; VanDevender, J.P.

    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 Environmental Prosperity Game conducted under the sponsorship of the Silicon Valley Environmental Partnership. Playersmore » were drawn from all stakeholders involved in environmental technologies including small and large companies, government, national laboratories, universities, environmentalists, the legal profession, finance, and the media. The primary objectives of this game were to: investigate strategies for developing a multi-agency (national/state/regional), one-step regulatory approval process for certifying and implementing environmental technologies and evaluating the simulated results; identify the regulatory hurdles and requirements, and the best approaches for surmounting them; identify technical problems and potential resources (environmental consultants, labs, universities) for solving them. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning environmental issues, including the development, licensing, and commercialization of new technologies.« less

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

    PubMed

    Pujol, Jesus; Fenoll, Raquel; Forns, Joan; Harrison, Ben J; Martínez-Vilavella, Gerard; Macià, Dídac; Alvarez-Pedrerol, Mar; Blanco-Hinojo, Laura; González-Ortiz, Sofía; Deus, Joan; Sunyer, Jordi

    2016-09-01

    Despite extensive debate, the proposed benefits and risks of video gaming in young people remain to be empirically clarified, particularly as regards an optimal level of use. In 2,442 children aged 7 to 11 years, we investigated relationships between weekly video game use, selected cognitive abilities, and conduct-related problems. A large subgroup of these children (n = 260) was further examined with magnetic resonance imaging approximately 1 year later to assess the impact of video gaming on brain structure and function. Playing video games for 1 hour per week was associated with faster and more consistent psychomotor responses to visual stimulation. Remarkably, no further change in motor speed was identified in children playing >2 hours per week. By comparison, the weekly time spent gaming was steadily associated with conduct problems, peer conflicts, and reduced prosocial abilities. These negative implications were clearly visible only in children at the extreme of our game-playing distribution, with 9 hours or more of video gaming per week. At a neural level, changes associated with gaming were most evident in basal ganglia white matter and functional connectivity. Significantly better visuomotor skills can be seen in school children playing video games, even with relatively small amounts of use. Frequent weekly use, by contrast, was associated with conduct problems. Further studies are needed to determine whether moderate video gaming causes improved visuomotor skills and whether excessive video gaming causes conduct problems, or whether children who already have these characteristics simply play more video games. Ann Neurol 2016;80:424-433. © 2016 American Neurological Association.

  6. Radiological risk from consuming fish and wildlife to Native Americans on the Hanford Site (USA).

    PubMed

    Delistraty, Damon; Van Verst, Scott; Rochette, Elizabeth A

    2010-02-01

    Historical operations at the Hanford Site (Washington State, USA) have released a wide array of non-radionuclide and radionuclide contaminants into the environment. As a result of stakeholder concerns, Native American exposure scenarios have been integrated into Hanford risk assessments. Because its contribution to radiological risk to Native Americans is culturally and geographically specific but quantitatively uncertain, a fish and wildlife ingestion pathway was examined in this study. Adult consumption rates were derived from 20 Native American scenarios (based on 12 studies) at Hanford, and tissue concentrations of key radionuclides in fish, game birds, and game mammals were compiled from the Hanford Environmental Information System (HEIS) database for a recent time interval (1995-2007) during the post-operational period. It was assumed that skeletal muscle comprised 90% of intake, while other tissues accounted for the remainder. Acknowledging data gaps, median concentrations of eight radionuclides (i.e., Co-60, Cs-137, Sr-90, Tc-99, U-234, U-238, Pu-238, and Pu-239/240) in skeletal muscle and other tissues were below 0.01 and 1 pCi/g wet wt, respectively. These radionuclide concentrations were not significantly different (Bonferroni P>0.05) on and off the Hanford Site. Despite no observed difference between onsite and offsite tissue concentrations, radiation dose and risk were calculated for the fish and wildlife ingestion pathway using onsite data. With median consumption rates and radionuclide tissue concentrations, skeletal muscle provided 42% of the dose, while other tissues (primarily bone and carcass) accounted for 58%. In terms of biota, fish ingestion was the largest contributor to dose (64%). Among radionuclides, Sr-90 was dominant, accounting for 47% of the dose. At median intake and radionuclide levels, estimated annual dose (0.36 mrem/yr) was below a dose limit of 15 mrem/yr recommended by the United States Environmental Protection Agency (USEPA), as well as below a dose limit of 100 mrem/yr proposed by the International Commission on Radiation Protection (ICRP). Similarly, lifetime cancer risk (1.7E-5), calculated with median inputs, was below risk levels corresponding to these dose limits. However, our dose and risk estimates apply to only one pathway within a multidimensional exposure scenario for Native Americans. On the other hand, radiation dose and risk corresponding to onsite tissue concentrations were not significantly different from those corresponding to offsite (background) concentrations. Recognizing uncertainties in exposure and toxicity assessments, our results may facilitate informed decision making and optimize resource allocation within a risk assessment framework at the Hanford Site. (c) 2009 Elsevier Inc. All rights reserved.

  7. Radiological risk from consuming fish and wildlife to Native Americans on the Hanford Site (USA)

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

    Delistraty, Damon, E-mail: DDEL461@ecy.wa.gov; Verst, Scott Van; Rochette, Elizabeth A.

    Historical operations at the Hanford Site (Washington State, USA) have released a wide array of non-radionuclide and radionuclide contaminants into the environment. As a result of stakeholder concerns, Native American exposure scenarios have been integrated into Hanford risk assessments. Because its contribution to radiological risk to Native Americans is culturally and geographically specific but quantitatively uncertain, a fish and wildlife ingestion pathway was examined in this study. Adult consumption rates were derived from 20 Native American scenarios (based on 12 studies) at Hanford, and tissue concentrations of key radionuclides in fish, game birds, and game mammals were compiled from themore » Hanford Environmental Information System (HEIS) database for a recent time interval (1995-2007) during the post-operational period. It was assumed that skeletal muscle comprised 90% of intake, while other tissues accounted for the remainder. Acknowledging data gaps, median concentrations of eight radionuclides (i.e., Co-60, Cs-137, Sr-90, Tc-99, U-234, U-238, Pu-238, and Pu-239/240) in skeletal muscle and other tissues were below 0.01 and 1 pCi/g wet wt, respectively. These radionuclide concentrations were not significantly different (Bonferroni P>0.05) on and off the Hanford Site. Despite no observed difference between onsite and offsite tissue concentrations, radiation dose and risk were calculated for the fish and wildlife ingestion pathway using onsite data. With median consumption rates and radionuclide tissue concentrations, skeletal muscle provided 42% of the dose, while other tissues (primarily bone and carcass) accounted for 58%. In terms of biota, fish ingestion was the largest contributor to dose (64%). Among radionuclides, Sr-90 was dominant, accounting for 47% of the dose. At median intake and radionuclide levels, estimated annual dose (0.36 mrem/yr) was below a dose limit of 15 mrem/yr recommended by the United States Environmental Protection Agency (USEPA), as well as below a dose limit of 100 mrem/yr proposed by the International Commission on Radiation Protection (ICRP). Similarly, lifetime cancer risk (1.7E-5), calculated with median inputs, was below risk levels corresponding to these dose limits. However, our dose and risk estimates apply to only one pathway within a multidimensional exposure scenario for Native Americans. On the other hand, radiation dose and risk corresponding to onsite tissue concentrations were not significantly different from those corresponding to offsite (background) concentrations. Recognizing uncertainties in exposure and toxicity assessments, our results may facilitate informed decision making and optimize resource allocation within a risk assessment framework at the Hanford Site.« less

  8. Non-native species impacts on pond occupancy by an anuran

    USGS Publications Warehouse

    Adams, Michael J.; Pearl, Christopher A.; Galvan, Stephanie; McCreary, Brome

    2011-01-01

    Non-native fish and bullfrogs (Lithobates catesbeianus; Rana catesbeiana) are frequently cited as factors contributing to the decline of ranid frogs in the western United States (Bradford 2005). This hypothesis is supported by studies showing competition with or predation by these introduced species (Kupferberg 1997, Kiesecker and Blaustein 1998, Lawler et al. 1999, Knapp et al. 2001) and studies suggesting a deficit of native frogs at sites occupied by bullfrogs or game fish (Hammerson 1982, Schwalbe and Rosen 1988, Fisher and Shaffer 1996, Adams 1999). Conversely, other studies failed to find a negative association between native ranids and bullfrogs and point out that presence of non-native species correlates with habitat alterations that could also contribute to declines of native species (Hayes and Jennings 1986; Adams 1999, 2000; Pearl et al. 2005). A criticism of these studies is that they may not detect an effect of non-native species if the process of displacement is at an early stage. We are not aware of any studies that have monitored a set of native frog populations to determine if non-native species predict population losses. Our objective was to study site occupancy trends in relation to non-native species for northern red-legged frogs (Rana aurora) on federal lands in the southern Willamette Valley, Oregon. We conducted a 5-yr monitoring study to answer the following questions about the status and trends of the northern red-legged frog: 1) What is the rate of local extinction (how often is a site that is occupied in year t unoccupied in year t+1) and what factors predict variation in local extinction? and 2) What is the rate of colonization (how often is a site that is unoccupied in year t occupied in year t+1) and what factors predict variation in colonization? The factors we hypothesized for local extinction were: 1) bullfrog presence, 2) bullfrogs mediated by wetland vegetation, 3) non-native fish (Centrarchidae), 4) non-native fish mediated by wetland vegetation, 5) extent of emergent vegetation, 6) extent of riparian forest, and 7) a combined effect of bullfrogs and fish. The factors that we hypothesized for colonization were: 1) the extent of human influence in the surrounding landscape, 2) riparian forest, and 3) wetland size.

  9. Improving Simulated Annealing by Replacing Its Variables with Game-Theoretic Utility Maximizers

    NASA Technical Reports Server (NTRS)

    Wolpert, David H.; Bandari, Esfandiar; Tumer, Kagan

    2001-01-01

    The game-theory field of Collective INtelligence (COIN) concerns the design of computer-based players engaged in a non-cooperative game so that as those players pursue their self-interests, a pre-specified global goal for the collective computational system is achieved as a side-effect. Previous implementations of COIN algorithms have outperformed conventional techniques by up to several orders of magnitude, on domains ranging from telecommunications control to optimization in congestion problems. Recent mathematical developments have revealed that these previously developed algorithms were based on only two of the three factors determining performance. Consideration of only the third factor would instead lead to conventional optimization techniques like simulated annealing that have little to do with non-cooperative games. In this paper we present an algorithm based on all three terms at once. This algorithm can be viewed as a way to modify simulated annealing by recasting it as a non-cooperative game, with each variable replaced by a player. This recasting allows us to leverage the intelligent behavior of the individual players to substantially improve the exploration step of the simulated annealing. Experiments are presented demonstrating that this recasting significantly improves simulated annealing for a model of an economic process run over an underlying small-worlds topology. Furthermore, these experiments reveal novel small-worlds phenomena, and highlight the shortcomings of conventional mechanism design in bounded rationality domains.

  10. Randomised controlled trial of informal team sports for cardiorespiratory fitness and health benefit in Pacific adults.

    PubMed

    Biddle, Mark G; Vincent, Grace; McCambridge, Alana; Britton, Gabrielle; Dewes, Ofa; Elley, C Raina; Moyes, Simon A; Edge, Johann

    2011-12-01

    Rates of obesity, Type 2 diabetes and cardiovascular disease are high among Pacific people in New Zealand. Physical activity is recommended in the prevention and management of these conditions. Community-based, 'small-sided game' group activities may be an effective and culturally appropriate way to promote physical activity within Pacific communities. To assess the effectiveness of small-sided games-based exercise on fitness and health parameters among Pacific adults over four weeks. Twenty untrained (13 female) Pacific adults were randomised to intervention or control. Intervention participants were offered 45 minutes of small-sided games three times per week for four weeks. Control participants were offered one-month gym membership after the trial. Primary outcomes included cardiorespiratory fitness (VO₂peak) and leg strength (maximal concentric force of quadriceps at 60°/second) measured at baseline and four weeks. Secondary outcomes included glycaemia, lipid profile, blood pressure (BP), and inflammatory markers. Multivariable regression models were used to assess differences between groups, adjusting for baseline values, age and gender. At baseline, mean age was 34.8 years (SD 12.6), BMI 36.3 (6.7), systolic BP 127.7 mmHg (12.1), HbA1c 6.1% (1.9), VO₂peak 2.5 L/min (0.6) and leg strength 170.0 N.m (57.4). Sixteen participants completed the trial. Change in outcomes were greater in intervention than control participants in absolute VO₂peak (0.9 L/min (p=0.003)), leg strength (17.8 N.m (p=0.04)) and HDL (0.12 mmol/L (p=0.02)). There were no other significant differences. Small-sided games appear to be a promising means for improving the health and cardiorespiratory fitness and reducing the risk of diabetes and cardiovascular disease in Pacific adults.

  11. Effect of 8 Weeks Soccer Training on Health and Physical Performance in Untrained Women

    PubMed Central

    Ortiz, Jaelson G.; da Silva, Juliano F.; Carminatti, Lorival J.; Guglielmo, Luiz G.A.; Diefenthaeler, Fernando

    2018-01-01

    This study aims to analyze the physiological, neuromuscular, and biochemical responses in untrained women after eight weeks of regular participation in small-sided soccer games compared to aerobic training. Twenty-seven healthy untrained women were divided into two groups [soccer group (SG = 17) and running group (RG = 10)]. Both groups trained three times per week for eight weeks. The variables measured in this study were maximal oxygen uptake (VO2max), relative velocity at VO2max (vVO2max), peak velocity, relative intensity at lactate threshold (vLT), relative intensity at onset of blood lactate accumulation (vOBLA), peak force, total cholesterol, HDL, LDL, triglycerides, and cholesterol ratio (LDL/HDL). VO2max, vLT, and vOBLA increased significantly in both groups (12.8 and 16.7%, 11.1 and 15.3%, 11.6 and 19.8%, in SG and RG respectively). However, knee extensors peak isometric strength and triglyceride levels, total cholesterol, LDL, and HDL did not differ after eight weeks of training in both groups. On the other hand, the LDL/HDL ratio significantly reduced in both groups. In conclusion, eight weeks of regular participation in small-sided soccer games was sufficient to increase aerobic performance and promote health benefits related to similar aerobic training in untrained adult women. Key points Regular participation in soccer small sided-games increase aerobic performance and promote health benefits related to similar aerobic training in untrained women. 8 weeks soccer training is enough to promote positive physiological and biochemical adaptations in untrained women. Soccer small sided-games have the potential to be more pleasurable and effective among women as other modalities as running and cycling. PMID:29535574

  12. 16 CFR § 1117.3 - Reportable information.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... balloon, or on a marble, small ball, latex balloon or other small part contained in a toy or game and, as a result of that incident the child died, suffered serious injury, ceased breathing for any length...

  13. Survey of American Indian alcohol statutes, 1975-2006: evolving needs and future opportunities for tribal health.

    PubMed

    Kovas, Anne E; McFarland, Bentson H; Landen, Michael G; Lopez, Adriana L; May, Philip A

    2008-03-01

    American Indians and Alaska Natives have the nation's highest morbidity and mortality owing to alcohol but also have opportunities to employ policies that could reduce the harmful effects of drinking. As sovereign nations, federally recognized tribes can adopt policies that are highly likely to have a beneficial impact on alcohol problems. The most recently published nationwide research on American Indian alcohol policies (conducted some 30 years ago) suggested that tribal policies may help minimize adverse consequences related to drinking. However, much has changed in Indian country during the last few decades, including redefinitions of relationships among tribes, states, and the federal government; recognition of tribes not previously acknowledged by federal authorities; and the advent of gaming and casinos. These developments raise numerous questions regarding the adoption and implementation of policies pertaining to alcohol. This project used the Federal Register to catalog alcohol statutes adopted by the 334 federally recognized tribes in the lower 48 states between 1975 and 2006. Tribes that do not have an alcohol policy have, by default, retained federal prohibition. During the 30-year study period, the percentage of tribes with statutes that permit alcohol increased from 29.2% to 63.5%. Later policies showed increases in complexity, such as tribal licensing requirements and facility restrictions to accompany increases in gaming and tourism. These data are highly relevant to Native decision makers as they attempt to develop and implement policies that will minimize the harmful effects of alcohol among indigenous peoples.

  14. Making Connections between the Digital and Physical World

    ERIC Educational Resources Information Center

    McConnell, William J.; Dickerson, Daniel

    2013-01-01

    One game that seems to intrigue almost any child is Angry Birds, a popular video game available on most media devices in which a player uses a slingshot to hurl small, angry birds through the air in hopes they will knock over pigs resting on complex, destructible structures. Presented in this article is a half-day lesson, in which fourth graders…

  15. Motor Control and Sequencing of Boys with Attention-Deficit/Hyperactivity Disorder (ADHD) During Computer Game Play

    ERIC Educational Resources Information Center

    Houghton, Stephen; Milner, Nikki; West, John; Douglas, Graham; Lawrence, Vivienne; Whiting, Ken; Tannock, Rosemary; Durkin, Kevin

    2004-01-01

    The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined…

  16. Emergent Complexity in Conway's Game of Life

    NASA Astrophysics Data System (ADS)

    Gotts, Nick

    It is shown that both small, finite patterns and random infinite very low density ("sparse") arrays of the Game of Life can produce emergent structures and processes of great complexity, through ramifying feedback networks and cross-scale interactions. The implications are discussed: it is proposed that analogous networks and interactions may have been precursors to natural selection in the real world.

  17. Representation of Cultural Role-Play for Training

    NASA Technical Reports Server (NTRS)

    Santarelli, Thomas; Pepe, Aaron; Rosenzweiz, Larry; Paulus, John; Yi, Ahn Na

    2010-01-01

    The Department of Defense (000) has successfully applied a number of methods for cultural familiarization training ranging from stand-up classroom training, to face-to-face live role-play, to so-called smart-cards. Recent interest has turned to the use of single and mUlti-player gaming technologies to augment these traditional methods of cultural familiarization. One such system, termed CulturePad, has been designed as a game-based role-play environment suitable for use in training and experimentation involving cultural roleplay scenarios. This paper describes the initial CulturePad effort focused on a literature review regarding the use of role-play for cultural training and a feasibility assessment of using a game-mediated environment for role-play. A small-scale pilot involving cultural experts was conducted to collect qualitative behavioral data comparing live role-play to game-mediated role-play in a multiplayer gaming engine.

  18. Theory of mind and the Ultimatum Game in healthy adult aging.

    PubMed

    Girardi, Alessandra; Sala, Sergio Della; MacPherson, Sarah E

    2018-01-01

    The Ultimatum Game assesses decision-making involved in cooperative interactions with others. However, little is known about the role that the ability to understand other people's intentions plays in these interactions. This study examined performance on the Ultimatum Game and theory of mind (ToM) tasks in younger and older adults. Age differences were not found on the ToM tasks, and a lack of variability in performance prevented analyses of the relationships between performance on the Ultimatum Game and ToM. However, age differences were found on the Ultimatum Game, with older adults accepting more unfair offers. Yet, the two age groups did not differ in their appreciation of fairness, as assessed using subjective fairness ratings. These findings suggest that older adults are more rational in their behavior, accepting unfair offers even when they know they are unfair, as it is in their self-interest to accept small monetary values rather than nothing at all.

  19. Psychometric properties of the 7-item game addiction scale among french and German speaking adults.

    PubMed

    Khazaal, Yasser; Chatton, Anne; Rothen, Stephane; Achab, Sophia; Thorens, Gabriel; Zullino, Daniele; Gmel, Gerhard

    2016-05-10

    The 7-item Game Addiction Scale (GAS) is a used to screen for addictive game use. Both cross cross-linguistic validation and validation in French and German is needed in adult samples. The objective of the study is to assess the factorial structure of the French and German versions of the GAS among adults. Two samples of men from French (N = 3318) and German (N = 2665) language areas of Switzerland were assessed with the GAS, the Major Depression Inventory (MDI), the Brief Sensation Seeking Scale, and the Zuckerman-Kuhlman Personality Questionnaire (ZKPQ-50-cc). They were also assessed for cannabis and alcohol use. The internal consistency of the scale was satisfactory (Cronbach α = 0.85). A one-factor solution was found in both samples. Small and positive associations were found between GAS scores and the MDI, as well as the Neuroticism-Anxiety and Aggression-Hostility subscales of the ZKPQ-50-cc. A small negative association was found with the ZKPQ-50-cc Sociability subscale. The GAS, in its French and German versions, is appropriate for the assessment of game addiction among adults.

  20. Zero-Determinant Strategies in Iterated Public Goods Game

    PubMed Central

    Pan, Liming; Hao, Dong; Rong, Zhihai; Zhou, Tao

    2015-01-01

    Recently, Press and Dyson have proposed a new class of probabilistic and conditional strategies for the two-player iterated Prisoner’s Dilemma, so-called zero-determinant strategies. A player adopting zero-determinant strategies is able to pin the expected payoff of the opponents or to enforce a linear relationship between his own payoff and the opponents’ payoff, in a unilateral way. This paper considers zero-determinant strategies in the iterated public goods game, a representative multi-player game where in each round each player will choose whether or not to put his tokens into a public pot, and the tokens in this pot are multiplied by a factor larger than one and then evenly divided among all players. The analytical and numerical results exhibit a similar yet different scenario to the case of two-player games: (i) with small number of players or a small multiplication factor, a player is able to unilaterally pin the expected total payoff of all other players; (ii) a player is able to set the ratio between his payoff and the total payoff of all other players, but this ratio is limited by an upper bound if the multiplication factor exceeds a threshold that depends on the number of players. PMID:26293589

  1. Culvert roughness elements for native Utah fish passage : phase II.

    DOT National Transportation Integrated Search

    2012-04-01

    Native fishes have become an increasingly important concern when designing fish passable culverts. Many operational culverts constrict waterways which increase velocities and prevent upstream passage of small fish species. The current method to ensur...

  2. Motivation, students' needs and learning outcomes: a hybrid game-based app for enhanced language learning.

    PubMed

    Berns, Anke; Isla-Montes, José-Luis; Palomo-Duarte, Manuel; Dodero, Juan-Manuel

    2016-01-01

    In the context of European Higher Education students face an increasing focus on independent, individual learning-at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app-designed specifically for this study-harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1-which seamlessly combine individual and collaborative learning tasks-motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today's digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve proficiency, hence are indeed, effective tools for enhanced language learning.

  3. Kolkata Paise Restaurant Problem: An Introduction

    NASA Astrophysics Data System (ADS)

    Ghosh, Asim; Biswas, Soumyajyoti; Chatterjee, Arnab; Chakrabarti, Anindya Sundar; Naskar, Tapan; Mitra, Manipushpak; Chakrabarti, Bikas K.

    We discuss several stochastic optimization strategies in games with many players having large number of choices (Kolkata Paise Restaurant Problem) and two choices (minority game problem). It is seen that a stochastic crowd avoiding strategy gives very efficient utilization in KPR problem. A slightly modified strategy in the minority game problem gives full utilization but the dynamics stops after reaching full efficiency, thereby making the utilization helpful for only about half of the population (those in minority). We further discuss the ways in which the dynamics may be continued and the utilization becomes effective for all the agents keeping fluctuation arbitrarily small.

  4. The effect of the topology on the spatial ultimatum game

    NASA Astrophysics Data System (ADS)

    Kuperman, M. N.; Risau-Gusman, S.

    2008-03-01

    In this work we present an analysis of a spatially non homogeneous ultimatum game. By considering different underlying topologies as substrates on top of which the game takes place we obtain nontrivial behaviors for the evolution of the strategies of the players. We analyze separately the effect of the size of the neighborhood and the spatial structure. Whereas this last effect is the most significant one, we show that even for disordered networks and provided the neighborhood of each site is small, the results can be significantly different from those obtained in the case of fully connected networks.

  5. Influence of the native topology on the folding barrier for small proteins

    NASA Astrophysics Data System (ADS)

    Prieto, Lidia; Rey, Antonio

    2007-11-01

    The possibility of downhill instead of two-state folding for proteins has been a very controversial topic which arose from recent experimental studies. From the theoretical side, this question has also been accomplished in different ways. Given the experimental observation that a relationship exists between the native structure topology of a protein and the kinetic and thermodynamic properties of its folding process, Gō-type potentials are an appropriate way to approach this problem. In this work, we employ an interaction potential from this family to get a better insight on the topological characteristics of the native state that may somehow determine the presence of a thermodynamic barrier in the folding pathway. The results presented here show that, indeed, the native topology of a small protein has a great influence on its folding behavior, mostly depending on the proportion of local and long range contacts the protein has in its native structure. Furthermore, when all the interactions present contribute in a balanced way, the transition results to be cooperative. Otherwise, the tendency to a downhill folding behavior increases.

  6. Analysis of oligomeric transition of silkworm small heat shock protein sHSP20.8 using high hydrostatic pressure native PAGE

    NASA Astrophysics Data System (ADS)

    Fujisawa, Tetsuro; Ueda, Toshifumi; Kameyama, Keiichi; Aso, Yoichi; Ishiguro, Ryo

    2013-06-01

    The small heat shock proteins (sHSPs) solubilize thermo-denatured proteins without adenosine triphosphate energy consumption to facilitate protein refolding. sHSP20.8 is one of the silkworm (Bombyx mori) sHSPs having only one cystein in the N-terminal domain: Cys43. We report a simple measurement of oligomeric transition of sHSP20.8 using high hydrostatic pressure native polyacrylamide gel electrophoresis (high hydrostatic pressure (HP) native polyacrylamide gel electrophoresis (PAGE)). At ambient pressure under oxydative condition, the native PAGE of thermal transition of sHSP20.8 oligomer displayed a cooperative association. In contrast, HP native PAGE clearly demonstrated that sHSP20.8 dissociated at 80 MPa and 25°C, and the resultant molecular species gradually reassociated with time under that condition. In addition, the reassociation process was suppressed in the presence of the reductant. These results are consistent with the idea that sHSP20.8 oligomer temporally dissociates at the first thermo-sensing step and reassociates with the oxidation of Cys43.

  7. Properties of interaction networks underlying the minority game.

    PubMed

    Caridi, Inés

    2014-11-01

    The minority game is a well-known agent-based model with no explicit interaction among its agents. However, it is known that they interact through the global magnitudes of the model and through their strategies. In this work we have attempted to formalize the implicit interactions among minority game agents as if they were links on a complex network. We have defined the link between two agents by quantifying the similarity between them. This link definition is based on the information of the instance of the game (the set of strategies assigned to each agent at the beginning) without any dynamic information on the game and brings about a static, unweighed and undirected network. We have analyzed the structure of the resulting network for different parameters, such as the number of agents (N) and the agent's capacity to process information (m), always taking into account games with two strategies per agent. In the region of crowd effects of the model, the resulting networks structure is a small-world network, whereas in the region where the behavior of the minority game is the same as in a game of random decisions, networks become a random network of Erdos-Renyi. The transition between these two types of networks is slow, without any peculiar feature of the network in the region of the coordination among agents. Finally, we have studied the resulting static networks for the full strategy minority game model, a maximal instance of the minority game in which all possible agents take part in the game. We have explicitly calculated the degree distribution of the full strategy minority game network and, on the basis of this analytical result, we have estimated the degree distribution of the minority game network, which is in accordance with computational results.

  8. Fish assemblage structure in an Oklahoma Ozark stream before and after rainbow trout introduction

    USGS Publications Warehouse

    Walsh, M.G.; Winkelman, D.L.

    2005-01-01

    Rainbow trout Oncorhynchus mykiss have been widely stocked throughout the United States as a popular sport fish. Our study was initiated to evaluate potential effects of rainbow trout introduction on native fishes to inform future decisions about trout stocking in northeastern Oklahoma streams. We sampled fish assemblages in pools, glides, and riffles in Brush Creek, Delaware County, Oklahoma, from February 2000 to September 2002, and experimentally stocked rainbow trout into the stream from November 2000 to March 2001 and November 2001 to March 2002. We used a combination of multivariate analyses to evaluate seasonal and habitat effects on native fish assemblages and to compare assemblage structure between prestocking, the first year of stocking, and the second year of stocking. Mesohabitat type significantly affected assemblage structure among years, whereas we did not detect an effect of season. We did not detect differences in assemblage structure among years in glide or riffle habitats. Native fish assemblage structure in pool habitats before rainbow trout introduction differed from assemblage structure in both the first and second year of stocking. Declines in seven species, including two native game fish (smallmouth bass Micropterus dolomieu and bluegill Lepomis machrochirus), contributed to assemblage dissimilarity in pool habitats between prestocking conditions and the second year of stocking. Our results indicate that stocking rainbow trout may cause local disruption in assemblage structure in pool habitats. ?? 2004 by the American Fisheries Society.

  9. Apparent competition with an exotic plant reduces native plant establishment.

    PubMed

    Orrock, John L; Witter, Martha S; Reichman, O J

    2008-04-01

    Biological invasions can change ecosystem function, have tremendous economic costs, and impact human health; understanding the forces that cause and maintain biological invasions is thus of immediate importance. A mechanism by which exotic plants might displace native plants is by increasing the pressure of native consumers on native plants, a form of indirect interaction termed "apparent competition." Using experimental exclosures, seed addition, and monitoring of small mammals in a California grassland, we examined whether exotic Brassica nigra increases the pressure of native consumers on a native bunchgrass, Nassella pulchra. Experimental plots were weeded to focus entirely on indirect effects via consumers. We demonstrate that B. nigra alters the activity of native small-mammal consumers, creating a gradient of consumption that dramatically reduces N. pulchra establishment. Previous work has shown that N. pulchra is a strong competitor, but that it is heavily seed limited. By demonstrating that consumer pressure is sufficient to curtail establishment, our work provides a mechanism for this seed limitation and suggests that, despite being a good competitor, N. pulchra cannot reestablish close to B. nigra within its old habitats because exotic-mediated consumption preempts direct competitive exclusion. Moreover, we find that apparent competition has a spatial extent, suggesting that consumers may dictate the rate of invasion and the area available for restoration, and that nonspatial studies of apparent competition may miss important dynamics.

  10. Nash Equilibria in Noncooperative Predator-Prey Games

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

    Ramos, Angel Manuel; Roubicek, Tomas

    2007-09-15

    A noncooperative game governed by a distributed-parameter predator-prey system is considered, assuming that two players control initial conditions for predator and prey, respectively. Existence of a Nash equilibrium is shown under the condition that the desired population profiles and the environmental carrying capacity for the prey are sufficiently small. A conceptual approximation algorithm is proposed and analyzed. Finally, numerical simulations are performed, too.

  11. Pebble Puzzles. A Source Book of Simple Puzzles and Problems.

    ERIC Educational Resources Information Center

    Gibbs, William M.

    This booklet is a collection of puzzles, games, and investigations. All that children need are some stones or shells, on some of which they must write numerals. For playing with the whole class, the game or puzzles may be marked out on the floor or in sand; in that case, larger objects such as small rocks and empty tins may be used. Children are…

  12. Biosimilars and the long game.

    PubMed

    Huzair, Farah; Kale, Dinar

    2015-05-01

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

  13. Differences in Perceived Competence and Physical Activity Levels during Single-Gender Modified Basketball Game Play in Middle School Physical Education

    ERIC Educational Resources Information Center

    Slingerland, Menno; Haerens, Leen; Cardon, Greet; Borghouts, Lars

    2014-01-01

    Creating environments in physical education (PE) that foster perceived competence and physical activity during gender-mixed game play lessons is a challenge, especially with adolescent girls. This study is a small experiment in one PE lesson that aimed to increase the perceived competence and in-class physical activity in girls, by applying a…

  14. Educational Benefits of Using Game Consoles in a Primary Classroom: A Randomised Controlled Trial

    ERIC Educational Resources Information Center

    Miller, David J.; Robertson, Derek P.

    2011-01-01

    It is known that computer games are motivating for children, but there is limited direct evidence of their effects on classroom learning. The studies that are available tend to be limited in terms of output data reported, or small in scale, or both. The aim of this randomised controlled trial was to upscale a recent study by Miller and Robertson…

  15. A Case Study of Wikis and Student-Designed Games in Physical Education

    ERIC Educational Resources Information Center

    Hastie, Peter A.; Casey, Ashley; Tarter, Anne-Marie

    2010-01-01

    This paper reports on the incorporation of wiki technology within physical education. Boys from two classes at a school in the United Kingdom were divided into small teams and given the task of creating a new game in a same genre as football, hockey, netball or rugby. Each team had a wiki on which were recorded all the plans and developments of…

  16. An Examination of the Promise of the NumberShire Level 1 Gaming Intervention for Improving Student Mathematics Outcomes

    ERIC Educational Resources Information Center

    Fien, Hank; Doabler, Christian T.; Nelson, Nancy J.; Kosty, Derek B.; Clarke, Ben; Baker, Scott K.

    2016-01-01

    The purpose of this study was to test the promise of the NumberShire Level 1 Gaming Intervention (NS1) to accelerate math learning for first-grade students with or at risk for math difficulties. The NS1 intervention was developed through the Institute of Education Sciences, Small Business Innovation Research Program (Gause, Fien, Baker, &…

  17. The influence of the playing surface on the exercise intensity of small-sided recreational soccer games.

    PubMed

    Brito, João; Krustrup, Peter; Rebelo, António

    2012-08-01

    This study aimed to analyze the influence of the playing surface on movement pattern, physical loading, perceived exertion, and fatigue development during small-sided recreational soccer games. Time-motion, heart rate, blood lactate, and perceived exertion were measured for 16 recreational players aged 22 (range: 19-35) yrs. During 5-a-side soccer games on 3 different field surfaces: sand, artificial turf, and asphalt. Jump and sprint tests were performed prior to and after each game. Total distance covered was higher on asphalt and turf than on sand (3.89±0.04 and 3.73±0.12 vs. 2.59±0.21 km; p<.01), and the number of high-intensity runs was higher on asphalt than on turf (55±3 vs. 43±3; p<.05), but not sand (46±6). Mean heart rate (means±SEM, 160±3 vs. 171±1 b.p.m.) and time>90% HR(max) (20.8±5.1% vs. 44.1±5.0%) were lower (p<.05) on asphalt than on turf, with intermediate values for sand. Blood lactate was lower on asphalt than on sand (2.8±0.3 vs. 4.7±0.6 mmolL(-1); p<.05). Perceived exertion was lower on asphalt than on turf and sand (VAS 0-100: 52±3 vs. 72±3 and 72±3; p<.01). After the game, squat and countermovement jump performances were lower (4.9-8.1%, and 1.9-6.4%, respectively; p<.001) for all field surfaces, but no changes were observed in 5- and 30-m sprint performance. Small-sided recreational soccer games elicit high heart rates, multiple intense actions, and decreased jump performance for all the investigated playing surfaces, suggesting that multiple fitness and health benefits can be achieved through soccer on sand, artificial turf and asphalt. Nonetheless, locomotor activities, heart rate, blood lactate levels, and perceived exertion differ between surfaces. Copyright © 2012 Elsevier B.V. All rights reserved.

  18. Kinship, Family, and Gender Effects in the Ultimatum Game.

    PubMed

    Macfarlan, Shane J; Quinlan, Robert J

    2008-09-01

    Kinship and reciprocity are two main predictors of altruism. The ultimatum game has been used to study altruism in many small-scale societies. We used the ultimatum game to examine effects of individuals' family and kin relations on altruistic behavior in a kin-based horticultural community in rural Dominica. Results show sex-specific effects of kin on ultimatum game play. Average coefficient of relatedness to the village was negatively associated with women's ultimatum game proposals and had little effect on men's proposals. Number of brothers in the village was positively associated with men's ultimatum game proposals and negatively associated with women's proposals. Similarly, presence of father in the village was associated with higher proposals by men and lower proposals by women. We interpret the effect of brothers on men's proposals as a consequence of local competition among brothers. We speculate that daughter-biased parental care in this community creates a sense of entitlement among women with brothers, which may explain the inverse relation between number of brothers and women's ultimatum game proposals. The pattern of results may be consistent with how matrifocality affects cultural models of fairness differently along gender and family lines.

  19. Pursuit-evasion games with information uncertainties for elusive orbital maneuver and space object tracking

    NASA Astrophysics Data System (ADS)

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

    2015-05-01

    This paper develops and evaluates a pursuit-evasion (PE) game approach for elusive orbital maneuver and space object tracking. Unlike the PE games in the literature, where the assumption is that either both players have perfect knowledge of the opponents' positions or use primitive sensing models, the proposed PE approach solves the realistic space situation awareness (SSA) problem with imperfect information, where the evaders will exploit the pursuers' sensing and tracking models to confuse their opponents by maneuvering their orbits to increase the uncertainties, which the pursuers perform orbital maneuvers to minimize. In the game setup, each game player P (pursuer) and E (evader) has its own motion equations with a small continuous low-thrust. The magnitude of the low thrust is fixed and the direction can be controlled by the associated game player. The entropic uncertainty is used to generate the cost functions of game players. The Nash or mixed Nash equilibrium is composed of the directional controls of low-thrusts. Numerical simulations are emulated to demonstrate the performance. Simplified perturbations models (SGP4/SDP4) are exploited to calculate the ground truth of the satellite states (position and speed).

  20. Virtually justifiable homicide: the effects of prosocial contexts on the link between violent video games, aggression, and prosocial and hostile cognition.

    PubMed

    Gitter, Seth A; Ewell, Patrick J; Guadagno, Rosanna E; Stillman, Tyler F; Baumeister, Roy F

    2013-01-01

    Previous work has shown that playing violent video games can stimulate aggression toward others. The current research has identified a potential exception. Participants who played a violent game in which the violence had an explicitly prosocial motive (i.e., protecting a friend and furthering his nonviolent goals) were found to show lower short-term aggression (Study 1) and show higher levels of prosocial cognition (Study 2) than individuals who played a violent game in which the violence was motivated by more morally ambiguous motives. Thus, violent video games that are framed in an explicitly prosocial context may evoke more prosocial sentiments and thereby mitigate some of the short-term effects on aggression observed in previous research. While these findings are promising regarding the potential aggression-reducing effects of prosocial context, caution is still warranted as a small effect size difference (d = .2-.3), although nonsignificant, was still observed between those who played the explicitly prosocial violent game and those who played a nonviolent game; indicating that aggressive behavior was not completely eliminated by the inclusion of a prosocial context for the violence. © 2013 Wiley Periodicals, Inc.

  1. 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

  2. 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.

  3. Evolutionary dynamics of nationalism and migration

    NASA Astrophysics Data System (ADS)

    Barreira da Silva Rocha, André

    2013-08-01

    I present a dynamic evolutionary game model to address the relation between nationalism against immigrants and assimilation of the latter into the host country culture. I assume a country composed of two different large polymorphic populations, one of native citizens and the other of immigrants. A native citizen may behave nationalistically or may welcome immigrants. Immigrants may have an interest in learning the host country language or not. Evolution is modeled using replicator dynamics (RD). I also account for the presence of an enclave of immigrants in the host country. In the RD, the latter represents the immigrants’ own population effect, which contribution to fitness is controlled using a parameter ρ, 0≤ρ≤1, that represents the enclave size. In line with the empirical literature on migration, the existence of an enclave of immigrants makes assimilation less likely to occur. For large values of ρ, complete assimilation may not occur even if immigrants and natives share very close cultures and norms. Government policy regarding nationalism is modeled both exogenously and endogenously. A single or multiple asymptotically stable states exist for all cases studied but one in which the dynamics is similar to that found in the predator-prey model of Lotka-Volterra for competing species.

  4. Toward a reality-based understanding of Hadza men's work: a response to Hawkes et al. (2014).

    PubMed

    Wood, Brian M; Marlowe, Frank W

    2014-12-01

    Observations of Hadza men foraging out of camp and sharing food in camp show that men seeking to maximize the flow of calories to their families should pursue large game, and that hunting large game does not pose a collective action problem. These data also show that Hadza men frequently pursued honey, small game, and fruit, and that by doing so, provided a more regular flow of food to their households than would a putative big game specialist. These data support our earlier studies demonstrating that the goal of family provisioning is a robust predictor of Hadza men's behavior. As before, the show-off and costly signaling hypotheses advanced by Hawkes and colleagues fail as both descriptions of and explanations for Hadza men's work.

  5. Travel and the home advantage.

    PubMed

    Pace, A; Carron, A V

    1992-03-01

    The purpose of the present study was to examine the relative contributions of various travel related variables to visiting team success in the National Hockey League. A multiple regression design was used with game outcome as the dependent variable. The independent variables of interest included, as main effects and interactions, number of time zones crossed, direction of travel, distance traveled, preparation/adjustment time, time of season, game number on the road trip, and the home stand. Visiting team success was negatively associated with the interaction of number of time zones crossed and increased preparation time between games, and was positively associated with game number on the road. It was concluded that only a small portion of the variance in the home advantage/visitor disadvantage can be explained by travel related factors.

  6. Effect of Court Dimensions on Players’ External and Internal Load during Small-Sided Handball Games

    PubMed Central

    Corvino, Matteo; Tessitore, Antonio; Minganti, Carlo; Sibila, Marko

    2014-01-01

    The aim of this study was to investigate the effect of three different court dimensions on the internal and external load during small-sided handball games. Six male amateur handball players took part in this study and participated in three different 8-min 3vs3 (plus goalkeepers) small-sided handball games (each repeated twice). The three court dimensions were 12×24m, 30×15m and 32×16m. Through Global Positioning System devices (SPI pro elite 15Hz, GPSports) and video analysis, the following parameters were recorded: cyclic and acyclic movements (distance covered and number of technical actions executed), heart rate, and rating of perceived exertion (RPE). Total distance travelled increased with court dimensions (885.2m ± 66.6m in 24×12m; 980.0m ± 73.4m in 30×15m; 1095.0m ± 112.9m in 32×16m, p < 0.05). The analysis of distance covered in the four speed zones (0–1.4 m·s-1; 1.4–3.4 m·s-1; 3.4–5.2 m·s-1; >5.2 m·s-1) highlighted substantial differences: playing with the 30×15m court in comparison to the 24×12m, the players covered less distance in the first speed zone (p = 0.012; ES = 0.70) and more distance in the second (p = 0.049; ES = 0.73) and third (p = 0.012; ES = 0.51) speed zones. Statistical differences were also found between the 24×12m and 32×16m courts: the players covered more distance in the second and third speed zones (p = 0.013, ES = 0.76; p = 0.023 ES = 0.69) with the 32×16m court in comparison to the 24×12m. There was no significant effect of court dimensions on the technical parameters (number of team actions, passes, piston movements toward goal and defensive activities), the number of specific handball jumps and changes of direction, and the time spent in the different heart rate zones. Considering the average data of all the experimental conditions together (24×12m, 30×15m, 32×16m), a pronounced statistical difference was highlighted between the values in first two HR zones and the last two (p < 0.05; large ES). The rating of perceived exertion was significantly higher during the drill with the 32×16m court compared with the 24×12m one (p < 0.05; ES = 2.34). Our findings indicate that changing court dimensions during small-sided handball games can be used to manipulate both external and internal loads on the players. Key points To cover the specific game demands, more specific training methodologies have been developed in many sport games. Specific game exercises may provide a useful conditioning stimulus, together with technical and tactical training components. Changing court dimensions during small-sided handball games can be used to manipulate both external and internal loads on the players. The high ratio of cyclic activity per minute and the high HR values recorded during SSHGs make this type of drills extremely useful for aerobic power training. PMID:24790482

  7. Effect of Court Dimensions on Players' External and Internal Load during Small-Sided Handball Games.

    PubMed

    Corvino, Matteo; Tessitore, Antonio; Minganti, Carlo; Sibila, Marko

    2014-05-01

    The aim of this study was to investigate the effect of three different court dimensions on the internal and external load during small-sided handball games. Six male amateur handball players took part in this study and participated in three different 8-min 3vs3 (plus goalkeepers) small-sided handball games (each repeated twice). The three court dimensions were 12×24m, 30×15m and 32×16m. Through Global Positioning System devices (SPI pro elite 15Hz, GPSports) and video analysis, the following parameters were recorded: cyclic and acyclic movements (distance covered and number of technical actions executed), heart rate, and rating of perceived exertion (RPE). Total distance travelled increased with court dimensions (885.2m ± 66.6m in 24×12m; 980.0m ± 73.4m in 30×15m; 1095.0m ± 112.9m in 32×16m, p < 0.05). The analysis of distance covered in the four speed zones (0-1.4 m·s(-1); 1.4-3.4 m·s(-1); 3.4-5.2 m·s(-1); >5.2 m·s(-1)) highlighted substantial differences: playing with the 30×15m court in comparison to the 24×12m, the players covered less distance in the first speed zone (p = 0.012; ES = 0.70) and more distance in the second (p = 0.049; ES = 0.73) and third (p = 0.012; ES = 0.51) speed zones. Statistical differences were also found between the 24×12m and 32×16m courts: the players covered more distance in the second and third speed zones (p = 0.013, ES = 0.76; p = 0.023 ES = 0.69) with the 32×16m court in comparison to the 24×12m. There was no significant effect of court dimensions on the technical parameters (number of team actions, passes, piston movements toward goal and defensive activities), the number of specific handball jumps and changes of direction, and the time spent in the different heart rate zones. Considering the average data of all the experimental conditions together (24×12m, 30×15m, 32×16m), a pronounced statistical difference was highlighted between the values in first two HR zones and the last two (p < 0.05; large ES). The rating of perceived exertion was significantly higher during the drill with the 32×16m court compared with the 24×12m one (p < 0.05; ES = 2.34). Our findings indicate that changing court dimensions during small-sided handball games can be used to manipulate both external and internal loads on the players. Key pointsTo cover the specific game demands, more specific training methodologies have been developed in many sport games.Specific game exercises may provide a useful conditioning stimulus, together with technical and tactical training components.Changing court dimensions during small-sided handball games can be used to manipulate both external and internal loads on the players.The high ratio of cyclic activity per minute and the high HR values recorded during SSHGs make this type of drills extremely useful for aerobic power training.

  8. A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games.

    PubMed

    DeSmet, Ann; Shegog, Ross; Van Ryckeghem, Dimitri; Crombez, Geert; De Bourdeaudhuij, Ilse

    2015-04-01

    Serious games may be effective in promoting sexual health behavior. Their confidential nature may encourage users to discuss sensitive sexuality topics. Furthermore, they can tailor messages to the individual's needs and may be intrinsically motivating. This meta-analysis investigates the effectiveness of interventions for sexual health promotion that use serious games. A database search was conducted in PubMed, Web of Science, CINAHL, and PsycINFO for publications before the end of July 2013. Serious digital games studies measuring effects on behavior or its determinants, using a control condition, allowing the calculation of an effect size (Hedges' g, random-effects model) were included. Seven game studies for sexual health promotion were included. These showed positive effects on determinants (g=0.242; 95 percent confidence interval, 0.129, 0.356), albeit of small effect size. The effects on behavior, measured in only two studies, were not significant (g=0.456; 95 percent confidence interval, -0.649, 1.561). Most games did not use many game features that are considered to be immersive or enhancing flow. Instead, there was a strong reliance on pure gamification features, such as rewards and feedback. The effectiveness of the next generation of games may be enhanced by building on the behavioral change and educational gaming literatures (e.g., using role-play and simulation game formats, individual tailoring, offering adaptation in the difficulty of the challenge, and amount and timing of the feedback). There is a need for studies with rigorous evaluations of game effectiveness, longer-term follow-up, and using measures of behavior rather than merely their determinants.

  9. 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

  10. Does improved decision-making ability reduce the physiological demands of game-based activities in field sport athletes?

    PubMed

    Gabbett, Tim J; Carius, Josh; Mulvey, Mike

    2008-11-01

    This study investigated the effects of video-based perceptual training on pattern recognition and pattern prediction ability in elite field sport athletes and determined whether enhanced perceptual skills influenced the physiological demands of game-based activities. Sixteen elite women soccer players (mean +/- SD age, 18.3 +/- 2.8 years) were allocated to either a video-based perceptual training group (N = 8) or a control group (N = 8). The video-based perceptual training group watched video footage of international women's soccer matches. Twelve training sessions, each 15 minutes in duration, were conducted during a 4-week period. Players performed assessments of speed (5-, 10-, and 20-m sprint), repeated-sprint ability (6 x 20-m sprints, with active recovery on a 15-second cycle), estimated maximal aerobic power (V O2 max, multistage fitness test), and a game-specific video-based perceptual test of pattern recognition and pattern prediction before and after the 4 weeks of video-based perceptual training. The on-field assessments included time-motion analysis completed on all players during a standardized 45-minute small-sided training game, and assessments of passing, shooting, and dribbling decision-making ability. No significant changes were detected in speed, repeated-sprint ability, or estimated V O2 max during the training period. However, video-based perceptual training improved decision accuracy and reduced the number of recall errors, indicating improved game awareness and decision-making ability. Importantly, the improvements in pattern recognition and prediction ability transferred to on-field improvements in passing, shooting, and dribbling decision-making skills. No differences were detected between groups for the time spent standing, walking, jogging, striding, and sprinting during the small-sided training game. These findings demonstrate that video-based perceptual training can be used effectively to enhance the decision-making ability of field sport athletes; however, it has no effect on the physiological demands of game-based activities.

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

    PubMed Central

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

    2010-01-01

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

  12. Potential hazard to human health from exposure to fragments of lead bullets and shot in the tissues of game animals.

    PubMed

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

    2010-04-26

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

  13. Growth form and distribution of introduced plants in their native and non-native ranges in Eastern Asia and North America

    Treesearch

    Robert E. Ricklefs; Qinfeng Guo; Hong Qian

    2008-01-01

    There is a growing interest in understanding the influence of plant traits on their ability to spread in non-native regions. Many studies addressing this issue have been based on relatively small areas or restricted taxonomic groups. Here, we analyse a large data base involving 1567 plant species introduced between Eastern Asia and North America or from elsewhere to...

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

    NASA Astrophysics Data System (ADS)

    Anderson, Janice Lyn

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

  15. COMPANION ANIMALS SYMPOSIUM: Sustainable Ecosystems: Domestic cats and their effect on wildlife populations.

    PubMed

    Kitts-Morgan, S E

    2015-03-01

    Domestic cats are estimated to kill billions of small mammals and birds each year. In certain areas of the world, it is not uncommon for either feral or free-ranging cats to have high population densities, creating concern regarding their level of hunting. Many cats are considered to be subsidized predators, as they receive care and food from humans. Arguments abound regarding the presence of cats in the habitats of native small mammals and birds and whether or not local ecosystems can sustain this predator-prey relationship. The effects of cats on native wildlife can depend on several factors, including cat classification (feral vs. free ranging vs. indoor-outdoor), geographical location (islands vs. mainland), and type of habitat (rural vs. suburban vs. urban). Feral and free-ranging cats may have a greater impact on native species on islands because habitat is severely limited. Continued urbanization and development of rural areas also creates fragmented habitats, and native species may struggle to survive with the added pressure of hunting by domestic cats. Additionally, cats in rural areas are frequently fed by humans, which can support high population densities and intensify pressure on native species. Species targeted by cats may also vary based on prey availability in different areas, but small mammals are generally preferred over birds, reptiles, or invertebrates. Domestic cats certainly have the potential to roam and hunt in very large areas inhabited by native species and loss of biodiversity is a major concern. Therefore, it is possible that ecosystems may not be able to sustain hunting by domestic cats. Because this predator-prey relationship is probably not sustainable, it is necessary to responsibly manage outdoor domestic cats.

  16. Dietary intakes of energy and macronutrients by lactating women of different ethnic groups living in Yakutia

    PubMed Central

    Burtseva, Tatiana; Solodkova, Irina; Savvina, Maya; Dranaeva, Galina; Shadrin, Victor; Avrusin, Sergei; Sinelnikova, Elena; Chasnyk, Vyacheslav

    2013-01-01

    Background There should be a substantial increase in the intake of dietary energy, protein and other nutrients by lactating women, though these special increments can be different in different ethnic groups. Objective To evaluate the influence of maternal ethnicity and diet on the quality of breast milk and its potential effect on early childhood development. Design A total of 185 mothers (150 Native and 35 Russian) living in settlements and small towns of rural Yakutia and 54 mothers (26 Native and 28 Russian) living in Yakutsk were surveyed and average food intake was recorded during 3 successive days before the survey was analyzed. Results The amount of protein varied from 18 to 168.3 g/day, fat – from 12 to 176.1 g/day, energy – from 900 to 3680.4 kcal/day. Protein intake was at the level of current recommended dietary allowances (RDA) in Russians and was higher than in Natives living in rural settlements and small towns (p=0.02) and in Yakutsk (p=0.03). Carbohydrate intake was higher, though not significantly, in both ethnic groups compared with the current recommendations. Protein, fat, carbohydrates and, therefore, energy intake were lower (p<0.03) in Native women living in Yakutsk compared with the intake of Native women living in rural settlements and small towns. Conclusions The dietary intakes of energy and macronutrients depended on the place where a woman lived rather than on her ethnicity. Overall, energy intake was considered to be at the lower limit (basal energy expenditure 2002/2005) for lactating women, with the exception of Native women living in Yakutsk whose energy intake was below the lower limit. PMID:23971015

  17. Dietary intakes of energy and macronutrients by lactating women of different ethnic groups living in Yakutia.

    PubMed

    Burtseva, Tatiana; Solodkova, Irina; Savvina, Maya; Dranaeva, Galina; Shadrin, Victor; Avrusin, Sergei; Sinelnikova, Elena; Chasnyk, Vyacheslav

    2013-01-01

    There should be a substantial increase in the intake of dietary energy, protein and other nutrients by lactating women, though these special increments can be different in different ethnic groups. To evaluate the influence of maternal ethnicity and diet on the quality of breast milk and its potential effect on early childhood development. A total of 185 mothers (150 Native and 35 Russian) living in settlements and small towns of rural Yakutia and 54 mothers (26 Native and 28 Russian) living in Yakutsk were surveyed and average food intake was recorded during 3 successive days before the survey was analyzed. The amount of protein varied from 18 to 168.3 g/day, fat--from 12 to 176.1 g/day, energy--from 900 to 3680.4 kcal/day. Protein intake was at the level of current recommended dietary allowances (RDA) in Russians and was higher than in Natives living in rural settlements and small towns (p = 0.02) and in Yakutsk (p = 0.03). Carbohydrate intake was higher, though not significantly, in both ethnic groups compared with the current recommendations. Protein, fat, carbohydrates and, therefore, energy intake were lower (p < 0.03) in Native women living in Yakutsk compared with the intake of Native women living in rural settlements and small towns. The dietary intakes of energy and macronutrients depended on the place where a woman lived rather than on her ethnicity. Overall, energy intake was considered to be at the lower limit (basal energy expenditure 2002/2005) for lactating women, with the exception of Native women living in Yakutsk whose energy intake was below the lower limit.

  18. Social games in a social network.

    PubMed

    Abramson, G; Kuperman, M

    2001-03-01

    We study an evolutionary version of the Prisoner's Dilemma game, played by agents placed in a small-world network. Agents are able to change their strategy, imitating that of the most successful neighbor. We observe that different topologies, ranging from regular lattices to random graphs, produce a variety of emergent behaviors. This is a contribution towards the study of social phenomena and transitions governed by the topology of the community.

  19. A Simple Universal Turing Machine for the Game of Life Turing Machine

    NASA Astrophysics Data System (ADS)

    Rendell, Paul

    In this chapter we present a simple universal Turing machine which is small enough to fit into the design limits of the Turing machine build in Conway's Game of Life by the author. That limit is 8 symbols and 16 states. By way of comparison we also describe one of the smallest known universal Turing machines due to Rogozhin which has 6 symbols and 4 states.

  20. Asynchronous updates can promote the evolution of cooperation on multiplex networks

    NASA Astrophysics Data System (ADS)

    Allen, James M.; Hoyle, Rebecca B.

    2017-04-01

    We study the importance to the frequency of cooperation of the choice of updating strategies in a game played asynchronously or synchronously across layers in a multiplex network. Updating asynchronously in the public goods game leads to higher frequencies of cooperation compared to synchronous updates. How large this effect is depends on the sensitivity of the game dynamics to changes in the number of cooperators surrounding a player, with the largest effect observed when players payoffs are small. The discovery of this effect enhances understanding of cooperation on multiplex networks, and demonstrates a new way to maintain cooperation in these systems.

  1. Teaching Quantum Mechanics with qCraft: Outreach and Video Games

    NASA Astrophysics Data System (ADS)

    Kubica, Aleksander; Chatwin-Davies, Aidan; Michalakis, Spyridon

    Why is quantum mechanics considered a hard and inaccessible subject? Part of the difficulty is due to the nature of the subject itself. However, no small part of the difficulty is its pedagogy, which often relies on out-of-date historical motivation and experimental evidence that is disconnected from day-to-day experiences. In this first talk, we explore ways in which video games are well-suited to teaching quantum mechanics, in particular with regards to building intuition, as well as some of their limitations. We then illustrate these considerations through qCraft, an extension for Minecraft that incorporates aspects of quantum mechanics into the game.

  2. Non-native salmonids affect amphibian occupancy at multiple spatial scales

    USGS Publications Warehouse

    Pilliod, David S.; Hossack, Blake R.; Bahls, Peter F.; Bull, Evelyn L.; Corn, Paul Stephen; Hokit, Grant; Maxell, Bryce A.; Munger, James C.; Wyrick, Aimee

    2010-01-01

    Aim The introduction of non-native species into aquatic environments has been linked with local extinctions and altered distributions of native species. We investigated the effect of non-native salmonids on the occupancy of two native amphibians, the long-toed salamander (Ambystoma macrodactylum) and Columbia spotted frog (Rana luteiventris), across three spatial scales: water bodies, small catchments and large catchments. Location Mountain lakes at ≥ 1500 m elevation were surveyed across the northern Rocky Mountains, USA. Methods We surveyed 2267 water bodies for amphibian occupancy (based on evidence of reproduction) and fish presence between 1986 and 2002 and modelled the probability of amphibian occupancy at each spatial scale in relation to habitat availability and quality and fish presence. Results After accounting for habitat features, we estimated that A. macrodactylum was 2.3 times more likely to breed in fishless water bodies than in water bodies with fish. Ambystoma macrodactylum also was more likely to occupy small catchments where none of the water bodies contained fish than in catchments where at least one water body contained fish. However, the probability of salamander occupancy in small catchments was also influenced by habitat availability (i.e. the number of water bodies within a catchment) and suitability of remaining fishless water bodies. We found no relationship between fish presence and salamander occupancy at the large-catchment scale, probably because of increased habitat availability. In contrast to A. macrodactylum, we found no relationship between fish presence and R. luteiventris occupancy at any scale. Main conclusions Our results suggest that the negative effects of non-native salmonids can extend beyond the boundaries of individual water bodies and increase A. macrodactylum extinction risk at landscape scales. We suspect that niche overlap between non-native fish and A. macrodactylum at higher elevations in the northern Rocky Mountains may lead to extinction in catchments with limited suitable habitat.

  3. Role of generosity and forgiveness: Return to a cooperative society

    NASA Astrophysics Data System (ADS)

    Park, Hye Jin; Kim, Beom Jun; Jeong, Hyeong-Chai

    2017-04-01

    One's reputation in human society depends on what and how one did in the past. If the reputation of a counterpart is too bad, we often avoid interacting with the individual. We introduce a selective cooperator called the goodie, who participates in the prisoner's dilemma game dependent on the opponent's reputation, and study its role in forming a cooperative society. We observe enhanced cooperation when goodies have a small but nonzero probability of playing the game with an individual who defected in previous rounds. Our finding implies that even this small generosity of goodies can provide defectors chances of encountering the better world of cooperation, encouraging them to escape from their isolated world of selfishness.

  4. Investigation on Law and Economics Based on Complex Network and Time Series Analysis.

    PubMed

    Yang, Jian; Qu, Zhao; Chang, Hui

    2015-01-01

    The research focuses on the cooperative relationship and the strategy tendency among three mutually interactive parties in financing: small enterprises, commercial banks and micro-credit companies. Complex network theory and time series analysis were applied to figure out the quantitative evidence. Moreover, this paper built up a fundamental model describing the particular interaction among them through evolutionary game. Combining the results of data analysis and current situation, it is justifiable to put forward reasonable legislative recommendations for regulations on lending activities among small enterprises, commercial banks and micro-credit companies. The approach in this research provides a framework for constructing mathematical models and applying econometrics and evolutionary game in the issue of corporation financing.

  5. Role of generosity and forgiveness: Return to a cooperative society.

    PubMed

    Park, Hye Jin; Kim, Beom Jun; Jeong, Hyeong-Chai

    2017-04-01

    One's reputation in human society depends on what and how one did in the past. If the reputation of a counterpart is too bad, we often avoid interacting with the individual. We introduce a selective cooperator called the goodie, who participates in the prisoner's dilemma game dependent on the opponent's reputation, and study its role in forming a cooperative society. We observe enhanced cooperation when goodies have a small but nonzero probability of playing the game with an individual who defected in previous rounds. Our finding implies that even this small generosity of goodies can provide defectors chances of encountering the better world of cooperation, encouraging them to escape from their isolated world of selfishness.

  6. 2002 Small Mammal Inventory at Lawrence Livermore National Laboratory, Site 300

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

    West, E; Woollett, J

    2004-11-16

    To assist the University of California in obtaining biological assessment information for the ''2004 Environmental Impact Statement for Continued Operation of Lawrence Livermore National Laboratory (LLNL)'', Jones & Stokes conducted an inventory of small mammals in six major vegetation communities at Site 300. These communities were annual grassland, native grassland, oak savanna, riparian corridor, coastal scrub, and seep/spring wetlands. The principal objective of this study was to assess the diversity and abundance of small mammal species in these communities, as well as the current status of any special-status small mammal species found in these communities. Surveys in the native grasslandmore » community were conducted before and after a controlled fire management burn of the grasslands to qualitatively evaluate any potential effects of fire on small mammals in the area.« less

  7. The effect of $1, $5 and $10 stakes in an online dictator game.

    PubMed

    Raihani, Nichola J; Mace, Ruth; Lamba, Shakti

    2013-01-01

    The decision rules underpinning human cooperative behaviour are often investigated under laboratory conditions using monetary incentives. A major concern with this approach is that stake size may bias subjects' decisions. This concern is particularly acute in online studies, where stakes are often far lower than those used in laboratory or field settings. We address this concern by conducting a Dictator Game using Amazon Mechanical Turk. In this two-player game, one player (the dictator) determines the division of an endowment between himself and the other player. We recruited subjects from India and the USA to play an online Dictator Game. Dictators received endowments of $1, $5 or $10. We collected two batches of data over two consecutive years. We found that players from India were less generous when playing with a $10 stake. By contrast, the effect of stake size among players from the USA was very small. This study indicates that the effects of stake size on decision making in economic games may vary across populations.

  8. A Preferentially Segregated Recycling Vesicle Pool of Limited Size Supports Neurotransmission in Native Central Synapses

    PubMed Central

    Marra, Vincenzo; Burden, Jemima J.; Thorpe, Julian R.; Smith, Ikuko T.; Smith, Spencer L.; Häusser, Michael; Branco, Tiago; Staras, Kevin

    2012-01-01

    Summary At small central synapses, efficient turnover of vesicles is crucial for stimulus-driven transmission, but how the structure of this recycling pool relates to its functional role remains unclear. Here we characterize the organizational principles of functional vesicles at native hippocampal synapses with nanoscale resolution using fluorescent dye labeling and electron microscopy. We show that the recycling pool broadly scales with the magnitude of the total vesicle pool, but its average size is small (∼45 vesicles), highly variable, and regulated by CDK5/calcineurin activity. Spatial analysis demonstrates that recycling vesicles are preferentially arranged near the active zone and this segregation is abolished by actin stabilization, slowing the rate of activity-driven exocytosis. Our approach reveals a similarly biased recycling pool distribution at synapses in visual cortex activated by sensory stimulation in vivo. We suggest that in small native central synapses, efficient release of a limited pool of vesicles relies on their favored spatial positioning within the terminal. PMID:23141069

  9. Relation between native ensembles and experimental structures of proteins

    PubMed Central

    Best, Robert B.; Lindorff-Larsen, Kresten; DePristo, Mark A.; Vendruscolo, Michele

    2006-01-01

    Different experimental structures of the same protein or of proteins with high sequence similarity contain many small variations. Here we construct ensembles of “high-sequence similarity Protein Data Bank” (HSP) structures and consider the extent to which such ensembles represent the structural heterogeneity of the native state in solution. We find that different NMR measurements probing structure and dynamics of given proteins in solution, including order parameters, scalar couplings, and residual dipolar couplings, are remarkably well reproduced by their respective high-sequence similarity Protein Data Bank ensembles; moreover, we show that the effects of uncertainties in structure determination are insufficient to explain the results. These results highlight the importance of accounting for native-state protein dynamics in making comparisons with ensemble-averaged experimental data and suggest that even a modest number of structures of a protein determined under different conditions, or with small variations in sequence, capture a representative subset of the true native-state ensemble. PMID:16829580

  10. The Tortoise and the Hare. Small-Game Use, the Broad-Spectrum Revolution, and Paleolithic Demography.

    PubMed

    Stiner; Munro; Surovell

    2000-02-01

    This study illustrates the potential of small-game data for identifying and dating Paleolithic demographic pulses such as those associated with modern human origins and the later evolution of food-producing economies. Archaeofaunal series from Israel and Italy serve as our examples. Three important implications of this study are that (1) early Middle Paleolithic populations were exceptionally small and highly dispersed, (2) the first major population growth pulse in the eastern Mediterranean probably occurred before the end of the Middle Paleolithic, and (3) subsequent demographic pulses in the Upper and Epi-Paleolithic greatly reshaped the conditions of selection that operated on human subsistence ecology, technology, and society. The findings of this study are consistent with the main premise of Flannery's broad-spectrum-revolution hypothesis. However, ranking small prey in terms of work of capture (in the absence of special harvesting tools) proved far more effective in this investigation of human diet breadth than have the taxonomic-diversity analyses published previously.

  11. Indirect interactions between invasive and native plants via pollinators

    NASA Astrophysics Data System (ADS)

    Kaiser-Bunbury, Christopher N.; Müller, Christine B.

    2009-03-01

    In generalised pollination systems, the presence of alien plant species may change the foraging behaviour of pollinators on native plant species, which could result in reduced reproductive success of native plant species. We tested this idea of indirect interactions on a small spatial and temporal scale in a field study in Mauritius, where the invasive strawberry guava, Psidium cattleianum, provides additional floral resources for insect pollinators. We predicted that the presence of flowering guava would indirectly and negatively affect the reproductive success of the endemic plant Bertiera zaluzania, which has similar flowers, by diverting shared pollinators. We removed P. cattleianum flowers within a 5-m radius from around half the B. zaluzania target plants (treatment) and left P. cattleianum flowers intact around the other half (control). By far, the most abundant and shared pollinator was the introduced honey bee, Apis mellifera, but its visitation rates to treatment and control plants were similar. Likewise, fruit and seed set and fruit size and weight of B. zaluzania were not influenced by the presence of P. cattleianum flowers. Although other studies have shown small-scale effects of alien plant species on neighbouring natives, we found no evidence for such negative indirect interactions in our system. The dominance of introduced, established A. mellifera indicates their replacement of native insect flower visitors and their function as pollinators of native plant species. However, the pollination effectiveness of A. mellifera in comparison to native pollinators is unknown.

  12. DJ Sim: a virtual reality DJ simulation game

    NASA Astrophysics Data System (ADS)

    Tang, Ka Yin; Loke, Mei Hwan; Chin, Ching Ling; Chua, Gim Guan; Chong, Jyh Herng; Manders, Corey; Khan, Ishtiaq Rasool; Yuan, Miaolong; Farbiz, Farzam

    2009-02-01

    This work describes the process of developing a 3D Virtual Reality (VR) DJ simulation game intended to be displayed on a stereoscopic display. Using a DLP projector and shutter glasses, the user of the system plays a game in which he or she is a DJ in a night club. The night club's music is playing, and the DJ is "scratching" in correspondence to this music. Much in the flavor of Guitar Hero or Dance Dance Revolution, a virtual turntable is manipulated to project information about how the user should perform. The user only needs a small set of hand gestures, corresponding to the turntable scratch movements to play the game. As the music plays, a series of moving arrows approaching the DJ's turntable instruct the user as to when and how to perform the scratches.

  13. CROSS-DISCIPLINARY PHYSICS AND RELATED AREAS OF SCIENCE AND TECHNOLOGY: Evolutionary Self-Questioning Games with Local Contribution

    NASA Astrophysics Data System (ADS)

    Liu, Yong-Kui; Li, Zhi; Chen, Xiao-Jie; Wang, Long

    2009-08-01

    We investigate the evolutionary Prisoner's Dilemma and the Snowdrift Game on small-world networks in a realistic social context where individuals consider their local contributions to their group and update their strategies by self-questioning. An individual with introspection can determine whether its current strategy is superior by playing a virtual round of the game and its local contribution is defined as the sum of all the payoffs its neighbors collect against it. In our model, the performance of an individual is determined by both its payoff and local contribution through a linear combination. We demonstrate that the present mechanism can produce very robust cooperative behavior in both games. Furthermore, we provide theoretical analysis based on mean-field approximation, and find that the analytical predictions are qualitatively consistent with the simulation results.

  14. Relation of Adolescent Video Game Play to Time Spent in Other Activities

    PubMed Central

    Cummings, Hope M.; Vandewater, Elizabeth A.

    2017-01-01

    Objective To examine the notion that playing video games is negatively related to the time adolescents spend in more developmentally appropriate activities. Design Nonexperimental study. Setting Survey data collected during the 2002–2003 school year. Participants A nationally representative sample of 1491 children aged 10 to 19 years. Main Outcome Measure Twenty-four–hour time-use diaries were collected on 1 weekday and 1 weekend day, both randomly chosen. Time-use diaries were used to determine adolescents’ time spent playing video games, with parents and friends, reading and doing homework, and in sports and active leisure. Results Differences in time spent between game players and nonplayers as well as the magnitude of the relationships among game time and activity time among adolescent game players were assessed. Thirty-six percent of adolescents (80% of boys and 20% of girls) played video games. On average, gamers played for an hour on the weekdays and an hour and a half on the weekends. Compared with nongamers, adolescent gamers spent 30% less time reading and 34% less time doing homework. Among gamers (both genders), time spent playing video games without parents or friends was negatively related to time spent with parents and friends in other activities. Conclusions Although gamers and nongamers did not differ in the amount of time they spent interacting with family and friends, concerns regarding gamers’ neglect of school responsibilities (reading and homework) are warranted. Although only a small percentage of girls played video games, our findings suggest that playing video games may have different social implications for girls than for boys. PMID:17606832

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

    PubMed

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

    2015-09-01

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

  16. DSM-5 diagnosis of Internet Gaming Disorder: Some ways forward in overcoming issues and concerns in the gaming studies field

    PubMed Central

    Kuss, Daria J.; Griffiths, Mark D.; Pontes, Halley M.

    2017-01-01

    Background and aims The current DSM-5 diagnosis of Internet Gaming Disorder (IGD; American Psychiatric Association [APA], 2013) has led to a number of issues and concerns that we highlighted in our recent paper (Kuss, Griffiths, & Pontes, 2017). Experts in the field responded to our evaluation of these issues resulting in six commentaries. Methods In this paper, we offer responses to the six commentaries to move the scientific field forward. All of the responses to our original paper highlighted many conceptual, theoretical, and/or methodological problems with the proposed IGD diagnosis as outlined in the DSM-5. We outline some ways forward in overcoming issues and concerns in the gaming studies field. Results We argue that rather than stigmatizing gaming per se, the role of scientists and practitioners is to establish a clear-cut distinction between someone who may use games excessively but non-problematically and someone who is experiencing significant impairment in their daily lives as a consequence of their excessive gaming. This responsibility needs to be shared by popular media who are often quick to build a moral panic around gaming behaviors, often based on cherry-picking specific case studies and pieces of research which support their headlines. Conclusion Researchers, practitioners, gaming developers, and the media need to work together and collaboratively to build a realistic and comprehensive understanding of gaming as a normal, enjoyable, and often beneficial sociocultural practice, which for a small minority of excessive users may be associated with the experience of addiction-related symptoms that may require professional support. PMID:28662619

  17. DSM-5 diagnosis of Internet Gaming Disorder: Some ways forward in overcoming issues and concerns in the gaming studies field.

    PubMed

    Kuss, Daria J; Griffiths, Mark D; Pontes, Halley M

    2017-06-01

    Background and aims The current DSM-5 diagnosis of Internet Gaming Disorder (IGD; American Psychiatric Association [APA], 2013) has led to a number of issues and concerns that we highlighted in our recent paper (Kuss, Griffiths, & Pontes, 2017). Experts in the field responded to our evaluation of these issues resulting in six commentaries. Methods In this paper, we offer responses to the six commentaries to move the scientific field forward. All of the responses to our original paper highlighted many conceptual, theoretical, and/or methodological problems with the proposed IGD diagnosis as outlined in the DSM-5. We outline some ways forward in overcoming issues and concerns in the gaming studies field. Results We argue that rather than stigmatizing gaming per se, the role of scientists and practitioners is to establish a clear-cut distinction between someone who may use games excessively but non-problematically and someone who is experiencing significant impairment in their daily lives as a consequence of their excessive gaming. This responsibility needs to be shared by popular media who are often quick to build a moral panic around gaming behaviors, often based on cherry-picking specific case studies and pieces of research which support their headlines. Conclusion Researchers, practitioners, gaming developers, and the media need to work together and collaboratively to build a realistic and comprehensive understanding of gaming as a normal, enjoyable, and often beneficial sociocultural practice, which for a small minority of excessive users may be associated with the experience of addiction-related symptoms that may require professional support.

  18. The Effect of Problem-Solving Video Games on the Science Reasoning Skills of College Students

    NASA Astrophysics Data System (ADS)

    Fanetti, Tina M.

    As the world continues to rapidly change, students are faced with the need to develop flexible skills, such as science reasoning that will help them thrive in the new knowledge economy. Prensky (2001), Gee (2003), and Van Eck (2007) have all suggested that the way to engage learners and teach them the necessary skills is through digital games, but empirical studies focusing on popular games are scant. One way digital games, especially video games, could potentially be useful if there were a flexible and inexpensive method a student could use at their convenience to improve selected science reasoning skills. Problem-solving video games, which require the use of reasoning and problem solving to answer a variety of cognitive challenges could be a promising method to improve selected science reasoning skills. Using think-aloud protocols and interviews, a qualitative study was carried out with a small sample of college students to examine what impact two popular video games, Professor Layton and the Curious Village and Professor Layton and the Diabolical Box, had on specific science reasoning skills. The subject classified as an expert in both gaming and reasoning tended to use more higher order thinking and reasoning skills than the novice reasoners. Based on the assessments, the science reasoning of college students did not improve during the course of game play. Similar to earlier studies, students tended to use trial and error as their primary method of solving the various puzzles in the game and additionally did not recognize when to use the appropriate reasoning skill to solve a puzzle, such as proportional reasoning.

  19. Do Young Chinese Children Gain Anthropomorphism after Exposure to Personified Touch-Screen and Board Games?

    PubMed Central

    Li, Hui; Hsueh, Yeh; Wang, Fuxing; Bai, Xuejun; Liu, Tao; Zhou, Li

    2017-01-01

    Research shows that preschoolers are likely to anthropomorphize not only animals, but also inanimate toy after being exposed to books that personify these objects. Can such an effect also arise through young children’s use of touch-screen games? The present study is the first to examine whether playing a touch-screen personified train game affects young children’s anthropomorphism of real trains. Seventy-nine 4- and 6-year-old children were randomly assigned to play either a touch-screen game or a board game of Thomas the Tank Engine for 10 min. They completed the Individual Differences in Anthropomorphism Questionnaire–Child Form (IDAQ-CF) (two subscales: Technology/Inanimate Nature, Animate Nature) and an additional four items about the anthropomorphism of real trains, before (T1) and after (T2) the game. Overall results showed that children manifested a small but statistically significant increase in anthropomorphizing of real trains after their exposure to both games, claiming that real trains were like humans. Interestingly, 4-year-old children in the board game group tended to anthropomorphize real trains more than those in the touch-screen group, whereas the reverse was true for the 6-year-old children. The results suggest that touch-screen games may delay the decline of children’s anthropomorphism during the cognitive and socio-emotional transition that occurs in children aged 5–7. These findings have implications for future research on how touch-screen games increase children’s anthropomorphism of the real world, and more generally, for evaluation of the influence of the growing use of touch-screen games on young children’s learning. PMID:28179891

  20. Cadmium, lead, and mercury exposure assessment among croatian consumers of free-living game.

    PubMed

    Lazarus, Maja; Prevendar Crnić, Andreja; Bilandžić, Nina; Kusak, Josip; Reljić, Slaven

    2014-09-29

    Free-living game can be an important source of dietary cadmium and lead; the question is whether exposure to these two elements is such that it might cause adverse health effects in the consumers. The aim of this study was to estimate dietary exposure to cadmium, lead, and mercury from free-living big game (fallow deer, roe deer, red deer, wild boar, and brown bear), and to mercury from small game (pheasant and hare), hunted in Croatia from 1990 to 2012. The exposure assessment was based on available literature data and our own measurements of metal levels in the tissues of the game, by taking into account different consumption frequencies (four times a year, once a month and once a week). Exposure was expressed as percentage of (provisional) tolerable weekly intake [(P)TWI] values set by the European Food Safety Authority (EFSA). Consumption of game meat (0.002-0.5 % PTWI) and liver (0.005-6 % PTWI) assumed for the general population (four times a year) does not pose a health risk to consumers from the general population, nor does monthly (0.02-6 % PTWI) and weekly (0.1-24 % PTWI) consumption of game meat. However, because of the high percentage of free-living game liver and kidney samples exceeding the legislative limits for cadmium (2-99 %) and lead (1-82 %), people should keep the consumption of certain game species' offal as low as possible. Children and pregnant and lactating women should avoid eating game offal altogether. Free-living game liver could be an important source of cadmium if consumed on a monthly basis (3-74 % TWI), and if consumed weekly (11-297 % TWI), it could even give rise to toxicological concern.

  1. Restoration of Degraded Soil in the Nanmangalam Reserve Forest with Native Tree Species: Effect of Indigenous Plant Growth-Promoting Bacteria

    PubMed Central

    Ramachandran, Andimuthu; Radhapriya, Parthasarathy

    2016-01-01

    Restoration of a highly degraded forest, which had lost its natural capacity for regeneration, was attempted in the Nanmangalam Reserve Forest in Eastern Ghats of India. In field experiment, 12 native tree species were planted. The restoration included inoculation with a consortium of 5 native plant growth-promoting bacteria (PGPB), with the addition of small amounts of compost and a chemical fertilizer (NPK). The experimental fields were maintained for 1080 days. The growth and biomass varied depending on the plant species. All native plants responded well to the supplementation with the native PGPB. The plants such as Pongamia pinnata, Tamarindus indica, Gmelina arborea, Wrightia tinctoria, Syzygium cumini, Albizia lebbeck, Terminalia bellirica, and Azadirachta indica performed well in the native soil. This study demonstrated, by using native trees and PGPB, a possibility to restore the degraded forest. PMID:27195310

  2. Restoration of Degraded Soil in the Nanmangalam Reserve Forest with Native Tree Species: Effect of Indigenous Plant Growth-Promoting Bacteria.

    PubMed

    Ramachandran, Andimuthu; Radhapriya, Parthasarathy

    Restoration of a highly degraded forest, which had lost its natural capacity for regeneration, was attempted in the Nanmangalam Reserve Forest in Eastern Ghats of India. In field experiment, 12 native tree species were planted. The restoration included inoculation with a consortium of 5 native plant growth-promoting bacteria (PGPB), with the addition of small amounts of compost and a chemical fertilizer (NPK). The experimental fields were maintained for 1080 days. The growth and biomass varied depending on the plant species. All native plants responded well to the supplementation with the native PGPB. The plants such as Pongamia pinnata, Tamarindus indica, Gmelina arborea, Wrightia tinctoria, Syzygium cumini, Albizia lebbeck, Terminalia bellirica, and Azadirachta indica performed well in the native soil. This study demonstrated, by using native trees and PGPB, a possibility to restore the degraded forest.

  3. Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study.

    PubMed

    Simons, Monique; Chinapaw, Mai J M; Brug, Johannes; Seidell, Jaap; de Vet, Emely

    2015-03-05

    Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not other physical activity, and when it is not associated with a higher energy intake. The current study therefore examines the association between active video gaming and other energy-balance-related behaviours (EBRBs). Adolescents (12-16 years) with access to an active video game and who reported to spend at least one hour per week in active video gaming were invited to participate in the study. They were asked to complete electronic 24-hour recall diaries on five randomly assigned weekdays and two randomly assigned weekend-days in a one-month period, reporting on time spent playing active and non-active video games and on other EBRBs. Findings indicated that adolescents who reported playing active video games on assessed days also reported spending more time playing non-active video games (Median = 23.6, IQR = 56.8 minutes per week) compared to adolescents who did not report playing active video games on assessed days (Median = 10.0, IQR = 51.3 minutes per week, P < 0.001 (Mann Whitney test)). No differences between these groups were found in other EBRBs. Among those who played active video games on assessed days, active video game time was positively yet weakly associated with TV/DVD time and snack consumption. Active video game time was not significantly associated with other activities and sugar-sweetened beverages intake. The results suggest that it is unlikely that time spent by adolescents in playing active video games replaces time spent in other physically active behaviours or sedentary activities. Spending more time playing active video games does seem to be associated with a small, but significant increase in intake of snacks. This suggests that interventions aimed at increasing time spent on active video gaming, may have unexpected side effects, thus warranting caution.

  4. Feasibility of gaming console exercise and its effect on endurance, gait and balance in people with an acquired brain injury.

    PubMed

    McClanachan, Nelson J; Gesch, Janelle; Wuthapanich, Nampech; Fleming, Jennifer; Kuys, Suzanne S

    2013-01-01

    To determine feasibility of gaming console exercise and its effect on endurance, gait and balance in people following acquired brain injury (ABI). Twenty-one people following ABI were recruited to an 8-week randomized cross-over trial where 4 weeks of gaming console exercise in addition to usual therapy and 4 weeks of usual therapy alone were received. Feasibility measures included compliance, session duration and adverse events. Measures included endurance measured using a 6-minute walk test, spatiotemporal gait parameters (GAITRite) and balance using Balance Outcome Measure for Elder Rehabilitation (BOOMER). Motivation was measured using the Change Assessment Questionnaire. Compliance with gaming console exercise was high (99%), the majority of sessions reached duration target (82%) and there were no adverse events. There were small, though non-significant increases in 6-minute walk distance (18 metres, 95% CI = -33 to 69), gait speed (0.11 m s(-1), 95% CI = -0.18 to 0.29) and balance compared to after usual therapy after gaming console exercise. Gaming console exercise appears feasible in people with ABI. Four weeks of gaming console exercise in addition to usual therapy appears to result in similar improvements in endurance, gait and balance compared to usual therapy alone and may enhance active engagement in therapy.

  5. Grand Theft Auto IV comes to Singapore: effects of repeated exposure to violent video games on aggression.

    PubMed

    Teng, Scott Kie Zin; Chong, Gabriel Yew Mun; Siew, Amy Sok Cheng; Skoric, Marko M

    2011-10-01

    Given the increasingly dominant role of video games in the mainstream entertainment industry, it is no surprise that the scholarly debate about their impact has been lively and well attended. Although >100 studies have been conducted to examine the impact of violent video games on aggression, no clear consensus has been reached, particularly in terms of their long-term impact on violent behavior and aggressive cognitions. This study employs a first-ever longitudinal laboratory-based experiment to examine longer-term effects of playing a violent video game. One hundred thirty-five participants were assigned either to the treatment condition where they played a violent video game in a controlled laboratory setting for a total of 12 hours or to the control group where they did not play a game. Participants in the treatment group played Grand Theft Auto IV over a period of 3 weeks and were compared with a control group on the posttest measures of trait aggression, attitudes toward violence, and empathy. The findings do not support the assertion that playing a violent video game for a period of 3 weeks increases aggression or reduces empathy, but they suggest a small increase in proviolence attitudes. The implications of the findings are discussed.

  6. Using the Competent Small Group Communicator Instrument to Assess Group Performance in the Classroom.

    ERIC Educational Resources Information Center

    Albert, Lawrence S.

    If being a competent small group problem solver is difficult, it is even more difficult to impart those competencies to others. Unlike athletic coaches who are near their players during the real game, teachers of small group communication are not typically present for on-the-spot coaching when their students are doing their problem solving. That…

  7. 78 FR 11795 - Minimum Technical Standards for Class II Gaming Systems and Equipment

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-20

    ... threshold amount. The Commission increased that amount in the MICS from $1,000,000 to $3,000,000. The... considered to be small entities for the purposes of the Regulatory Flexibility Act. Small Business Regulatory Enforcement Fairness Act The proposed rule is not a major rule under 5 U.S.C. 804(2), the Small Business...

  8. Match-derived relative pitch area changes the physical and team tactical performance of elite soccer players in small-sided soccer games.

    PubMed

    Olthof, Sigrid B H; Frencken, Wouter G P; Lemmink, Koen A P M

    2018-07-01

    Small-sided games (SSGs) are used in training sessions to prepare for full-sized matches. For the same number of players, smaller pitch sizes result in decreased physical performance and shorter interpersonal distances. A relative pitch area derived from the full-sized match results in larger pitch sizes and this may increase the fit between SSGs and full-sized matches. This study aimed to investigate SSGs with a traditional small pitch and a match-derived relative pitch area in youth elite soccer players. Four age categories (under-13, under-15, under-17 and under-19) played 4 vs. 4 plus goalkeepers on a small (40x30m, 120m 2 relative pitch area) and large pitch (68x47m, 320m 2 relative pitch area). The number of games per age category ranged 15-30. Positional data (LPM-system) were collected to determine physical (total distance covered, high intensity distance and number of sprints) and team tactical (inter-team distance, LPW-ratio, surface area, stretch indices, goalkeeper-defender distance) performance measures and tactical variability. On a large pitch, physical performance significantly increased, inter-team and intra-team distances were significantly larger and tactical variability of intra-team distance measures significantly increased. The match-derived relative pitch area is an important training manipulation and leads to changes in physical and tactical performance 4 vs. 4 plus goalkeepers.

  9. Eastern mosquitofish resists invasion by nonindigenous poeciliids through agonistic behaviors

    USGS Publications Warehouse

    Thompson, Kevin A.; Hill, Jeffrey E.; Nico, Leo G.

    2012-01-01

    Florida is a hotspot for nonindigenous fishes with over 30 species established, although few of these are small-bodied species. One hypothesis for this pattern is that biotic resistance of native species is reducing the success of small-bodied, introduced fishes. The eastern mosquitofish Gambusia holbrooki is common in many freshwater habitats in Florida and although small-bodied (<50 mm), it is a predator and aggressive competitor. We conducted four mesocosm experiments to examine the potential for biotic resistance by eastern mosquitofish to two small-bodied nonindigenous fishes, variable platyfish (Xiphophorus variatus) and swordtail (X. hellerii). Experiments tested: (1) effect of eastern mosquitofish density on adult survival, (2) effect of eastern mosquitofish on a stage-structured population, (3) role of habitat structural complexity on nonindigenous adult survival, and (4) behavioral effects of eastern mosquitofish presence and habitat complexity. Eastern mosquitofish attacked and killed non-native poeciliids with especially strong effects on juveniles of both species. Higher eastern mosquitofish density resulted in greater effects. Predation on swordtails increased with increasing habitat complexity. Eastern mosquitofish also actively drove swordtails from cover, which could expose non-native fish to other predators under field conditions. Our results suggest that eastern mosquitofish may limit invasion success.

  10. Variation of activity demands in small-sided soccer games.

    PubMed

    Dellal, A; Drust, B; Lago-Penas, C

    2012-05-01

    The aim of the present study was to examine the physical and technical activity during different periods within small-sided soccer games (SSGs). 20 elite players completed 3 different SSGs (2-a-side, 3-a-side and 4-a-side games) in which the number of ball touches per individual possession was fixed at a maximum of 2. The duration and the pitch size of each SSG were strictly controlled (2 min, 3 min, 4 min, respectively; 1:75 m2) with each period repeated 4 times (P1, P2, P3, P4). The physical and technical activities, heart rate responses, blood lactate concentration and rating of perceived exertion (RPE) were analysed. The results showed a decrease of high and very high-intensity activities (from - 26.2% to - 37.7%, P<0.001), an increase of blood lactate concentration (from + 28.0% to + 76.9%), RPE (from + 29.0% to + 32.8%), and heart rate responses (~ 6.6%), and a significant alteration of technical activities from P1 to P4 in each SSG. The greatest differences from P1 and P4 were observed for the 2-a-side game when compared to the 3-a-side and 4-a-side games (P<0.05) for each variable analysed . In conclusion, the variation of the player's activity throughout the periods indicates that the duration and number of exercise periods used within SSGs is an important variable in determining the training stimulus in soccer-specific training. © Georg Thieme Verlag KG Stuttgart · New York.

  11. Gambling in China: socio-historical evolution and current challenges.

    PubMed

    Wu, Anise M S; Lau, Joseph T F

    2015-02-01

    This paper provides an overview of gambling issues in China, including historical development, governmental responses and social consequences. Based on materials written in Chinese or English available at academic databases and other online resources, historical, cultural and policy analyses were conducted. The focus is on mainland China, but reference is made to Hong Kong and Macao to illustrate differences. Throughout Chinese history, gambling was strictly prohibited by law. In contrast, small-stakes betting for entertainment instead of monetary gain, defined as 'gaming' in this paper, has been culturally acceptable and tolerated by governments. After banning gambling for three decades, the Chinese government attempts to meet public demand for 'gaming' and to confine gambling to 'gaming' by issuing national lotteries. In response to increased economic wealth, gambling opportunities were allowed to develop, but were restricted to Macao. Social problems such as illegal and youth gambling are, however, emerging. The 'gaming' perception may predispose Chinese individuals to wagering activities and increase the risk of gambling disorder, which has been widely seen as misconduct rather than a mental disorder. Currently, the country has a dearth of gambling research and limited prevention and rehabilitation services, almost none at national level. A distinction between small-stakes 'gaming' and large-stakes 'gambling', which has cultural roots, plays an important role in relevant governmental policies and social responses in mainland China. Gambling disorder prevention and treatment is not yet on the national agenda. The country's knowledge and services gaps on gambling problems need to be filled out. © 2014 Society for the Study of Addiction.

  12. High resolution approach to the native state ensemble kinetics and thermodynamics.

    PubMed

    Wu, Sangwook; Zhuravlev, Pavel I; Papoian, Garegin A

    2008-12-15

    Many biologically interesting functions such as allosteric switching or protein-ligand binding are determined by the kinetics and mechanisms of transitions between various conformational substates of the native basin of globular proteins. To advance our understanding of these processes, we constructed a two-dimensional free energy surface (FES) of the native basin of a small globular protein, Trp-cage. The corresponding order parameters were defined using two native substructures of Trp-cage. These calculations were based on extensive explicit water all-atom molecular dynamics simulations. Using the obtained two-dimensional FES, we studied the transition kinetics between two Trp-cage conformations, finding that switching process shows a borderline behavior between diffusive and weakly-activated dynamics. The transition is well-characterized kinetically as a biexponential process. We also introduced a new one-dimensional reaction coordinate for the conformational transition, finding reasonable qualitative agreement with the two-dimensional kinetics results. We investigated the distribution of all the 38 native nuclear magnetic resonance structures on the obtained FES, analyzing interactions that stabilize specific low-energy conformations. Finally, we constructed a FES for the same system but with simple dielectric model of water instead of explicit water, finding that the results were surprisingly similar in a small region centered on the native conformations. The dissimilarities between the explicit and implicit model on the larger-scale point to the important role of water in mediating interactions between amino acid residues.

  13. Establishment of non-native plant species after wildfires: Effects of fuel treatments, abiotic and biotic factors, and post-fire grass seeding treatments

    USGS Publications Warehouse

    Hunter, M.E.; Omi, Philip N.; Martinson, E.J.; Chong, G.W.

    2006-01-01

    Establishment and spread of non-native species following wildfires can pose threats to long-term native plant recovery. Factors such as disturbance severity, resource availability, and propagule pressure may influence where non-native species establish in burned areas. In addition, pre- and post-fire management activities may influence the likelihood of non-native species establishment. In the present study we examine the establishment of non-native species after wildfires in relation to native species richness, fire severity, dominant native plant cover, resource availability, and pre- and post-fire management actions (fuel treatments and post-fire rehabilitation treatments). We used an information-theoretic approach to compare alternative hypotheses. We analysed post-fire effects at multiple scales at three wildfires in Colorado and New Mexico. For large and small spatial scales at all fires, fire severity was the most consistent predictor of non-native species cover. Non-native species cover was also correlated with high native species richness, low native dominant species cover, and high seeded grass cover. There was a positive, but non-significant, association of non-native species with fuel-treated areas at one wildfire. While there may be some potential for fuels treatments to promote non-native species establishment, wildfire and post-fire seeding treatments seem to have a larger impact on non-native species. ?? IAWF 2006.

  14. Multicomponent Linguistic Awareness Intervention for At-Risk Kindergarteners

    ERIC Educational Resources Information Center

    Zoski, Jennifer L.; Erickson, Karen A.

    2017-01-01

    This study investigated the feasibility of multicomponent linguistic awareness intervention on early literacy skills in at-risk kindergarteners. Seventeen students, including native Spanish-speaking English language learners (n = 10) and native English speakers (n = 7), participated in a 6-week small-group therapy program, for a total of 12…

  15. Alternative storage for germplasm of native hawaiian berries

    USDA-ARS?s Scientific Manuscript database

    Ohelo (Vaccinium reticulatum Smith) is a small, native shrub commonly found in disturbed, open sites at 640 to 3700 meter elevation on the islands of Hawaii and Maui. The shrub is very hardy with compact form and bright waxy red new growth. Three Ohelo berry cultivars: Kilauea, Red Button, and Nene ...

  16. Invasive species compendium: Salvinia molesta D.S. Mitchell

    USDA-ARS?s Scientific Manuscript database

    Salvinia molesta D.S. Mitchell is an invasive aquatic fern native to a small area of south-eastern Brazil. It has spread throughout the world, forming thick mats of vegetation that decrease dissolved oxygen and pH while outcompeting native vegetation. It has been introduced and established into many...

  17. Healing and Building Soil on Prairie Birthday Farm

    USDA-ARS?s Scientific Manuscript database

    Native tallgrass prairie was restored as an integral part of a small, food-producing farm called Prairie Birthday Farm in Clay County, Missouri. Reconstruction of native prairie was essential to the farm’s goal of producing high quality food for the family, area residents and restaurant chefs. Impro...

  18. Cotoneaster Medik.: cotoneaster

    Treesearch

    Paul E. Slabaugh; Nancy L. Shaw

    2008-01-01

    The genus Cotoneaster includes about 50 species of shrubs and small trees native to the temperate regions of Europe, northern Africa, and Asia (excepting Japan) (Cumming 1960). Growth habits range from nearly prostrate to upright. Coldhardy types are more or less deciduous, whereas those native to warmer regions are evergreen (Heriteau 1990). Cotoneasters are valued as...

  19. Non-Native University Students' Perception of Plagiarism

    ERIC Educational Resources Information Center

    Ahmad, Ummul Khair; Mansourizadeh, Kobra; Ai, Grace Koh Ming

    2012-01-01

    Plagiarism is a complex issue especially among non-native students and it has received a lot of attention from researchers and scholars of academic writing. Some scholars attribute this problem to cultural perceptions and different attitudes toward texts. This study evaluates student perception of different aspects of plagiarism. A small group of…

  20. Attacker-defender game from a network science perspective

    NASA Astrophysics Data System (ADS)

    Li, Ya-Peng; Tan, Suo-Yi; Deng, Ye; Wu, Jun

    2018-05-01

    Dealing with the protection of critical infrastructures, many game-theoretic methods have been developed to study the strategic interactions between defenders and attackers. However, most game models ignore the interrelationship between different components within a certain system. In this paper, we propose a simultaneous-move attacker-defender game model, which is a two-player zero-sum static game with complete information. The strategies and payoffs of this game are defined on the basis of the topology structure of the infrastructure system, which is represented by a complex network. Due to the complexity of strategies, the attack and defense strategies are confined by two typical strategies, namely, targeted strategy and random strategy. The simulation results indicate that in a scale-free network, the attacker virtually always attacks randomly in the Nash equilibrium. With a small cost-sensitive parameter, representing the degree to which costs increase with the importance of a target, the defender protects the hub targets with large degrees preferentially. When the cost-sensitive parameter exceeds a threshold, the defender switches to protecting nodes randomly. Our work provides a new theoretical framework to analyze the confrontations between the attacker and the defender on critical infrastructures and deserves further study.

  1. Interactive Video Gaming compared to Health Education in Older Adults with MCI: A Feasibility Study

    PubMed Central

    Hughes, Tiffany F.; Flatt, Jason D.; Fu, Bo; Butters, Meryl A.; Chang, Chung-Chou H.; Ganguli, Mary

    2014-01-01

    Objective We evaluated the feasibility of a trial of Wii interactive video gaming, and its potential efficacy at improving cognitive functioning compared to health education, in a community sample of older adults with neuropsychologically defined mild cognitive impairment (MCI). Methods Twenty older adults were equally randomized to either group-based interactive video gaming or health education for 90 minutes each week for 24 weeks. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes. Results All 20 participants completed the intervention, and 18 attended at least 80% of the sessions. The majority (80%) of participants were “very much” satisfied with the intervention. Bowling was enjoyed by the most participants, and was also the rated highest among the games for mental, social and physical stimulation. We observed medium effect sizes for cognitive and physical functioning in favor of the interactive video gaming condition, but these effects were not statistically significant in this small sample. Conclusion Interactive video gaming is feasible for older adults with MCI and medium effects sizes in favor of the Wii group warrant a larger efficacy trial. PMID:24452845

  2. Exercise intensity levels in children with cerebral palsy while playing with an active video game console.

    PubMed

    Robert, Maxime; Ballaz, Laurent; Hart, Raphael; Lemay, Martin

    2013-08-01

    Children with cerebral palsy (CP) are prone to secondary complications related to physical inactivity and poor cardiorespiratory capacity. This problem could be greatly attenuated through the use of video games that incorporate physical activity for 2 reasons: Video games already represent an important component of leisure time in younger people, and such games can lead to a high level of exercise intensity in people who are healthy. The study objective was to evaluate exercise intensity in children with spastic diplegic CP and children who were typically developing while playing with an active video game console. This was a cross-sectional study. Ten children (7-12 years old) with spastic diplegic CP (Gross Motor Function Classification System level I or II) and 10 children who were age matched and typically developing were evaluated in a movement analysis laboratory. Four games were played with the active video game console (jogging, bicycling, snowboarding, and skiing) for 40 minutes. Heart rate was recorded during the entire playing period with a heart rate belt monitor. Exercise intensity was defined as the percentage of heart rate reserve (HRR). In addition, lower extremity motion analysis was carried out during the final minute of the playing period for the jogging and bicycling games. No difference between groups was observed for any variables. A main effect of games was observed for the amount of time spent at an intensity greater than 40% of HRR. Specifically, more than 50% of the playing time for the jogging game and more than 30% of the playing time for the bicycling game were spent at an intensity greater than 40% of HRR. In addition, the jogging game produced a larger range of motion than the bicycling game. A limitation of this study was the relatively small and heterogeneous sample. For all 4 games, similar exercise intensity levels were observed for children who were typically developing and children with CP, suggesting that children with CP could obtain exercise-related benefits similar to those obtained by children without CP while playing with an active video game console.

  3. Planning an Outdoor Learning Environment for a Small School.

    ERIC Educational Resources Information Center

    Keats, C.; And Others

    1981-01-01

    Developed to provide an outdoor learning environment for a small school which had relatively undeveloped grounds, these plans are aimed toward providing: physical activity (climbing, running, jumping, and games); imaginative activity; social learning; environmental study; mathematics and science; exploring materials, e.g., water and soil; and the…

  4. Heartbeat and economic decisions: observing mental stress among proposers and responders in the ultimatum bargaining game.

    PubMed

    Dulleck, Uwe; Schaffner, Markus; Torgler, Benno

    2014-01-01

    The ultimatum bargaining game (UBG), a widely used method in experimental economics, clearly demonstrates that motives other than pure monetary reward play a role in human economic decision making. In this study, we explore the behaviour and physiological reactions of both responders and proposers in an ultimatum bargaining game using heart rate variability (HRV), a small and nonintrusive technology that allows observation of both sides of an interaction in a normal experimental economics laboratory environment. We find that low offers by a proposer cause signs of mental stress in both the proposer and the responder; that is, both exhibit high ratios of low to high frequency activity in the HRV spectrum.

  5. Nonlinear dynamics of the rock-paper-scissors game with mutations.

    PubMed

    Toupo, Danielle F P; Strogatz, Steven H

    2015-05-01

    We analyze the replicator-mutator equations for the rock-paper-scissors game. Various graph-theoretic patterns of mutation are considered, ranging from a single unidirectional mutation pathway between two of the species, to global bidirectional mutation among all the species. Our main result is that the coexistence state, in which all three species exist in equilibrium, can be destabilized by arbitrarily small mutation rates. After it loses stability, the coexistence state gives birth to a stable limit cycle solution created in a supercritical Hopf bifurcation. This attracting periodic solution exists for all the mutation patterns considered, and persists arbitrarily close to the limit of zero mutation rate and a zero-sum game.

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

    PubMed

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

    2016-01-01

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

  7. Emergence of Exploratory, Technical and Tactical Behavior in Small-Sided Soccer Games when Manipulating the Number of Teammates and Opponents.

    PubMed

    Torrents, Carlota; Ric, Angel; Hristovski, Robert; Torres-Ronda, Lorena; Vicente, Emili; Sampaio, Jaime

    2016-01-01

    The effects that different constraints have on the exploratory behavior, measured by the variety and quantity of different responses within a game situation, is of the utmost importance for successful performance in team sports. The aim of this study was to determine how the number of teammates and opponents affects the exploratory behavior of both professional and amateur players in small-sided soccer games. Twenty-two professional (age 25.6 ± 4.9 years) and 22 amateur (age 23.1 ± 0.7 years) male soccer players played three small-sided game formats (4 vs. 3, 4 vs. 5, and 4 vs. 7). These trials were video-recorded and a systematic observation instrument was used to notate the actions, which were subsequently analyzed by means of a principal component analysis and the dynamic overlap order parameter (measure to identify the rate and breadth of exploratory behavior on different time scales). Results revealed that a higher the number of opponents required for more frequent ball controls. Moreover, with a higher number of teammates, there were more defensive actions focused on protecting the goal, with more players balancing. In relation to attack, an increase in the number of opponents produced a decrease in passing, driving and controlling actions, while an increase in the number of teammates led to more time being spent in attacking situations. A numerical advantage led to less exploratory behavior, an effect that was especially clear when playing within a team of seven players against four opponents. All teams showed strong effects of the number of teammates on the exploratory behavior when comparing 5 vs 7 or 3 vs 7 teammates. These results seem to be independent of the players' level.

  8. Small-sided games in team sports training: a brief review.

    PubMed

    Halouani, Jamel; Chtourou, Hamdi; Gabbett, Tim; Chaouachi, Anis; Chamari, Karim

    2014-12-01

    Small-sided games (SSGs) incorporating skills, sport-specific movements, at intensities sufficient to promote aerobic adaptations, are being increasingly implemented in professional team sport environments. Small-sided games are often employed by coaches based on the premise that the greatest training benefits occur when training simulates the specific movement patterns and physiological demands of the sport. At present, there is relatively little information regarding how SSG can best be used to improve physical capacities and technical and tactical skills in team sports. It is possible that with some modifications (e.g., number of players, pitch size, coach encouragement, and wrestling), such games may be physiologically beneficial for athletes with relatively high initial aerobic fitness levels. For instance, it has been shown that 3-a-side soccer SSG resulted in higher intensity (i.e., greater overall distance, less jogging and walking, higher heart rate, and more tackling, dribbling, goal attempts, and passes) than 5-a-side SSG. Likewise, when player numbers were kept constant, a larger playing area increased the intensity of the SSG with a smaller playing area having the opposite effect. It has also been demonstrated that energy expenditure was similar between badminton and volleyball courts, but lower than that obtained in a basketball court. Moreover, it has been demonstrated in rugby that wrestling can increase the physical demands of SSG. Consistent coach encouragement can also increase training intensity, although most rule changes have trivial or no effect on exercise intensity. Further research is required to examine the optimal periodization strategies of SSG training for the long-term development of physiological capacity, technical skill, and tactical proficiency, while also minimizing the associated risk of injuries.

  9. Protein Foods

    MedlinePlus

    ... and cholesterol. Chicken, turkey, cornish hen Cheese and Eggs Reduced-fat cheese or regular cheese in small amounts Cottage cheese Whole eggs Game Buffalo, ostrich, rabbit, venison Dove, duck, goose, ...

  10. Plugin free remote visualization in the browser

    NASA Astrophysics Data System (ADS)

    Tamm, Georg; Slusallek, Philipp

    2015-01-01

    Today, users access information and rich media from anywhere using the web browser on their desktop computers, tablets or smartphones. But the web evolves beyond media delivery. Interactive graphics applications like visualization or gaming become feasible as browsers advance in the functionality they provide. However, to deliver large-scale visualization to thin clients like mobile devices, a dedicated server component is necessary. Ideally, the client runs directly within the browser the user is accustomed to, requiring no installation of a plugin or native application. In this paper, we present the state-of-the-art of technologies which enable plugin free remote rendering in the browser. Further, we describe a remote visualization system unifying these technologies. The system transfers rendering results to the client as images or as a video stream. We utilize the upcoming World Wide Web Consortium (W3C) conform Web Real-Time Communication (WebRTC) standard, and the Native Client (NaCl) technology built into Chrome, to deliver video with low latency.

  11. The Napoleon Complex: When Shorter Men Take More.

    PubMed

    Knapen, Jill E P; Blaker, Nancy M; Van Vugt, Mark

    2018-05-01

    Inspired by an evolutionary psychological perspective on the Napoleon complex, we hypothesized that shorter males are more likely to show indirect aggression in resource competitions with taller males. Three studies provide support for our interpretation of the Napoleon complex. Our pilot study shows that men (but not women) keep more resources for themselves when they feel small. When paired with a taller male opponent (Study 1), shorter men keep more resources to themselves in a game in which they have all the power (dictator game) versus a game in which the opponent also has some power (ultimatum game). Furthermore, shorter men are not more likely to show direct, physical aggression toward a taller opponent (Study 2). As predicted by the Napoleon complex, we conclude that (relatively) shorter men show greater behavioral flexibility in securing resources when presented with cues that they are physically less competitive. Theoretical and practical implications are discussed.

  12. Virtual reality gaming in the rehabilitation of the upper extremities post-stroke.

    PubMed

    Yates, Michael; Kelemen, Arpad; Sik Lanyi, Cecilia

    2016-01-01

    Occurrences of strokes often result in unilateral upper limb dysfunction. Dysfunctions of this nature frequently persist and can present chronic limitations to activities of daily living. Research into applying virtual reality gaming systems to provide rehabilitation therapy have seen resurgence. Themes explored in stroke rehab for paretic limbs are action observation and imitation, versatility, intensity and repetition and preservation of gains. Fifteen articles were ultimately selected for review. The purpose of this literature review is to compare the various virtual reality gaming modalities in the current literature and ascertain their efficacy. The literature supports the use of virtual reality gaming rehab therapy as equivalent to traditional therapies or as successful augmentation to those therapies. While some degree of rigor was displayed in the literature, small sample sizes, variation in study lengths and therapy durations and unequal controls reduce generalizability and comparability. Future studies should incorporate larger sample sizes and post-intervention follow-up measures.

  13. Is optimism real?

    PubMed

    Simmons, Joseph P; Massey, Cade

    2012-11-01

    Is optimism real, or are optimistic forecasts just cheap talk? To help answer this question, we investigated whether optimistic predictions persist in the face of large incentives to be accurate. We asked National Football League football fans to predict the winner of a single game. Roughly half (the partisans) predicted a game involving their favorite team, and the other half (the neutrals) predicted a game involving 2 teams they were neutral about. Participants were promised either a small incentive ($5) or a large incentive ($50) for correctly predicting the game's winner. Optimism emerged even when incentives were large, as partisans were much more likely than neutrals to predict partisans' favorite teams to win. Strong optimism also emerged among participants whose responses to follow-up questions strongly suggested that they believed the predictions they made. This research supports the claim that optimism is real. (PsycINFO Database Record (c) 2012 APA, all rights reserved).

  14. Ludwig Guttmann (1899-1980), Stoke Mandeville Hospital and the Paralympic Games.

    PubMed

    Silver, John R

    2012-08-01

    On 27 July 2012 London is hosting the Olympic and the Paralympic Games. The Olympic Games will be attended by 17,000 athletes to be followed by the Paralympic Games with 4200 athletes from 150 countries, participating in 20 different sports. This multicultural event has grown in the last 60 years from a small competition between British and Dutch athletes on the lawns of Stoke Mandeville Hospital in Buckinghamshire. The Paralympic Movement was born out of the vision of Sir Ludwig Guttmann. Before World War II, most paraplegic patients died. Guttmann came to Stoke Mandeville Hospital in 1944 and instituted the modern treatment of spinal injuries which kept paraplegic patients alive. While exercise is an essential part of rehabilitation, developing strength and agility, and a paraplegic patient can only participate in competitive sport when he or she is fully rehabilitated so the sports movement grew out of the successful treatment of paraplegic patients.

  15. Internet Gaming Disorder Explains Unique Variance in Psychological Distress and Disability After Controlling for Comorbid Depression, OCD, ADHD, and Anxiety.

    PubMed

    Pearcy, Benjamin T D; McEvoy, Peter M; Roberts, Lynne D

    2017-02-01

    This study extends knowledge about the relationship of Internet Gaming Disorder (IGD) to other established mental disorders by exploring comorbidities with anxiety, depression, Attention Deficit Hyperactivity Disorder (ADHD), and obsessive compulsive disorder (OCD), and assessing whether IGD accounts for unique variance in distress and disability. An online survey was completed by a convenience sample that engages in Internet gaming (N = 404). Participants meeting criteria for IGD based on the Personal Internet Gaming Disorder Evaluation-9 (PIE-9) reported higher comorbidity with depression, OCD, ADHD, and anxiety compared with those who did not meet the IGD criteria. IGD explained a small proportion of unique variance in distress (1%) and disability (3%). IGD accounted for a larger proportion of unique variance in disability than anxiety and ADHD, and a similar proportion to depression. Replications with clinical samples using longitudinal designs and structured diagnostic interviews are required.

  16. Promotion of cooperation induced by appropriate payoff aspirations in a small-world networked game

    NASA Astrophysics Data System (ADS)

    Chen, Xiaojie; Wang, Long

    2008-01-01

    Based on learning theory, we adopt a stochastic learning updating rule to investigate the evolution of cooperation in the Prisoner’s Dilemma game on Newman-Watts small-world networks with different payoff aspiration levels. Interestingly, simulation results show that the mechanism of intermediate aspiration promoting cooperation resembles a resonancelike behavior, and there exists a ping-pong vibration of cooperation for large payoff aspiration. To explain the nontrivial dependence of the cooperation level on the aspiration level, we investigate the fractions of links, provide analytical results of the cooperation level, and find that the simulation results are in close agreement with analytical ones. Our work may be helpful in understanding the cooperative behavior induced by the aspiration level in society.

  17. Investigation on Law and Economics Based on Complex Network and Time Series Analysis

    PubMed Central

    Yang, Jian; Qu, Zhao; Chang, Hui

    2015-01-01

    The research focuses on the cooperative relationship and the strategy tendency among three mutually interactive parties in financing: small enterprises, commercial banks and micro-credit companies. Complex network theory and time series analysis were applied to figure out the quantitative evidence. Moreover, this paper built up a fundamental model describing the particular interaction among them through evolutionary game. Combining the results of data analysis and current situation, it is justifiable to put forward reasonable legislative recommendations for regulations on lending activities among small enterprises, commercial banks and micro-credit companies. The approach in this research provides a framework for constructing mathematical models and applying econometrics and evolutionary game in the issue of corporation financing. PMID:26076460

  18. Virtual Reality Cue Refusal Video Game for Alcohol and Cigarette Recovery Support: Summative Study.

    PubMed

    Metcalf, Mary; Rossie, Karen; Stokes, Katie; Tallman, Christina; Tanner, Bradley

    2018-04-16

    New technologies such as virtual reality, augmented reality, and video games hold promise to support and enhance individuals in addiction treatment and recovery. Quitting or decreasing cigarette or alcohol use can lead to significant health improvements for individuals, decreasing heart disease risk and cancer risks (for both nicotine and alcohol use), among others. However, remaining in recovery from use is a significant challenge for most individuals. We developed and assessed the Take Control game, a partially immersive Kinect for Windows platform game that allows users to counter substance cues through active movements (hitting, kicking, etc). Formative analysis during phase I and phase II guided development. We conducted a small wait-list control trial using a quasi-random sampling technique (systematic) with 61 participants in recovery from addiction to alcohol or tobacco. Participants used the game 3 times and reported on substance use, cravings, satisfaction with the game experience, self-efficacy related to recovery, and side effects from exposure to a virtual reality intervention and substance cues. Participants found the game engaging and fun and felt playing the game would support recovery efforts. On average, reported substance use decreased for participants during the intervention period. Participants in recovery for alcohol use saw more benefit than those in recovery for tobacco use, with a statistically significant increase in self-efficacy, attitude, and behavior during the intervention. Side effects from the use of a virtual reality intervention were minor and decreased over time; cravings and side effects also decreased during the study. The preliminary results suggest the intervention holds promise as an adjunct to standard treatment for those in recovery, particularly from alcohol use. ©Mary Metcalf, Karen Rossie, Katie Stokes, Christina Tallman, Bradley Tanner. Originally published in JMIR Serious Games (http://games.jmir.org), 16.04.2018.

  19. Impossible Neanderthals? Making string, throwing projectiles and catching small game during Marine Isotope Stage 4 (Abri du Maras, France)

    NASA Astrophysics Data System (ADS)

    Hardy, Bruce L.; Moncel, Marie-Hélène; Daujeard, Camille; Fernandes, Paul; Béarez, Philippe; Desclaux, Emmanuel; Chacon Navarro, Maria Gema; Puaud, Simon; Gallotti, Rosalia

    2013-12-01

    Neanderthal behavior is often described in one of two contradictory ways: 1) Neanderthals were behaviorally inflexible and specialized in large game hunting or 2) Neanderthals exhibited a wide range of behaviors and exploited a wide range of resources including plants and small, fast game. Using stone tool residue analysis with supporting information from zooarchaeology, we provide evidence that at the Abri du Maras, Ardèche, France, Neanderthals were behaviorally flexible at the beginning of MIS 4. Here, Neanderthals exploited a wide range of resources including large mammals, fish, ducks, raptors, rabbits, mushrooms, plants, and wood. Twisted fibers on stone tools provide evidence of making string or cordage. Using a variety of lines of evidence, we show the presence of stone projectile tips, possibly used in complex projectile technology. This evidence shows a level of behavioral variability that is often denied to Neanderthals. Furthermore, it sheds light on perishable materials and resources that are not often recovered which should be considered more fully in reconstructions of Neanderthal behavior.

  20. The benefits of playing video games.

    PubMed

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

    2014-01-01

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

  1. A Virtual Reality Game to Assess Obsessive-Compulsive Disorder.

    PubMed

    van Bennekom, Martine J; Kasanmoentalib, M Soemiati; de Koning, Pelle P; Denys, Damiaan

    2017-11-01

    The retrospective and subjective nature of clinical interviews is an important shortcoming of current psychiatric diagnosis. Consequently, there is a clear need for objective and standardized tools. Virtual reality (VR) can be used to achieve controlled symptom provocation, which allows direct assessment for the clinician. We developed a video VR game to provoke and assess obsessive-compulsive disorder (OCD) symptoms in a standardized and controlled environment. The first objective was to evaluate if the VR game is capable of provoking symptoms in OCD patients as opposed to healthy controls. The second objective was to evaluate the tolerability of the VR game in OCD patients. The VR game was created using a first-person perspective and confronted patients with 15 OCD-specific items, while simultaneously measuring OCD symptoms, including the number of compulsions, anxiety, tension, uncertainty, and urge to control. In this pilot study, eight patients and eight healthy controls performed the VR game. OCD patients performed significantly more compulsions (U = 5, p = 0.003) during the VR game. The anxiety, tension, uncertainty, and urge to control in response to the specific items were also higher for OCD patients, although significance was not yet reached because of the small sample. There were no substantial adverse effects. The results of this pilot study indicate that the VR game is capable of provoking a variety of OCD symptoms in OCD patients, as opposed to healthy controls, and is a potential valuable tool to objectify and standardize an OCD diagnosis.

  2. Extrapolating Weak Selection in Evolutionary Games

    PubMed Central

    Wu, Bin; García, Julián; Hauert, Christoph; Traulsen, Arne

    2013-01-01

    In evolutionary games, reproductive success is determined by payoffs. Weak selection means that even large differences in game outcomes translate into small fitness differences. Many results have been derived using weak selection approximations, in which perturbation analysis facilitates the derivation of analytical results. Here, we ask whether results derived under weak selection are also qualitatively valid for intermediate and strong selection. By “qualitatively valid” we mean that the ranking of strategies induced by an evolutionary process does not change when the intensity of selection increases. For two-strategy games, we show that the ranking obtained under weak selection cannot be carried over to higher selection intensity if the number of players exceeds two. For games with three (or more) strategies, previous examples for multiplayer games have shown that the ranking of strategies can change with the intensity of selection. In particular, rank changes imply that the most abundant strategy at one intensity of selection can become the least abundant for another. We show that this applies already to pairwise interactions for a broad class of evolutionary processes. Even when both weak and strong selection limits lead to consistent predictions, rank changes can occur for intermediate intensities of selection. To analyze how common such games are, we show numerically that for randomly drawn two-player games with three or more strategies, rank changes frequently occur and their likelihood increases rapidly with the number of strategies . In particular, rank changes are almost certain for , which jeopardizes the predictive power of results derived for weak selection. PMID:24339769

  3. Novel Tools for Climate Change Learning and Responding in Earth Science Education

    NASA Astrophysics Data System (ADS)

    Sparrow, Elena; Brunacini, Jessica; Pfirman, Stephanie

    2015-04-01

    Several innovative, polar focused activities and tools including a polar hub website (http://thepolarhub.org) have been developed for use in formal and informal earth science or STEM education by the Polar Learning and Responding (PoLAR) Climate Change Education Partnership (consisting of climate scientists, experts in the learning sciences and education practitioners). In seeking to inform understanding of and response to climate change, these tools and activities range from increasing awareness to informing decisions about climate change, from being used in classrooms (by undergraduate students as well as by pre-college students or by teachers taking online climate graduate courses) to being used in the public arena (by stakeholders, community members and the general public), and from using low technology (card games such as EcoChains- Arctic Crisis, a food web game or SMARTIC - Strategic Management of Resources in Times of Change, an Arctic marine spatial planning game) to high technology (Greenify Network - a mobile real world action game that fosters sustainability and allows players to meaningfully address climate change in their daily lives, or the Polar Explorer Data Visualization Tablet App that allows individuals to explore data collected by scientists and presented for the everyday user through interactive maps and visualizations, to ask questions and go on an individualized tour of polar regions and their connections to the rest of the world). Games are useful tools in integrative and applied learning, in gaining practical and intellectual skills, and in systems thinking. Also, as part of the PoLAR Partnership, a Signs of the Land Climate Change Camp was collaboratively developed and conducted, that can be used as a model for engaging and representing indigenous communities in the co-production of climate change knowledge, communication tools and solutions building. Future camps are planned with Alaska Native Elders, educators including classroom teachers, natural resource managers, community members, leaders, and climate scientists as participants.

  4. Two-stage liver transplantation using auxiliary laparoscopically harvested grafts in adults: Emphasizing the concept of "hypersmall graft nursing".

    PubMed

    Scatton, Olivier; Cauchy, François; Conti, Filomena; Perdigao, Fabiano; Massault, Pierre Philippe; Goumard, Claire; Soubrane, Olivier

    2016-11-01

    Living donor liver transplantation is limited by the donor's risk in case of right liver donation and by the risk of small-for-size syndrome on the recipient in case of left lobe transplantation. This study aimed at evaluating the feasibility and results of two-stage liver transplantation using auxiliary hyper small grafts harvested laparoscopically and discussing relevant technical insights and issues that still need to be overcome. Retrospective analysis involving two patients operated at a tertiary referral center. The recipients underwent left lateral sectionectomy and then auxillary liver transplantation using laparoscopically harvested left lateral section. The native right liver was transiently left in place to sustain the initially small functional graft functional during its hypertrophy. No donor experienced postoperative complication. After 7days, the hypertrophy rate was 112% (105-120). Doppler assessments during the first two postoperative weeks showed progressive portal vein inflow decrease in the right native livers and portal vein inflow increase in the grafts. Liver biopsies on postoperative day 7 showed no lesion of overperfusion. No recipient experienced liver failure or small-for-size syndrome. Second stage hepatectomy of the native liver was undertaken in one patient. In the other patient, biliary stenosis on postoperative day 30 precluded second stage hepatectomy. This patient required retransplantation after one year. The current strategy increases donor safety and may allow increasing the pool of available grafts. Refinements in the management of the native right liver are however required to improve the feasibility rate of this strategy. Copyright © 2016 Elsevier Masson SAS. All rights reserved.

  5. Native Small Business Conformity Act of 2013

    THOMAS, 113th Congress

    Sen. Schatz, Brian [D-HI

    2013-10-29

    Senate - 10/29/2013 Read twice and referred to the Committee on Small Business and Entrepreneurship. (All Actions) Tracker: This bill has the status IntroducedHere are the steps for Status of Legislation:

  6. Acceptance of Serious Games in Psychotherapy: An Inquiry into the Stance of Therapists and Patients.

    PubMed

    Eichenberg, Christiane; Grabmayer, Gloria; Green, Nikos

    2016-11-01

    Serious games are computer or video games that contain elements that are specifically designed for the purpose of education or training. Serious games are increasingly being used within healthcare, but their introduction into and application in psychotherapeutic settings as an e-mental health treatment modality raises questions for both patients and therapists. Current research demonstrates the potential role and effectiveness of serious games within a psychotherapeutic context. However, a limited understanding of patients' and therapists' existing knowledge and experience of serious games, as well as of their readiness to utilize and apply them for the treatment of psychological conditions, requires further investigation. Acceptance, experience, and requirements for the utilization of serious games in therapeutic contexts were assessed through online surveys with German-speaking patients (n = 260) and psychotherapists (n = 234). Respondents' answers were analyzed by a combination of descriptive and inferential statistics by using SPSS. Current knowledge regarding serious games was very limited, with only 10.4% of patients and 11.5% of therapists reporting existing knowledge. However, a general openness toward the concept was observed: 88% of patients and 90% of therapists could envisage a therapeutic use. Patients (rs = 0.169, p = 0.006) who self-rated their level of computer and video game expertise as high were more likely to consider use within psychotherapy, compared with patients who self-rated their expertise as low. Therapists who currently play computer and video games perceive fewer disadvantages of serious game application in a psychotherapeutic context (p = 0.097). Consideration of serious game use was differentiated by the therapeutic approach (p = 0.003), specific mental disorders (highest rated relevant cases: anxiety disorders, affective disorders, disorders regarding impulse control, and adjustment disorders), and patient age (i.e., use with young adults was deemed the most appropriate by 91.8% of therapists). The application of serious games is conceivable for patients and therapists, especially as a complementary element to traditional face-to-face psychotherapy. Acceptance is strongly related to therapeutic context. Only a small number of therapists and patients agree on the possibility of using a serious game instead of face-to-face therapy.

  7. Quantification of physiological, movement, and technical outputs during a novel small-sided game in young team sport athletes.

    PubMed

    Harrison, Craig B; Gill, Nicholas D; Kinugasa, Taisuke; Kilding, Andrew E

    2013-10-01

    The aim of this study was to quantify the physiological responses, time-motion characteristics, and technical executions associated with a novel non-sport-specific small-sided game (SSG) in young team sport players. On 6 separate occasions, 12 young male team sport athletes (mean ± SD: age, 13.0 ± 0.3 years; height, 157.4 ± 4.9 cm; body mass, 47.0 ± 5.0 kg; and V[Combining Dot Above]O2peak, 55.1 ± 4.6 ml·kg·min) completed various "bucketball" SSG formats (i.e., 3 vs. 3, 4 vs. 4, and 6 vs. 6) twice each. Heart rate (HR) was measured during each SSG at 5-second intervals. Time-motion characteristics were measured using global positioning systems. Ratings of perceived exertion (RPEs) were recorded immediately after the SSGs using the Borg scale (RPEs, 6-20). Technical skill executions were measured using a high-speed digital video camera. Analysis revealed a tendency for the 3 vs. 3 games to elicit higher HRs (88.3 ± 4.3) than either 4 vs. 4 (85.9 ± 4.9) or 6 vs. 6 formats (85.9 ± 3.2). Total distance traveled at 13-17.9 km·h was more during 6 vs. 6 than 3 vs. 3 games (very likely substantial true difference, 97%), and total possessions and number of catches, passes, and shots were all higher in 3 vs. 3 compared with 4 vs. 4 and 6 vs. 6 games. There was no difference in RPE between the game formats. The results of this study indicate that 3 vs. 3 non-sport-specific SSGs provide higher stimulus for aerobic fitness adaptation and technical improvement than 4 vs. 4 and 6 vs. 6 formats, and their use for training young team sport athletes is recommended.

  8. The effect of small-sided games with different levels of opposition on the tactical behaviour of young footballers with different levels of sport expertise.

    PubMed

    Práxedes, Alba; Moreno, Alberto; Gil-Arias, Alexander; Claver, Fernando; Del Villar, Fernando

    2018-01-01

    To optimize players' tactical abilities, coaches need to design training sessions with representative learning tasks, such as, small-sided games. Moreover, it is necessary to adapt the complexity of the tasks to the skill level of the athletes to maximally improve their perceptual, visual and attentive abilities. The objective of this study was to analyze the effect of two teaching programs, each utilizing modified games with varied levels of opposition, on decision-making and action execution in young players with different levels of sports expertise. 19 football players (U12), separated into two ability groups (Average versus Low skill-level), participated in a series of training sessions that were spread over 4 phases: Pre-intervention 1, Intervention 1 (teaching program based on modified games with numerical superiority in attack), Pre-intervention 2 and Intervention 2 (teaching program based on modified games with numerical equality). Each intervention phase lasted 14 sessions. Decision-making and the execution of pass action during league matches over the same period were evaluated using the Game Performance Evaluation Tool (GPET). The Average skill-level group showed significant differences after the first intervention in decision-making and execution of the pass action (decision-making, p = .015; execution, p = .031), but not after the second intervention (decision-making, p = 1.000; execution, p = 1.000). For the Low skill-level group, significant differences were only observed in the execution of passing between the first and last phases (p = .014). These findings seem to indicate that for groups with an average level of expertise, training with numerical superiority in attack provides players with more time to make better decisions and to better execute actions. However, for lower-level groups programs may take longer to facilitate improvement. Nevertheless, numerical equality did not result in improvement for either group.

  9. Asymmetric negotiation in structured language games

    NASA Astrophysics Data System (ADS)

    Yang, Han-Xin; Wang, Wen-Xu; Wang, Bing-Hong

    2008-02-01

    We propose an asymmetric negotiation strategy to investigate the influence of high-degree agents on the agreement dynamics in a structured language game, the naming game. We introduce a model parameter, which governs the frequency of high-degree agents acting as speakers in communication. It is found that there exists an optimal value of the parameter that induces the fastest convergence to a global consensus on naming an object for both scale-free and small-world naming games. This phenomenon indicates that, although a strong influence of high-degree agents favors consensus achievement, very strong influences inhibit the convergence process, making it even slower than in the absence of influence of high-degree agents. Investigation of the total memory used by agents implies that there is some trade-off between the convergence speed and the required total memory. Other quantities, including the evolution of the number of different names and the relationship between agents’ memories and their degrees, are also studied. The results are helpful for better understanding of the dynamics of the naming game with asymmetric negotiation strategy.

  10. Modeling a polycentric approach to the problem of climate change. Comment on "Climate change governance, cooperation and self-organization" by Pacheco, Vasconcelos & Santos

    NASA Astrophysics Data System (ADS)

    Milinski, Manfred

    2014-12-01

    Climate change is a global problem. Because of unlimited use of fossil energy and resulting greenhouse gas emissions the global temperature is rising causing floods, draughts and storms in all parts of the world with increasing frequency and strength. Dangerous climate change will occur with high probability after the global temperature has passed a certain threshold [1]. To avoid dangerous climate change global greenhouse gas emissions must be reduced to a level of 50% or less of the year-2000 emissions by 2050 [2-4]. All people on earth take part in this global target public goods game, "a game that we cannot afford to loose" [5]. Simulating this scenario in a nutshell a collective risk social dilemma game has shown that a small group of subjects can achieve a collective goal by sequential individual contributions but only when the risk of loosing their not invested money is high, e.g. 90% [6]. Cooperation in public goods games usually decreases with increasing group size [7]. Thus, does this mean that the global game will be lost?

  11. Pattern formation, social forces, and diffusion instability in games with success-driven motion

    NASA Astrophysics Data System (ADS)

    Helbing, Dirk

    2009-02-01

    A local agglomeration of cooperators can support the survival or spreading of cooperation, even when cooperation is predicted to die out according to the replicator equation, which is often used in evolutionary game theory to study the spreading and disappearance of strategies. In this paper, it is shown that success-driven motion can trigger such local agglomeration and may, therefore, be used to supplement other mechanisms supporting cooperation, like reputation or punishment. Success-driven motion is formulated here as a function of the game-theoretical payoffs. It can change the outcome and dynamics of spatial games dramatically, in particular as it causes attractive or repulsive interaction forces. These forces act when the spatial distributions of strategies are inhomogeneous. However, even when starting with homogeneous initial conditions, small perturbations can trigger large inhomogeneities by a pattern-formation instability, when certain conditions are fulfilled. Here, these instability conditions are studied for the prisoner’s dilemma and the snowdrift game. Furthermore, it is demonstrated that asymmetrical diffusion can drive social, economic, and biological systems into the unstable regime, if these would be stable without diffusion.

  12. Alternative Storage for Germplasm of Native Hawaiian Berries

    USDA-ARS?s Scientific Manuscript database

    Ohelo berry (Vaccinium reticulatum Smith) is a small, native shrub commonly found in disturbed, open sites at 640 to 3700 meter elevation on the islands of Hawaii and Maui. The shrub is very hardy with compact form and bright waxy red new growth. Three cultivars: Kilauea, Red Button, and Nene were s...

  13. Vulnerability of crops and native grasses to summer drying in the U.S. Southern Great Plains

    USDA-ARS?s Scientific Manuscript database

    The Southern Great Plains are characterized by a fine-scale mixture of different land cover types, predominantly winter-wheat and pasture lands, with relatively small areas of other crops, native prairie, and switchgrass. Recent droughts and predictions of increased drought (especially during the s...

  14. Indian - Inuit - Metis: Selected Bibliography.

    ERIC Educational Resources Information Center

    Robinson, Paul

    Designed to show that native authorship is flourishing, that excellent books by non-native writers are available, and that many small and a few large companies publish these works, this bibliography of more than 200 fiction and non-fiction listings written between 1966 and 1979 contains: (1) non-fiction and fiction books and materials by native…

  15. Usage of Mother Tongue in Learning English

    ERIC Educational Resources Information Center

    Tosuncuoglu, Irfan

    2012-01-01

    In Turkey, where English is a foreign language and where learners share the same native language, teachers are often reluctant to use small group speaking activities because the learners do the ranking, bridge the information gap, or find an answer activities using their first (native) language. This article studies the problem and suggests a…

  16. Potential disruption of seed dispersal in the absence of a native Kauai thrush

    PubMed Central

    Pejchar, Liba; Crampton, Lisa H.

    2018-01-01

    Hawaii has experienced a catastrophic decline in frugivorous native birds coupled with the introduction of non-native species. Puaiohi (Myadestes palmeri), a critically endangered thrush, is the sole extant native songbird capable of dispersing fleshy fruited plants in the rainforest of Kauai island, Hawaii. As this species has declined to occupy a small proportion of its original range, a suite of largely omnivorous non-native birds have been introduced to this region, including the common and widespread Japanese White-eye (Zosterops japonicus). This reshuffling of the bird community could have long-term implications for plant community composition if introduced birds incompletely replace the ecological role of native species. The objective of this study was to evaluate the potential consequences of the local extirpation of Puaiohi for seed dispersal. Specifically, we compared the diet of Puaiohi and Japanese White-eye, vegetation characteristics, and seed rain at sites with and without Puaiohi in the Na Pali-Kona Forest Reserve on the island of Kauai. We found high overlap in the composition of seeds consumed by the two bird species, but differences in the characteristics of seeds consumed; Japanese White-eye appeared more likely to consume smaller seeded species compared with Puaiohi. Sites with Puaiohi received substantially higher seed rain during the study period, despite no significant differences in overall fruit abundance. Our results suggest that non-native birds are unlikely to completely replace the seed dispersal services provided by Puaiohi. If Puaohi continue to be rare and range restricted, we predict a shift in plant community composition through an increase in non-native and small-seeded plants, and possible dispersal failure of other native species. Our findings lend further support to efforts to conserve Puaiohi across its current and former range, and to consider introductions to other suitable areas to ensure the persistence not only of the species and but also its functional role in Hawaii’s montane ecosystems. PMID:29381764

  17. Three key residues form a critical contact network in a protein folding transition state

    NASA Astrophysics Data System (ADS)

    Vendruscolo, Michele; Paci, Emanuele; Dobson, Christopher M.; Karplus, Martin

    2001-02-01

    Determining how a protein folds is a central problem in structural biology. The rate of folding of many proteins is determined by the transition state, so that a knowledge of its structure is essential for understanding the protein folding reaction. Here we use mutation measurements-which determine the role of individual residues in stabilizing the transition state-as restraints in a Monte Carlo sampling procedure to determine the ensemble of structures that make up the transition state. We apply this approach to the experimental data for the 98-residue protein acylphosphatase, and obtain a transition-state ensemble with the native-state topology and an average root-mean-square deviation of 6Å from the native structure. Although about 20 residues with small positional fluctuations form the structural core of this transition state, the native-like contact network of only three of these residues is sufficient to determine the overall fold of the protein. This result reveals how a nucleation mechanism involving a small number of key residues can lead to folding of a polypeptide chain to its unique native-state structure.

  18. The Effect of the Small Indian Mongoose (Urva auropunctatus), Island Quality and Habitat on the Distribution of Native and Endemic Birds on Small Islands within Fiji

    PubMed Central

    Morley, Craig G.; Winder, Linton

    2013-01-01

    This study investigated the effect of the presence of introduced mongoose, environmental quality and habitat on the distribution of native and endemic birds on 16 small islands within Fiji. In total, 9055 birds representing 45 species were observed within four key habitats (forest, villages, crop land and coastal vegetation) on the 16 islands, half of which had mongoose present. Previous studies attribute bird declines and extirpation anecdotally to the mongoose. The presence of mongoose, environmental quality and habitat type had a measurable influence on observed extant native and endemic bird communities. We conclude that three ground birds; Gallirallus phillipensis, Anas supericiliosa and Porphyrio porhyrio were negatively influenced by the presence of mongoose and that Ptilinopus perousii, Phigys solitarius, Chrysoenas victor, Ducula latrans, Clytorhyrchus vitiensis, Pachycephala pectoralis, Prospeia tabunesis, and Foulehaio carunculata were particularly dependent on good quality forest habitat. Conservation priorities in relation to protecting Fiji's endemic birds from the effect of mongoose are discussed and preventative measures suggested. PMID:23349751

  19. The effect of the small Indian mongoose (Urva auropunctatus), island quality and habitat on the distribution of native and endemic birds on small islands within Fiji.

    PubMed

    Morley, Craig G; Winder, Linton

    2013-01-01

    This study investigated the effect of the presence of introduced mongoose, environmental quality and habitat on the distribution of native and endemic birds on 16 small islands within Fiji. In total, 9055 birds representing 45 species were observed within four key habitats (forest, villages, crop land and coastal vegetation) on the 16 islands, half of which had mongoose present. Previous studies attribute bird declines and extirpation anecdotally to the mongoose. The presence of mongoose, environmental quality and habitat type had a measurable influence on observed extant native and endemic bird communities. We conclude that three ground birds; Gallirallus phillipensis, Anas supericiliosa and Porphyrio porhyrio were negatively influenced by the presence of mongoose and that Ptilinopus perousii, Phigys solitarius, Chrysoenas victor, Ducula latrans, Clytorhyrchus vitiensis, Pachycephala pectoralis, Prospeia tabunesis, and Foulehaio carunculata were particularly dependent on good quality forest habitat. Conservation priorities in relation to protecting Fiji's endemic birds from the effect of mongoose are discussed and preventative measures suggested.

  20. To remove or to replace traditional electronic games? A crossover randomised controlled trial on the impact of removing or replacing home access to electronic games on physical activity and sedentary behaviour in children aged 10–12 years

    PubMed Central

    Straker, Leon M; Abbott, Rebecca A; Smith, Anne J

    2013-01-01

    Objective To evaluate the impact of (1) the removal of home access to traditional electronic games or (2) their replacement with active input electronic games, on daily physical activity and sedentary behaviour in children aged 10–12 years. Design Crossover randomised controlled trial, over 6 months. Setting Family homes in metropolitan Perth, Australia from 2007 to 2010. Participants 10-year-old to 12-year-old children were recruited through school and community media. From 210 children who were eligible, 74 met inclusion criteria, 8 withdrew and 10 had insufficient primary outcome measures, leaving 56 children (29 female) for analysis. Intervention A counterbalanced randomised order of three conditions sustained for 8 weeks each: no home access to electronic games, home access to traditional electronic games and home access to active input electronic games. Main outcome measures Primary outcome was accelerometer assessed moderate/vigorous physical activity (MVPA). Secondary outcomes included sedentary time and diary assessed physical activity and sedentary behaviours. Results Daily MVPA across the whole week was not significantly different between conditions. However, compared with home access to traditional electronic games, removal of all electronic games resulted in a significant increase in MVPA (mean 3.8 min/day, 95% CI 1.5 to 6.1) and a decrease in sedentary time (4.7 min/day, 0.0 to 9.5) in the after-school period. Similarly, replacing traditional games with active input games resulted in a significant increase in MVPA (3.2 min/day, 0.9 to 5.5) and a decrease in sedentary time (6.2 min/day, 1.4 to 11.4) in the after-school period. Diary reports supported an increase in physical activity and a decrease in screen-based sedentary behaviours with both interventions. Conclusions Removal of sedentary electronic games from the child's home and replacing these with active electronic games both resulted in small, objectively measured improvements in after-school activity and sedentary time. Parents can be advised that replacing sedentary electronic games with active electronic games is likely to have the same effect as removing all electronic games. Trial Registration Australia and New Zealand Clinical Trials Registry (ACTRN 12609000279224) PMID:23818650

  1. 76 FR 55849 - Federal Acquisition Regulation; Constitutionality of Federal Contracting Programs for Minority...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-09-09

    ... disadvantaged business (including Alaska Native Corporations and Indian tribes), and women- owned small business... for Minority-Owned and Other Small Businesses AGENCY: Department of Defense (DoD), General Services... Force (USAF) on small disadvantaged business concerns and certain institutions of higher education...

  2. Energy expenditure and enjoyment of small-sided soccer games in overweight boys.

    PubMed

    Toh, Sharon H; Guelfi, Kym J; Wong, Patricia; Fournier, Paul A

    2011-06-01

    When space is limited, it would be preferable to play multiple small-sided soccer games (SSG) simultaneously on small courts, rather than a single game, to maximise participation. Given that the layouts of most gymnasiums incorporate several badminton courts, we examined whether energy expenditure and enjoyment of SSG on a badminton court (6.1×13.4 m) were comparable to larger court dimensions (volleyball and basketball courts; 9×18 m and 14.2×26.5 m, respectively). Twelve overweight boys played 30 min three-a-side SSG on each court in a counterbalanced design. During SSG, energy expenditure was estimated via accelerometry, heart rate was monitored and ratings of perceived exertion (RPE) and enjoyment were obtained. Energy expenditure was similar between badminton and volleyball courts, but lower than the basketball court (p<.05). Mean% HR(max) was significantly lower on the badminton court than the volleyball and basketball courts (p<.05). There was no effect of court size on RPE or enjoyment (p>.05). These results suggest that it may be preferable to play SSG on a larger court when space is available. Alternatively, when space is limited the difference in energy expenditure between court sizes can be accounted for by an additional 2.3 min of play on a badminton court. Copyright © 2010 Elsevier B.V. All rights reserved.

  3. Small Schools Curriculum: Physical Education, 7-12.

    ERIC Educational Resources Information Center

    Hartl, David, Ed.; Hartl, Doris, Ed.

    Two self-contained sections within the document (one for grades 7-8, the other for grades 9-12) present the Washington Small Schools secondary physical education curriculum. Activities are written to supplement or extend a basic text by presenting a game, simulation or activity to carry out a learning objective. Identical introductory materials…

  4. Small Colleges Sweat over Sports Facilities

    ERIC Educational Resources Information Center

    Kelderman, Eric

    2008-01-01

    Welcome to the Centennial Conference: 11 small, private liberal-arts colleges in the mid-Atlantic region that belong to the National Collegiate Athletic Association's Division III, where there are no sports scholarships to lure top-notch players. Instead, the contest to recruit the best athletes--a high-stakes game that has long defined only the…

  5. SNPs and Haplotypes in Native American Populations

    PubMed Central

    Kidd, Judith R.; Friedlaender, Françoise; Pakstis, Andrew J.; Furtado, Manohar; Fang, Rixun; Wang, Xudong; Nievergelt, Caroline M.; Kidd, Kenneth K.

    2013-01-01

    Autosomal DNA polymorphisms can provide new information and understanding of both the origins of and relationships among modern Native American populations. At the same time that autosomal markers can be highly informative, they are also susceptible to ascertainment biases in the selection of the markers to use. Identifying markers that can be used for ancestry inference among Native American populations can be considered separate from identifying markers to further the quest for history. In the current study we are using data on nine Native American populations to compare the results based on a large haplotype-based dataset with relatively small independent sets of SNPs. We are interested in what types of limited datasets an individual laboratory might be able to collect are best for addressing two different questions of interest. First, how well can we differentiate the Native American populations and/or infer ancestry by assigning an individual to her population(s) of origin? Second, how well can we infer the historical/evolutionary relationships among Native American populations and their Eurasian origins. We conclude that only a large comprehensive dataset involving multiple autosomal markers on multiple populations will be able to answer both questions; different small sets of markers are able to answer only one or the other of these questions. Using our largest dataset we see a general increasing distance from Old World populations from North to South in the New World except for an unexplained close relationship between our Maya and Quechua samples. PMID:21913176

  6. Effects of emphasising opposition and cooperation on collective movement behaviour during football small-sided games.

    PubMed

    Gonçalves, B; Marcelino, R; Torres-Ronda, L; Torrents, C; Sampaio, J

    2016-07-01

    Optimizing collective behaviour helps to increase performance in mutual tasks. In team sports settings, the small-sided games (SSG) have been used as key context tools to stress out the players' awareness about their in-game required behaviours. Research has mostly described these behaviours when confronting teams have the same number of players, disregarding the frequent situations of low and high inequality. This study compared the players' positioning dynamics when manipulating the number of opponents and teammates during professional and amateur football SSG. The participants played 4v3, 4v5 and 4v7 games, where one team was confronted with low-superiority, low- and high-inferiority situations, and their opponents with low-, medium- and high-cooperation situations. Positional data were used to calculate effective playing space and distances from each player to team centroid, opponent team centroid and nearest opponent. Outcomes suggested that increasing the number of opponents in professional teams resulted in moderate/large decrease in approximate entropy (ApEn) values to both distance to team and opponent team centroid (i.e., the variables present higher regularity/predictability pattern). In low-cooperation game scenarios, the ApEn in amateurs' tactical variables presented a moderate/large increase. The professional teams presented an increase in the distance to nearest opponent with the increase of the cooperation level. Increasing the number of opponents was effective to overemphasise the need to use local information in the positioning decision-making process from professionals. Conversely, amateur still rely on external informational feedback. Increasing the cooperation promoted more regularity in spatial organisation in amateurs and emphasise their players' local perceptions.

  7. Growth rate differences between resident native brook trout and non-native brown trout

    USGS Publications Warehouse

    Carlson, S.M.; Hendry, A.P.; Letcher, B.H.

    2007-01-01

    Between species and across season variation in growth was examined by tagging and recapturing individual brook trout Salvelinus fontinalis and brown trout Salmo trutta across seasons in a small stream (West Brook, Massachusetts, U.S.A.). Detailed information on body size and growth are presented to (1) test whether the two species differed in growth within seasons and (2) characterize the seasonal growth patterns for two age classes of each species. Growth differed between species in nearly half of the season- and age-specific comparisons. When growth differed, non-native brown trout grew faster than native brook trout in all but one comparison. Moreover, species differences were most pronounced when overall growth was high during the spring and early summer. These growth differences resulted in size asymmetries that were sustained over the duration of the study. A literature survey also indicated that non-native salmonids typically grow faster than native salmonids when the two occur in sympatry. Taken together, these results suggest that differences in growth are not uncommon for coexisting native and non-native salmonids. ?? 2007 The Authors.

  8. Predicting above-ground density and distribution of small mammal prey species at large spatial scales

    Treesearch

    Lucretia E. Olson; John R. Squires; Robert J. Oakleaf; Zachary P. Wallace; Patricia L. Kennedy

    2017-01-01

    Grassland and shrub-steppe ecosystems are increasingly threatened by anthropogenic activities. Loss of native habitats may negatively impact important small mammal prey species. Little information, however, is available on the impact of habitat variability on density of small mammal prey species at broad spatial scales. We examined the relationship between small mammal...

  9. Final Environmental Assessment for Implementation of Proposed Actions in the Moody Air Force Base Integrated Natural Resources Management Plan (INRMP)

    DTIC Science & Technology

    2015-09-01

    e.g., white-tailed deer, eastern wild turkey, small game) and game fish , and generally consists of activities related to consumptive uses of these...Grassy Pond Lake for eagles, including the control of invasive aquatic species and periodic restocking of forage fish . The overall effect of this...management concerns obtained from cooperating agencies· (i.e., the U.S. Fish and Wildlife Service and Georgia Deparbnent of Natural Resources), the military

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

    DTIC Science & Technology

    2009-06-01

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

  11. Game theoretic analysis of physical protection system design

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

    Canion, B.; Schneider, E.; Bickel, E.

    The physical protection system (PPS) of a fictional small modular reactor (SMR) facility have been modeled as a platform for a game theoretic approach to security decision analysis. To demonstrate the game theoretic approach, a rational adversary with complete knowledge of the facility has been modeled attempting a sabotage attack. The adversary adjusts his decisions in response to investments made by the defender to enhance the security measures. This can lead to a conservative physical protection system design. Since defender upgrades were limited by a budget, cost benefit analysis may be conducted upon security upgrades. One approach to cost benefitmore » analysis is the efficient frontier, which depicts the reduction in expected consequence per incremental increase in the security budget.« less

  12. Playing for Climate Change: An Educational Alternative Realty Game (ARG) in Second Life

    NASA Astrophysics Data System (ADS)

    Law, Sandra Kim

    Learner engagement in the learning process is a challenge faced by educators, instructional designers, administrators and policy makers (Barab, Sadler, Heiselt, & Zuiker, 2007b; Van Eck, 2006). One area in which learner engagement is particularly problematic is science education; participation rates in sciences at the post-secondary level are significantly lower than in other disciplines (Fox & Stephan, 2001; Industry Canada, 2007; Kennepohl, 2009). Learners who are enrolled in science programs at postsecondary institutions also have deficits in their scientific illiteracy, specifically in their ability to understand the language of science and evaluate scientific claims in journal articles and reports. This design-based research study represents the first phase of an ongoing project exploring the role that digital educational games designed to support knowledge building within small groups can play in addressing issues of engagement and literacy in science education. A set of game design principles derived from the existing literature was used to inform the development of a prototype of the game. The prototype was evaluated by a group (N=18) of educational technology graduate students at a local university. As this was a first phase of a study in a field (i.e. game-based learning) that is still contested, it is felt that qualitative research methods can provide a representative view of the effectiveness of the game design principles and types of interactions observed between players as well as between players and artefacts in environment. The data collection methods used in this study included participant observation, data player characteristics survey, interviews, and content analysis. The final products of this study are game design principles and a game prototype. Data gathered from this study will be used to inform the design of the next version of the game, and future research in the area of digital game design and implementation (e.g., learning analytics, inoperability of the game on different MUVEs, future implementations of the game). This research demonstrated that digital educational games developed in MUVEs have the potential to support scientific literacy and higher level cognition (e.g., reflection, knowledge synthesis).

  13. Elk herbivory alters small mammal assemblages in high elevation drainages

    USGS Publications Warehouse

    Parsons, Elliott W.R.; Maron, John L.; Martin, Thomas E.

    2012-01-01

    Together, our results show that relaxation of heavy herbivore pressure by a widespread native ungulate can lead to rapid changes in small mammal assemblages. Moreover, exclusion of large herbivores can yield rapid responses by vegetation that may enhance or maintain habitat quality for small mammal populations.

  14. High diet overlap between native small-bodied fishes and nonnative fathead minnow in the Colorado River, Grand Canyon, Arizona

    USGS Publications Warehouse

    Seegert, Sarah E. Zahn; Rosi-Marshall, Emma J.; Baxter, Colden V.; Kennedy, Theodore A.; Hall, Robert O.; Cross, Wyatt F.

    2014-01-01

    River regulation may mediate the interactions among native and nonnative species, potentially favoring nonnative species and contributing to the decline of native populations. We examined food resource use and diet overlap among small-bodied fishes in the Grand Canyon section of the Colorado River as a first step in evaluating potential resource competition. We compared the diets of the predominant small-bodied fishes (native Speckled Dace Rhinichthys osculus, juvenile Flannelmouth Sucker Catostomus latipinnis, and juvenile Bluehead Sucker C. discobolus, and nonnative Fathead Minnow Pimephales promelas) across seasons at four sites downstream of Glen Canyon Dam using nonmetric multidimensional scaling and Schoener's similarity index. The diets of these fishes included diatoms, amorphous detritus, aquatic invertebrates (especially simuliid and chironomid larvae), terrestrial invertebrates, and terrestrial vegetation. Diets varied with season and were affected by high turbidity. Fish consumed more amorphous detritus and terrestrial vegetation during the summer monsoon season (July–September), when turbidity was higher. The diets of all species overlapped, but there was large variation in the degree of overlap. The diets of juvenile suckers and Fathead Minnows were most similar, while Speckled Dace had relatively distinct diets. The differences took the form of higher proportions of diatoms and amorphous detritus in the diets of Bluehead Suckers and Fathead Minnows and higher proportions of simuliids and chironomids in those of Speckled Dace. If food resources are or become limiting, diet overlap suggests that competition may occur among native and nonnative species, which could have implications for the population dynamics of these fishes and for the management of the Colorado River ecosystem in Grand Canyon.

  15. Interactive video gaming compared with health education in older adults with mild cognitive impairment: a feasibility study.

    PubMed

    Hughes, Tiffany F; Flatt, Jason D; Fu, Bo; Butters, Meryl A; Chang, Chung-Chou H; Ganguli, Mary

    2014-09-01

    We evaluated the feasibility of a trial of Wii interactive video gaming, and its potential efficacy at improving cognitive functioning compared with health education, in a community sample of older adults with neuropsychologically defined mild cognitive impairment. Twenty older adults were equally randomized to either group-based interactive video gaming or health education for 90 min each week for 24 weeks. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes. All 20 participants completed the intervention, and 18 attended at least 80% of the sessions. The majority (80%) of participants were "very much" satisfied with the intervention. Bowling was enjoyed by the most participants and was also rated the highest among the games for mental, social, and physical stimulation. We observed medium effect sizes for cognitive and physical functioning in favor of the interactive video gaming condition, but these effects were not statistically significant in this small sample. Interactive video gaming is feasible for older adults with mild cognitive impairment, and medium effect sizes in favor of the Wii group warrant a larger efficacy trial. Copyright © 2014 John Wiley & Sons, Ltd.

  16. Multiple effect of social influence on cooperation in interdependent network games.

    PubMed

    Jiang, Luo-Luo; Li, Wen-Jing; Wang, Zhen

    2015-10-01

    The social influence exists widely in the human society, where individual decision-making process (from congressional election to electronic commerce) may be affected by the attitude and behavior of others belonging to different social networks. Here, we couple the snowdrift (SD) game and the prisoner's dilemma (PD) game on two interdependent networks, where strategies in both games are associated by social influence to mimick the majority rule. More accurately, individuals' strategies updating refers to social learning (based on payoff difference) and above-mentioned social influence (related with environment of interdependent group), which is controlled by social influence strength s. Setting s = 0 decouples the networks and returns the traditional network game; while its increase involves the interactions between networks. By means of numerous Monte Carlo simulations, we find that such a mechanism brings multiple influence to the evolution of cooperation. Small s leads to unequal cooperation level in both games, because social learning is still the main updating rule for most players. Though intermediate and large s guarantees the synchronized evolution of strategy pairs, cooperation finally dies out and reaches a completely dominance in both cases. Interestingly, these observations are attributed to the expansion of cooperation clusters. Our work may provide a new understanding to the emergence of cooperation in intercorrelated social systems.

  17. Multiple effect of social influence on cooperation in interdependent network games

    NASA Astrophysics Data System (ADS)

    Jiang, Luo-Luo; Li, Wen-Jing; Wang, Zhen

    2015-10-01

    The social influence exists widely in the human society, where individual decision-making process (from congressional election to electronic commerce) may be affected by the attitude and behavior of others belonging to different social networks. Here, we couple the snowdrift (SD) game and the prisoner’s dilemma (PD) game on two interdependent networks, where strategies in both games are associated by social influence to mimick the majority rule. More accurately, individuals’ strategies updating refers to social learning (based on payoff difference) and above-mentioned social influence (related with environment of interdependent group), which is controlled by social influence strength s. Setting s = 0 decouples the networks and returns the traditional network game; while its increase involves the interactions between networks. By means of numerous Monte Carlo simulations, we find that such a mechanism brings multiple influence to the evolution of cooperation. Small s leads to unequal cooperation level in both games, because social learning is still the main updating rule for most players. Though intermediate and large s guarantees the synchronized evolution of strategy pairs, cooperation finally dies out and reaches a completely dominance in both cases. Interestingly, these observations are attributed to the expansion of cooperation clusters. Our work may provide a new understanding to the emergence of cooperation in intercorrelated social systems.

  18. Associations between violent video gaming, empathic concern, and prosocial behavior toward strangers, friends, and family members.

    PubMed

    Fraser, Ashley M; Padilla-Walker, Laura M; Coyne, Sarah M; Nelson, Larry J; Stockdale, Laura A

    2012-05-01

    Exposure to media violence, including violent video gaming, can have a cognitive desensitization effect, lowering empathic concern for others in need. Since emerging adulthood offers increased opportunities to volunteer, strengthen relationships, and initiate new relationships, decreases in empathic concern and prosocial behavior may prove inhibitive to optimal development during this time. For these reasons, the current study investigated associations between violent video gaming, empathic responding, and prosocial behavior enacted toward strangers, friends, and family members. Participants consisted of 780 emerging adults (M age = 19.60, SD = 1.86, range = 18–29, 69% female, 69% Caucasian) from four universities in the United States. Results showed small to moderate effects between playing violent video gaming and lowered empathic concern for both males and females. In addition, lowered empathic concern partially mediated the pathways between violent video gaming and prosocial behavior toward all three targets (at the level of a trend for females), but was most strongly associated with lower prosocial behavior toward strangers. Discussion highlights how violent video gaming is associated with lower levels of prosocial behavior through the mechanism of decreased empathic concern, how this association can affect prosocial behavior differently across target, and finally what implications this might have for development during emerging adulthood.

  19. Faunal turnover in the Azraq Basin, eastern Jordan 28,000 to 9000 cal yr BP, signalling climate change and human impact

    NASA Astrophysics Data System (ADS)

    Martin, Louise; Edwards, Yvonne H.; Roe, Joe; Garrard, Andrew

    2016-09-01

    Recent zooarchaeological analyses of game exploitation in the Epipalaeolithic of the Southern Levant identify a decline in large game in the Natufian, with corresponding increase in small prey, interpreted as hunting pressure driven by population expansion. To date, studies focus on the Mediterranean zone. This paper adopts similar approaches to examine Epipalaeolithic to Neolithic faunal data from 16 sites in the steppic Jordanian Azraq Basin. Results here reveal very different trends. Large game, mainly equids, fluctuate throughout the Epipalaeolithic, due to climatic conditions and available water/vegetation. Cattle thrive in the Azraq oasis, showing no decline in the Late Epipalaeolithic. Gazelle exploitation is predominant and sustainable throughout the Epipalaeolithic, even at Kharaneh IV and Wadi Jilat 6 'megasites'. However, PPNB assemblages from the limestone steppe show intensive game exploitation resulting from longer-stay settlement. The focused gazelle-hunting camp at Dhuweila in the basalt desert also shows pressure from indiscriminate culling impacting herd demography, interpreted as providing meat for onwards exchange. Human impacts on steppe fauna appear both local and in many cases short-term, unlike the large-game suppression reported from west of the Rift Valley. Resource pressures and game over-kill, whether population-driven or otherwise, are not currently apparent east of the Jordan River.

  20. Effects of a computer-based cognitive exercise program on age-related cognitive decline.

    PubMed

    Bozoki, Andrea; Radovanovic, Mirjana; Winn, Brian; Heeter, Carrie; Anthony, James C

    2013-01-01

    We developed a 'senior friendly' suite of online 'games for learning' with interactive calibration for increasing difficulty, and evaluated the feasibility of a randomized clinical trial to test the hypothesis that seniors aged 60-80 can improve key aspects of cognitive ability with the aid of such games. Sixty community-dwelling senior volunteers were randomized to either an online game suite designed to train multiple cognitive abilities, or to a control arm with online activities that simulated the look and feel of the games but with low level interactivity and no calibration of difficulty. Study assessment included measures of recruitment, retention and play-time. Cognitive change was measured with a computerized assessment battery administered just before and within two weeks after completion of the six-week intervention. Impediments to feasibility included: limited access to in-home high-speed internet, large variations in the amount of time devoted to game play, and a reluctance to pursue more challenging levels. Overall analysis was negative for assessed performance (transference effects) even though subjects improved on the games themselves. Post hoc analyses suggest that some types of games may have more value than others, but these effects would need to be replicated in a study designed for that purpose. We conclude that a six-week, moderate-intensity computer game-based cognitive intervention can be implemented with high-functioning seniors, but the effect size is relatively small. Our findings are consistent with Owen et al. (2010), but there are open questions about whether more structured, longer duration or more intensive 'games for learning' interventions might yield more substantial cognitive improvement in seniors. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  1. Cognitive control and reward/loss processing in Internet gaming disorder: Results from a comparison with recreational Internet game-users.

    PubMed

    Dong, G; Li, H; Wang, L; Potenza, M N

    2017-07-01

    Although playing of Internet games may lead to Internet gaming disorder (IGD), most game-users do not develop problems and only a relatively small subset experiences IGD. Game playing may have positive health associations, whereas IGD has been repeatedly associated with negative health measures, and it is thus important to understand differences between individuals with IGD, recreational (non-problematic) game use (RGU) and non-/low-frequency game use (NLFGU). Individuals with IGD have shown differences in neural activations from non-gamers, yet few studies have examined neural differences between individuals with IGD, RGU and NLFGU. Eighteen individuals with IGD, 21 with RGU and 19 with NFLGU performed a color-word Stroop task and a guessing task assessing reward/loss processing. Behavioral and functional imaging data were collected and compared between groups. RGU and NLFGU subjects showed lower Stroop effects as compared with those with IGD. RGU subjects as compared to those with IGD demonstrated less frontal cortical activation brain activation during Stroop performance. During the guessing task, RGU subjects showed greater cortico-striatal activations than IGD subjects during processing of winning outcomes and greater frontal brain during processing of losing outcomes. Findings suggest that RGU as compared with IGD subjects show greater executive control and greater activations of brain regions implicated in motivational processes during reward processing and greater cortical activations during loss processing. These findings suggest neural and behavioral features distinguishing RGU from IGD and mechanisms by which RGU may be motivated to play online games frequently yet avoid developing IGD. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  2. Interplay of secondary structures and side-chain contacts in the denatured state of BBA1

    NASA Astrophysics Data System (ADS)

    Wen, Edward Z.; Luo, Ray

    2004-08-01

    The denatured state of a miniprotein BBA1 is studied under the native condition with the AMBER/Poisson-Boltzmann energy model and with the self-guided enhanced sampling technique. Forty independent trajectories are collected to sample the highly diversified denatured structures. Our simulation data show that the denatured BBA1 contains high percentage of native helix and native turn, but low percentage of native hairpin. Conditional population analysis indicates that the native helix formation and the native hairpin formation are not cooperative in the denatured state. Side-chain analysis shows that the native hydrophobic contacts are more preferred than the non-native hydrophobic contacts in the denatured BBA1. In contrast, the salt-bridge contacts are more or less nonspecific even if their populations are higher than those of hydrophobic contacts. Analysis of the trajectories shows that the native helix mostly initiates near the N terminus and propagates to the C terminus, and mostly forms from 310-helix/turn to α helix. The same analysis shows that the native turn is important but not necessary in its formation in the denatured BBA1. In addition, the formations of the two strands in the native hairpin are rather asymmetric, demonstrating the likely influence of the protein environment. Energetic analysis shows that the native helix formation is largely driven by electrostatic interactions in denatured BBA1. Further, the native helix formation is associated with the breakup of non-native salt-bridge contacts and the accumulation of native salt-bridge contacts. However, the native hydrophobic contacts only show a small increase upon the native helix formation while the non-native hydrophobic contacts stay essentially the same, different from the evolution of hydrophobic contacts observed in an isolated helix folding.

  3. Word Order in Russian Sign Language

    ERIC Educational Resources Information Center

    Kimmelman, Vadim

    2012-01-01

    In this paper the results of an investigation of word order in Russian Sign Language (RSL) are presented. A small corpus of narratives based on comic strips by nine native signers was analyzed and a picture-description experiment (based on Volterra et al. 1984) was conducted with six native signers. The results are the following: the most frequent…

  4. Introducing the Levinthal's Protein Folding Paradox and Its Solution

    ERIC Educational Resources Information Center

    Martínez, Leandro

    2014-01-01

    The protein folding (Levinthal's) paradox states that it would not be possible in a physically meaningful time to a protein to reach the native (functional) conformation by a random search of the enormously large number of possible structures. This paradox has been solved: it was shown that small biases toward the native conformation result…

  5. The Development of improved willow clones for eastern North America

    Treesearch

    R. F. Kopp; L. B. Smart; C. A. Maynard; J. G. Isebrands; G. A. Tuskan; L. P. Abrahamson

    2001-01-01

    Efforts aimed at genetic improvement of Salix are increasing in North America.Most of these are directed towards developing improved clones for biomass production, phytoremediation, nutrient filters, and stream bank stabilization in the Northeast and North-central United States. Native species are of primary interest, but a small number of clones containing non-native...

  6. Idea Bank: The Native American Flute--A Possibility for Your Classroom

    ERIC Educational Resources Information Center

    Kacanek, Hal

    2011-01-01

    The sound of the Native American flute seems to convey care, sadness, loneliness, longing, heartfelt emotion, a sense of the natural world, wisdom, the human spirit, and a sense of culture. It is a sound that competes for attention, dramatically punctuating messages about First Nation peoples on television and in movies. A relatively small group…

  7. Native American Career Education Unit. Putting Your Money to Work.

    ERIC Educational Resources Information Center

    Far West Lab. for Educational Research and Development, San Francisco, CA.

    One of twelve instructional units in the Native American Career Education (NACE) program, this unit is intended to help Indian junior high school students understand how to manage money resources, both on a personal level and in the world of work. In five activities, students do exercises and small group activities in which they consider how money…

  8. Biliterate Immigrants in a Community Setting.

    ERIC Educational Resources Information Center

    Pacio-Lindin, Dino

    Every immigrant has a right to literacy in his native language, but native language literacy alone does not guarantee success. The objective of a program begun in the 1970s in New York City was to develop biliteracy in immigrants so they could start and manage small businesses in the community. Despite a lack of political protection for the…

  9. Native American Small Business Assistance and Entrepreneurial Growth Act of 2010

    THOMAS, 111th Congress

    Sen. Landrieu, Mary L. [D-LA

    2010-06-24

    Senate - 06/24/2010 Read twice and referred to the Committee on Small Business and Entrepreneurship. (All Actions) Tracker: This bill has the status IntroducedHere are the steps for Status of Legislation:

  10. Video-games used in a group setting is feasible and effective to improve indicators of physical activity in individuals with chronic stroke: a randomized controlled trial.

    PubMed

    Givon, Noa; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-04-01

    To investigate the feasibility of using video-games in a group setting and to compare the effectiveness of video-games as a group intervention to a traditional group intervention for improving physical activity in individuals with chronic stroke. A single-blind randomized controlled trial with evaluations pre and post a 3-month intervention, and at 3-month follow-up. Compliance (session attendance), satisfaction and adverse effects were feasibility measures. Grip strength and gait speed were measures of physical activity. Hip accelerometers quantified steps/day and the Action Research Arm Test assessed the functional ability of the upper extremity. Forty-seven community-dwelling individuals with chronic stroke (29-78 years) were randomly allocated to receive video-game (N=24) or traditional therapy (N=23) in a group setting. There was high treatment compliance for both interventions (video-games-78%, traditional therapy-66%), but satisfaction was rated higher for the video-game (93%) than the traditional therapy (71%) (χ(2)=4.98, P=0.026). Adverse effects were not reported in either group. Significant improvements were demonstrated in both groups for gait speed (F=3.9, P=0.02), grip strength of the weaker (F=6.67, P=0.002) and stronger hands (F=7.5, P=0.001). Daily steps and functional ability of the weaker hand did not increase in either group. Using video-games in a small group setting is feasible, safe and satisfying. Video-games improve indicators of physical activity of individuals with chronic stroke. © The Author(s) 2015.

  11. Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation.

    PubMed

    Sala, Giovanni; Tatlidil, K Semir; Gobet, Fernand

    2018-02-01

    As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record (c) 2018 APA, all rights reserved).

  12. The sex-specific internal and external demands imposed on players during Ultimate Frisbee game-play.

    PubMed

    Madueno, Maria C; Kean, Crystal O; Scanlan, Aaron T

    2017-11-01

    Despite the growing popularity of Ultimate Frisbee (UF) across sexes, the game demands imposed on players have been predominately examined in males. This study aimed to compare the internal and external demands of UF game-play in males and females. Male (N.=10) and female (N.=10) recreational UF players competed in separate sex-specific, indoor UF games. Internal responses (blood lactate concentration [BLa-], rating of perceived exertion [RPE], and heart rate [HR]) and external responses (direction-specific and total relative PlayerLoad™ [PL], and estimated equivalent distance [EED]) were measured. Data were analyzed using mixed ANOVAs with Cohen's effect sizes (d). During male game-play, significantly (P<0.01) higher BLa- (d=1.30, large), HR (d=0.40, small), PL (d=0.80-1.24, moderate-large), and EED (d=0.93, moderate) were apparent during the first half compared to the second half in males. During female game-play, a significantly (P<0.001) larger RPE (d=0.93, moderate) was evident during the second compared to the first half. In addition, females exhibited significantly (P<0.05) lower BLa- (d=1.43, large) in the first half and higher medio-lateral PL (d=1.10, moderate) in the second half compared to males. While similar global responses were observed between sexes across UF game-play, males experienced greater declines in physiological intensity and multi-directional activity than females. These data indicate overlap in game demands and training recommendations across sexes, with activity maintenance a focus, particularly in males.

  13. Daily violent video game playing and depression in preadolescent youth.

    PubMed

    Tortolero, Susan R; Peskin, Melissa F; Baumler, Elizabeth R; Cuccaro, Paula M; Elliott, Marc N; Davies, Susan L; Lewis, Terri H; Banspach, Stephen W; Kanouse, David E; Schuster, Mark A

    2014-09-01

    Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004-2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for <2 hours per day (p<0.001). The magnitude of this association was small (Cohen's d=0.16), but this association was consistent across all racial/ethnic subgroups and among boys (Cohen's d values ranged from 0.12 to 0.25). Our findings indicate that there is an association between daily exposure to violent video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications.

  14. Commons Dilemma Choices in Small vs. Large Groups.

    ERIC Educational Resources Information Center

    Powers, Richard B.; Boyle, William

    The purpose of the Commons Game is to teach students how social traps work; that is, that short-term individual gain tends to dominate long-term collective gain. Simulations of Commons Dilemma have grown considerably in the last decade; however, the research has used small face-to-face groups to study behavior in the Commons. To compare the…

  15. Pitch size and Game Surface in Different Small-Sided Games. Global Indicators, Activity Profile and Acceleration of Female Soccer Players.

    PubMed

    López-Fernández, Jorge; Gallardo, Leonor; Fernández-Luna, Álvaro; Villacañas, Victor; García-Unanue, Jorge; Sánchez-Sánchez, Javier

    2017-06-22

    The aim of this research was to evaluate the influence of game surface and pitch size on the movement profile in female soccer players during Small-Sided-Games (SSGs) of 4 v 4. 16 women played three different 4-a-side (400 m, 600 m and 800 m) on three surfaces (ground [GR], artificial turf [AT] and natural grass [NG]). Time-motion variables were assessed through GPS devices (Spi Pro X, GPSports, Australia). GR had the worst outputs on most variables. NG achieved higher results than AT in terms of total distance [SSG 400 (+37.000 m; p=0.006); SSG 600 (+59.989 m; p<0.001); SSG 800 (+42.284 m; p=0.001)]. On the other hand, the smaller SSG (400) had the lowest values on most variables. However, while the middle SSG (600) presented higher output than the bigger one (800) for Body Load [NG (+7.745 a.u.; p<0.001); AT (+8.207 a.u.; p<0.001); GR (+5.879 a.u.; p<0.001)], it had lower results for High Intensity Distance [NG (-13.15 m; p=0.025); AT (-13.59 m; p=0.026)]. Despite women's performance being higher on AT than GR, the NG surface still showed the highest outcomes in the most intense SSG. Moreover, although the performance increase in bigger pitches, if the size is too large the outputs could be reduced.

  16. Can exergaming contribute to improving physical activity levels and health outcomes in children?

    PubMed

    Daley, Amanda J

    2009-08-01

    Physical inactivity among children is a serious public health problem. It has been suggested that high levels of screen time are contributory factors that encourage sedentary lifestyles in young people. As physical inactivity and obesity levels continue to rise in young people, it has been proposed that new-generation active computer- and video-console games (otherwise known as "exergaming") may offer the opportunity to contribute to young people's energy expenditure during their free time. Although studies have produced some encouraging results regarding the energy costs involved in playing active video-console games, the energy costs of playing the authentic versions of activity-based video games are substantially larger, highlighting that active gaming is no substitute for real sports and activities. A small number of exergaming activities engage children in moderate-intensity activity, but most do not. Only 3 very small trials have considered the effects of exergaming on physical activity levels and/or other health outcomes in children. Evidence from these trials has been mixed; positive trends for improvements in some health outcomes in the intervention groups were noted in 2 trials. No adequately powered randomized, controlled trial has been published to date, and no trial has assessed the long-term impact of exergaming on children's health. We now need high-quality randomized, controlled trials to evaluate the effectiveness and sustainability of exergaming, as well as its clinical relevance; until such studies take place, we should remain cautious about its ability to positively affect children's health.

  17. Naming Game with Multiple Hearers

    NASA Astrophysics Data System (ADS)

    Li, Bing; Chen, Guanrong; Chow, Tommy W. S.

    2013-05-01

    A new model called Naming Game with Multiple Hearers (NGMH) is proposed in this paper. A naming game over a population of individuals aims to reach consensus on the name of an object through pair-wise local interactions among all the individuals. The proposed NGMH model describes the learning process of a new word, in a population with one speaker and multiple hearers, at each interaction towards convergence. The characteristics of NGMH are examined on three types of network topologies, namely ER random-graph network, WS small-world network, and BA scale-free network. Comparative analysis on the convergence time is performed, revealing that the topology with a larger average (node) degree can reach consensus faster than the others over the same population. It is found that, for a homogeneous network, the average degree is the limiting value of the number of hearers, which reduces the individual ability of learning new words, consequently decreasing the convergence time; for a scale-free network, this limiting value is the deviation of the average degree. It is also found that a network with a larger clustering coefficient takes longer time to converge; especially a small-word network with smallest rewiring possibility takes longest time to reach convergence. As more new nodes are being added to scale-free networks with different degree distributions, their convergence time appears to be robust against the network-size variation. Most new findings reported in this paper are different from that of the single-speaker/single-hearer naming games documented in the literature.

  18. [Pathological gambling and computergame-addiction. Current state of research regarding two subtypes of behavioural addiction].

    PubMed

    Wölfling, K; Müller, K W

    2010-04-01

    Behavioral addictions, like pathological gambling and computer game addiction (or internet addiction), have become a growing concern in research and public interest. Currently similarities between behavioral addictions and substance dependency are controversially discussed in the scientific community. Unfortunately a mismatch exists between the large number of people seeking treatment and the small number of scientific studies on pathological gambling and computer game addiction. Prevalence of pathological gambling among the German population is estimated to be 0.2-0.5%. These estimations are comparable to prevalence rates reported for drug dependency. Latest research states that about 3% of German adolescents and young adults are believed to suffer from computer game addiction. Therefore, it is important to enhance investigations regarding the clinical and neuroscientific basis of computer game addiction. This review offers a summary of current results of research regarding pathological gambling and internet addiction. The phenomenological description of these two disorders is meant to allow a deeper understanding of behavioral addictions.

  19. Dynamics in atomic signaling games.

    PubMed

    Fox, Michael J; Touri, Behrouz; Shamma, Jeff S

    2015-07-07

    We study an atomic signaling game under stochastic evolutionary dynamics. There are a finite number of players who repeatedly update from a finite number of available languages/signaling strategies. Players imitate the most fit agents with high probability or mutate with low probability. We analyze the long-run distribution of states and show that, for sufficiently small mutation probability, its support is limited to efficient communication systems. We find that this behavior is insensitive to the particular choice of evolutionary dynamic, a property that is due to the game having a potential structure with a potential function corresponding to average fitness. Consequently, the model supports conclusions similar to those found in the literature on language competition. That is, we show that efficient languages eventually predominate the society while reproducing the empirical phenomenon of linguistic drift. The emergence of efficiency in the atomic case can be contrasted with results for non-atomic signaling games that establish the non-negligible possibility of convergence, under replicator dynamics, to states of unbounded efficiency loss. Copyright © 2015 Elsevier Ltd. All rights reserved.

  20. Fish play Minority Game as humans do

    NASA Astrophysics Data System (ADS)

    Liu, Ruey-Tarng; Chung, Fei Fang; Liaw, Sy-Sang

    2012-01-01

    We report the results of an unprecedented real Minority Game (MG) played by university staff members who clicked one of two identical buttons (A and B) on a computer screen while clocking in or out of work. We recorded the number of people who clicked button A for 1288 games, beginning on April 21, 2008 and ending on October 31, 2010, and calculated the variance among the people who clicked A as a function of time. The evolution of the variance shows that the global gain of selfish agents increases when a small portion of agents make persistent choice in the games. We also carried out another experiment in which we forced 101 fish to enter one of the two symmetric chambers (A and B). We repeated the fish experiment 500 times and found that the variance of the number of fish that entered chamber A evolved in a way similar to the human MG, suggesting that fish have memory and can employ more strategies when facing the same situation again and again.

  1. DNA Re-EvolutioN: a game for learning molecular genetics and evolution.

    PubMed

    Miralles, Laura; Moran, Paloma; Dopico, Eduardo; Garcia-Vazquez, Eva

    2013-01-01

    Evolution is a main concept in biology, but not many students understand how it works. In this article we introduce the game DNA Re-EvolutioN as an active learning tool that uses genetic concepts (DNA structure, transcription and translation, mutations, natural selection, etc.) as playing rules. Students will learn about molecular evolution while playing a game that mixes up theory and entertainment. The game can be easily adapted to different educational levels. The main goal of this play is to arrive at the end of the game with the longest protein. Students play with pawns and dices, a board containing hypothetical events (mutations, selection) that happen to molecules, "Evolution cards" with indications for DNA mutations, prototypes of a DNA and a mRNA chain with colored "nucleotides" (plasticine balls), and small pieces simulating t-RNA with aminoacids that will serve to construct a "protein" based on the DNA chain. Students will understand how changes in DNA affect the final protein product and may be subjected to positive or negative selection, using a didactic tool funnier than classical theory lectures and easier than molecular laboratory experiments: a flexible and feasible game to learn and enjoy molecular evolution at no-cost. The game was tested by majors and non-majors in genetics from 13 different countries and evaluated with pre- and post-tests obtaining very positive results. © 2013 by The International Union of Biochemistry and Molecular Biology.

  2. A Review of the Internal and External Physiological Demands Associated With Batting in Cricket.

    PubMed

    Scanlan, Aaron T; Berkelmans, Daniel M; Vickery, William M; Kean, Crystal O

    2016-11-01

    Cricket is a popular international team sport with various game formats ranging from long-duration multiday tests to short-duration Twenty20 game play. The role of batsmen is critical to all game formats, with differing physiological demands imposed during each format. Investigation of the physiological demands imposed during cricket batting has historically been neglected, with much of the research focusing on bowling responses and batting technique. A greater understanding of the physiological demands of the batting role in cricket is required to assist strength and conditioning professionals and coaches with the design of training plans, recovery protocols, and player-management strategies. This brief review provides an updated synthesis of the literature examining the internal (eg, metabolic demands and heart rate) and external (eg, activity work rates) physiological responses to batting in the various game formats, as well as simulated play and small-sided-games training. Although few studies have been done in this area, the summary of data provides important insight regarding physiological responses to batting and highlights that more research on this topic is required. Future research is recommended to combine internal and external measures during actual game play, as well as comparing different game formats and playing levels. In addition, understanding the relationship between batting technique and physiological responses is warranted to gain a more holistic understanding of batting in cricket, as well as to develop appropriate coaching and training strategies.

  3. Small groups and long memories promote cooperation.

    PubMed

    Stewart, Alexander J; Plotkin, Joshua B

    2016-06-01

    Complex social behaviors lie at the heart of many of the challenges facing evolutionary biology, sociology, economics, and beyond. For evolutionary biologists the question is often how group behaviors such as collective action, or decision making that accounts for memories of past experience, can emerge and persist in an evolving system. Evolutionary game theory provides a framework for formalizing these questions and admitting them to rigorous study. Here we develop such a framework to study the evolution of sustained collective action in multi-player public-goods games, in which players have arbitrarily long memories of prior rounds of play and can react to their experience in an arbitrary way. We construct a coordinate system for memory-m strategies in iterated n-player games that permits us to characterize all cooperative strategies that resist invasion by any mutant strategy, and stabilize cooperative behavior. We show that, especially when groups are small, longer-memory strategies make cooperation easier to evolve, by increasing the number of ways to stabilize cooperation. We also explore the co-evolution of behavior and memory. We find that even when memory has a cost, longer-memory strategies often evolve, which in turn drives the evolution of cooperation, even when the benefits for cooperation are low.

  4. Complex postglacial recolonization inferred from population genetic structure of mottled sculpin Cottus bairdii in tributaries of eastern Lake Michigan, U.S.A.

    PubMed

    Homola, J J; Ruetz, C R; Kohler, S L; Thum, R A

    2016-11-01

    This study used analyses of the genetic structure of a non-game fish species, the mottled sculpin Cottus bairdii to hypothesize probable recolonization routes used by cottids and possibly other Laurentian Great Lakes fishes following glacial recession. Based on samples from 16 small streams in five major Lake Michigan, U.S.A., tributary basins, significant interpopulation differentiation was documented (overall F ST = 0·235). Differentiation was complex, however, with unexpectedly high genetic similarity among basins as well as occasionally strong differentiation within basins, despite relatively close geographic proximity of populations. Genetic dissimilarities were identified between eastern and western populations within river basins, with similarities existing between eastern and western populations across basins. Given such patterns, recolonization is hypothesized to have occurred on three occasions from more than one glacial refugium, with a secondary vicariant event resulting from reduction in the water level of ancestral Lake Michigan. By studying the phylogeography of a small, non-game fish species, this study provides insight into recolonization dynamics of the region that could be difficult to infer from game species that are often broadly dispersed by humans. © 2016 The Fisheries Society of the British Isles.

  5. Analysis and implementation of communications systems for small satellite missions

    NASA Astrophysics Data System (ADS)

    Hammerman, Morgan

    STEM (science, technology, engineering, and math) is a wave of the future for teaching. It combines multiple topics that promote critical thinking. This study targeted one aspect of the first-grade curriculum, sorting using properties. This unit used STEM teaching methods to test if hands-on, game based methods would enhance learning. The setting used for this study was a first-grade classroom in an upper middle-class suburb. The students took a pre-test before the unit began and a post-test at the end of the unit. These assessments were used to evaluate their progress in sorting and identifying properties of various objects. One major research focus was to look at group dynamics in the classroom. This was done by dividing the students into small groups to promote working collaboratively with their peers. The results of this study showed that hands on activity or game based learning are effective tools when teaching properties. It was inconclusive whether these results were due to game based learning or the hands-on activities. The study also revealed that group work is a successful tool that can be used while teaching properties.

  6. Lipoprotein lipase (LPL) strongly links native and oxidized low density lipoprotein particles to decorin-coated collagen. Roles for both dimeric and monomeric forms of LPL.

    PubMed

    Pentikäinen, M O; Oörni, K; Kovanen, P T

    2000-02-25

    Low density lipoprotein (LDL) and oxidized LDL are associated with collagen in the arterial intima, where the collagen is coated by the small proteoglycan decorin. When incubated in physiological ionic conditions, decorin-coated collagen bound only small amounts of native and oxidized LDL, the interaction being weak. When decorin-coated collagen was first allowed to bind lipoprotein lipase (LPL), binding of native and oxidized LDL increased dramatically (23- and 7-fold, respectively). This increase depended on strong interactions between LPL that was bound to the glycosaminoglycan chains of the collagen-bound decorin and native and oxidized LDL (kDa 12 and 5.9 nM, respectively). To distinguish between binding to monomeric (inactive) and dimeric (catalytically active) forms of LPL, affinity chromatography on heparin columns was conducted, which showed that native LDL bound to the monomeric LPL, whereas oxidized LDL, irrespective of the type of modification (Cu(2+), 2, 2'-azobis(2-amidinopropane)hydrochloride, hypochlorite, or soybean 15-lipoxygenase), bound preferably to dimeric LPL. However, catalytic activity of LPL was not required for binding to oxidized LDL. Finally, immunohistochemistry of atherosclerotic lesions of human coronary arteries revealed specific areas in which LDL, LPL, decorin, and collagen type I were present. The results suggest that LPL can retain LDL in atherosclerotic lesions along decorin-coated collagen fibers.

  7. Alaskan resources, current development. Traditional cultural values, and the role of LANDSAT data in current and future land use management planning

    NASA Technical Reports Server (NTRS)

    Laperriere, A. J.

    1975-01-01

    Past, present, and proposed applications of LANDSAT data for renewable resource assessments in Alaska are described. Specific projects briefly discussed include: a feasibility investigation applying LANDSAT data to caribou habitat mapping in northeast Alaska, analysis of a native corporate region in southwest Alaska, analysis of a game management unit in interior Alaska, and two proposed analyses in northwest Alaska. These analyses principally address range evaluations concerning caribou, moose, and Dall sheep, but results have application to other renewable resource themes. Application of resource assessment results to a statewide land use management plan is discussed.

  8. Churn prediction of mobile and online casual games using play log data.

    PubMed

    Kim, Seungwook; Choi, Daeyoung; Lee, Eunjung; Rhee, Wonjong

    2017-01-01

    Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the advancement of development tools. With the resulting fierce competition, now both acquisition and retention of users are the prime concerns in the field. In this study, we focus on churn prediction of mobile and online casual games. While churn prediction and analysis can provide important insights and action cues on retention, its application using play log data has been primitive or very limited in the casual game area. Most of the existing methods cannot be applied to casual games because casual game players tend to churn very quickly and they do not pay periodic subscription fees. Therefore, we focus on the new players and formally define churn using observation period (OP) and churn prediction period (CP). Using the definition, we develop a standard churn analysis process for casual games. We cover essential topics such as pre-processing of raw data, feature engineering including feature analysis, churn prediction modeling using traditional machine learning algorithms (logistic regression, gradient boosting, and random forests) and two deep learning algorithms (CNN and LSTM), and sensitivity analysis for OP and CP. Play log data of three different casual games are considered by analyzing a total of 193,443 unique player records and 10,874,958 play log records. While the analysis results provide useful insights, the overall results indicate that a small number of well-chosen features used as performance metrics might be sufficient for making important action decisions and that OP and CP should be properly chosen depending on the analysis goal.

  9. Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis.

    PubMed

    Lau, Ho Ming; Smit, Johannes H; Fleming, Theresa M; Riper, Heleen

    2016-01-01

    The development and use of serious games for mental health disorders are on the rise. Yet, little is known about the impact of these games on clinical mental health symptoms. We conducted a systematic review and meta-analysis of randomized controlled trials that evaluated the effectiveness of serious games on symptoms of mental disorder. We conducted a systematic search in the PubMed, PsycINFO, and Embase databases, using mental health and serious games-related keywords. Ten studies met the inclusion criteria and were included in the review, and nine studies were included in the meta-analysis. All of the serious games were provided via personal computer, mostly on CD-ROM without the need for an internet connection. The studies targeted age groups ranging from 7 to 80 years old. The serious games focused on symptoms of depression ( n  = 2), post-traumatic stress disorder ( n  = 2), autism spectrum disorder ( n  = 2), attention deficit hyperactivity disorder ( n  = 1), cognitive functioning ( n  = 2), and alcohol use disorder ( n  = 1). The studies used goal-oriented ( n  = 4) and cognitive training games ( n  = 6). A total of 674 participants were included in the meta-analysis (380 in experimental and 294 in control groups). A meta-analysis of 9 studies comprising 10 comparisons, using a random effects model, showed a moderate effect on improvement of symptoms [ g  = 0.55 (95% confidence interval 0.28-0.83); P  < 0.001], favoring serious games over no intervention controls. Though the number of comparisons in the meta-analysis was small, these findings suggest that serious gaming interventions may be effective for reducing disorder-related symptoms. More studies are needed in order to attain deeper knowledge of the efficacy for specific mental disorders and the longer term effects of this new type of treatment for mental disorders.

  10. Churn prediction of mobile and online casual games using play log data

    PubMed Central

    Kim, Seungwook; Choi, Daeyoung; Lee, Eunjung

    2017-01-01

    Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the advancement of development tools. With the resulting fierce competition, now both acquisition and retention of users are the prime concerns in the field. In this study, we focus on churn prediction of mobile and online casual games. While churn prediction and analysis can provide important insights and action cues on retention, its application using play log data has been primitive or very limited in the casual game area. Most of the existing methods cannot be applied to casual games because casual game players tend to churn very quickly and they do not pay periodic subscription fees. Therefore, we focus on the new players and formally define churn using observation period (OP) and churn prediction period (CP). Using the definition, we develop a standard churn analysis process for casual games. We cover essential topics such as pre-processing of raw data, feature engineering including feature analysis, churn prediction modeling using traditional machine learning algorithms (logistic regression, gradient boosting, and random forests) and two deep learning algorithms (CNN and LSTM), and sensitivity analysis for OP and CP. Play log data of three different casual games are considered by analyzing a total of 193,443 unique player records and 10,874,958 play log records. While the analysis results provide useful insights, the overall results indicate that a small number of well-chosen features used as performance metrics might be sufficient for making important action decisions and that OP and CP should be properly chosen depending on the analysis goal. PMID:28678880

  11. A Small Taste of Big Data: Strategies for Evaluating Reach, Impact, and Outcomes of Starchitect on Facebook

    NASA Astrophysics Data System (ADS)

    Harold, J. B.

    2015-12-01

    Starchitect (www.starchitect.net) is an online stellar and planetary evolution game developed for Facebook (though it can be played outside of Facebook as well). Funded through NASA and NSF, Starchitect was designed in part to explore the educational potential of a specific type of game design, in which players may only spend a few minutes with the game in a given sitting, but must come back repeatedly over days or weeks to make real progress. The intent was to determine if we could engage players and keep them "minds on" for longer periods of time, enhancing the educational value of the game. However this design leads to a variety of challenges and opportunities for the evaluation program. Players cannot easily be asked to "play through" the game while under observation, because the game is designed to be played over long periods. Even recruiting test players can be a challenge, since this particular game framework doesn't appeal to everyone, and we need players to stay engaged long enough to have a meaningful experience. On the other hand, the game itself collects large amounts of data automatically, and can be strategically designed to collect even more. N in this case is very large (in excess of 11,000 players to date), and Facebook enhances the data by providing information about players that is not generally available to online activities (e.g., gender and age). All told this provides us with an intriguing double edged sword: challenges for traditional, in-person evaluation strategies, combined with new opportunities for online recruitment and automated data collection. This paper will discuss the strategies we've used to evaluate the project, including interviews, online surveys dynamically triggered by the game, targeted Facebook advertising, game data evaluation, embedded pre/post quizzes, and more.

  12. Herbarium specimens show patterns of fruiting phenology in native and invasive plant species across New England.

    PubMed

    Gallinat, Amanda S; Russo, Luca; Melaas, Eli K; Willis, Charles G; Primack, Richard B

    2018-01-01

    Patterns of fruiting phenology in temperate ecosystems are poorly understood, despite the ecological importance of fruiting for animal nutrition and seed dispersal. Herbarium specimens represent an under-utilized resource for investigating geographical and climatic factors affecting fruiting times within species, patterns in fruiting times among species, and differences between native and non-native invasive species. We examined over 15,000 herbarium specimens, collected and housed across New England, and found 3159 specimens with ripe fruits, collected from 1849-2013. We examined patterns in fruiting phenology among 37 native and 18 invasive woody plant species common to New England. We compared fruiting dates between native and invasive species, and analyzed how fruiting phenology varies with temperature, space, and time. Spring temperature and year explained a small but significant amount of the variation in fruiting dates. Accounting for the moderate phylogenetic signal in fruiting phenology, invasive species fruited 26 days later on average than native species, with significantly greater standard deviations. Herbarium specimens can be used to detect patterns in fruiting times among species. However, the amount of intraspecific variation in fruiting times explained by temporal, geographic, and climatic predictors is small, due to a combination of low temporal resolution of fruiting specimens and the protracted nature of fruiting. Later fruiting times in invasive species, combined with delays in autumn bird migrations in New England, may increase the likelihood that migratory birds will consume and disperse invasive seeds in New England later into the year. © 2018 Botanical Society of America.

  13. Assessment of a National Diabetes Education Program diabetes prevention toolkit: The D2d experience.

    PubMed

    Devchand, Roshni; Sheehan, Patricia; Gallivan, Joanne M; Tuncer, Diane M; Nicols, Christina

    2017-09-01

    The National Diabetes Education Program created the Small Steps. Big Rewards. GAME PLAN. toolkit to deliver basic type 2 diabetes prevention information to individuals at risk. The purpose of this study is to test the impact of GAME PLAN on diabetes prevention knowledge and behavioral readiness in the vitamin D and type 2 diabetes (D2d) study and participant satisfaction with toolkit materials. Three hundred sixty adults at risk for diabetes participating in the D2d study were enrolled. Participants took a pretest, were sent home with the GAME PLAN, then took a posttest at their next visit, 3 months later. The Wilcoxon-signed rank test was used to examine changes in knowledge and behavioral readiness between scale scores pre- and posttest. There were modest increases in composite diabetes prevention knowledge scores (p < .05) and behavioral readiness scores (p < .001) from pre- to posttest. Participants also reported at posttest that the toolkit materials were appropriate, comprehensive, and relevant. The GAME PLAN health education materials improve knowledge and behavioral readiness among adults at risk for diabetes. Providers can use GAME PLAN as one component of diabetes prevention education. ©2017 American Association of Nurse Practitioners.

  14. Family Violence and Football: The Effect of Unexpected Emotional Cues on Violent Behavior*

    PubMed Central

    Card, David; Dahl, Gordon B.

    2013-01-01

    We study the link between family violence and the emotional cues associated with wins and losses by local professional football teams. We hypothesize that the risk of violence is affected by the ‘gain-loss’ utility of game outcomes around a rationally expected reference point. Our empirical analysis uses police reports of violent incidents on Sundays during the professional football season. Controlling for the pre-game point spread and the size of the local viewing audience, we find that upset losses (defeats when the home team was predicted to win by 4 or more points) lead to a 10 percent increase in the rate of at-home violence by men against their wives and girlfriends. In contrast, losses when the game was expected to be close have small and insignificant effects. Upset wins (when the home team was predicted to lose) also have little impact on violence, consistent with asymmetry in the gain-loss utility function. The rise in violence after an upset loss is concentrated in a narrow time window near the end of the game, and is larger for more important games. We find no evidence for reference point updating based on the halftime score. PMID:21853617

  15. Analysis of the "naming game" with learning errors in communications.

    PubMed

    Lou, Yang; Chen, Guanrong

    2015-07-16

    Naming game simulates the process of naming an objective by a population of agents organized in a certain communication network. By pair-wise iterative interactions, the population reaches consensus asymptotically. We study naming game with communication errors during pair-wise conversations, with error rates in a uniform probability distribution. First, a model of naming game with learning errors in communications (NGLE) is proposed. Then, a strategy for agents to prevent learning errors is suggested. To that end, three typical topologies of communication networks, namely random-graph, small-world and scale-free networks, are employed to investigate the effects of various learning errors. Simulation results on these models show that 1) learning errors slightly affect the convergence speed but distinctively increase the requirement for memory of each agent during lexicon propagation; 2) the maximum number of different words held by the population increases linearly as the error rate increases; 3) without applying any strategy to eliminate learning errors, there is a threshold of the learning errors which impairs the convergence. The new findings may help to better understand the role of learning errors in naming game as well as in human language development from a network science perspective.

  16. Effects of native perennial vegetation buffer strips on dissolved organic carbon in surface runoff from an agricultural landscape

    Treesearch

    Tomorra E. Smith; Randall K. Kolka; Xiaobo Zhou; Matthew J. Helmers; Richard M. Cruse; Mark D. Tomer

    2014-01-01

    Dissolved organic carbon (DOC) constitutes a small yet important part of a watershed's carbon budget because it is mobile and biologically active. Agricultural conservation practices such as native perennial vegetation (NPV) strips will influence carbon cycling of an upland agroecosystem, and could affect how much DOC enters streams in runoff, potentially...

  17. Cross-Cultural Adjustment of Native-Speaking English Teachers (NETs) in Hong Kong: A Factor in Attrition and Retention

    ERIC Educational Resources Information Center

    Chu, Chau Kan; Morrison, Keith

    2011-01-01

    This paper argues that, despite government support in financial and contractual matters, ongoing problems of retention of Native-speaking English Teachers (NETs) in Hong Kong stem, in part, from problems of cross-cultural adjustment. The paper reports a small-scale qualitative investigation into the experiences of NETS in Hong Kong and finds…

  18. Allometric biomass models and applications for branches of Chinese tallow in a Mississippi Bottomland Forest

    Treesearch

    Allison M. Stoklosa; Nana Tian; Zhaofei Fan

    2015-01-01

    Chinese tallow [Triadica sebifera (L.) Small, formerly Sapium sebiferum (L.) Roxb.] is a non-native invader moving through the southeastern United States. Tallow can invade a multitude of habitats, from coastal prairies to closed-canopy forests, forming monospecific stands and driving out native flora and fauna (Bruce and others 1997). Tallow has large impacts, both...

  19. Impact of Anthropogenic Disturbance on Native and Invasive Trypanosomes of Rodents in Forested Uganda.

    PubMed

    Salzer, Johanna S; Pinto, C Miguel; Grippi, Dylan C; Williams-Newkirk, Amanda Jo; Peterhans, Julian Kerbis; Rwego, Innocent B; Carroll, Darin S; Gillespie, Thomas R

    2016-12-01

    Habitat disturbance and anthropogenic change are globally associated with extinctions and invasive species introductions. Less understood is the impact of environmental change on the parasites harbored by endangered, extinct, and introduced species. To improve our understanding of the impacts of anthropogenic disturbance on such host-parasite interactions, we investigated an invasive trypanosome (Trypanosoma lewisi). We screened 348 individual small mammals, representing 26 species, from both forested and non-forested habitats in rural Uganda. Using microscopy and PCR, we identified 18% of individuals (order Rodentia) as positive for trypanosomes. Further phylogenetic analyses revealed two trypanosomes circulating-T. lewisi and T. varani. T. lewisi was found in seven species both native and invasive, while T. varani was identified in only three native forest species. The lack of T. varani in non-forested habitats suggests that it is a natural parasite of forest-dwelling rodents. Our findings suggest that anthropogenic disturbance may lead to spillover of an invasive parasite (T. lewisi) from non-native to native species, and lead to local co-extinction of a native parasite (T. varani) and native forest-dwelling hosts.

  20. Interspecific competition among Hawaiian forest birds

    USGS Publications Warehouse

    Mountainspring, S.; Scott, J.M.

    1985-01-01

    The object of this study was to determine whether interspecific competition modified local geographic distribution, after taking into account the effect of habitat structure. The tendencies for 14 passerine birds to have positive or negative associations were examined, using 7861 sample points in seven native forests on the islands of Hawaii, Maui, and Kauai. All birds were at least partly insectivorous and were fairly common in forested areas, although some fed chiefly on nectar or fruit. Species-pairs were classified as primary or secondary potential competitors based on general dietary similarity. To evaluate the association between species and to account for the effect of individual species habitat preferences, partial correlations were computed for each species-pair in a study area from the simple correlations between the species and 26 habitat variables plus two quadratic terms to represent nonlinearity. The partial correlations represented a short-term ('instantaneous') assessment of the strength of competitive interactions, and did not reflect the accumulation of competitive displacement through time. Of 170 partial correlations in the analysis, only 10 indicated significant negative association. The general pattern was of positive association (76 significantly positive partials), which probably resulted from flocking and from attraction of birds to areas of resource superabundance. Two species showed consistent patterns of negative partial correlations over several adjacent study areas, the Japanese White-eye/Iiwi in montane Hawaii, and the Japanese White-eye/Elepaio in windward Hawaii; both patterns could be reasonably attributed to direct competition. Species-pairs were grouped by the native or exotic status of the component species. Native/exotic pairs had a significantly greater proportion of negative partial correlations (37%) than either native/native pairs (8%) or exotic/exotic pairs (0%). This pattern was consistent across the seven study areas and appeared to reflect the occurrence of interspecific competition along a broad and diffuse ecological 'front' between a co-evolved native avifauna and recently introduced exotic species. The role of competition in the pattern was corroborated by the significantly higher proportion of negative partial correlations among species-pairs of primary potential competitors than among those of secondary potential competitors. Our results suggested that 47% of the primary potential competitors among native/exotic species-pairs may experience at least small depressions in local population density due to competition. Although the negative correlations were for the most part small (average negative r = 0.06), one species could eventually replace another as spatial displacement accumulated through time. The Japanese White-eye appeared to have a principal role in native/exotic interactions, with 62% of the partial correlations between it and native primary potential competitor species being negative. Noteworthy implications were that (1) it was important to account for the habitat responses of individual species when studying the role of interspecific competition in modifying small-scale geographic distribution; (2) competition was frequently sporadic in its geographic occurrence and in the species affected, thus supporting Wiens' (1977) theory of competition; and (3) as a consequence, the role of interspecific competition in modifying distribution may be difficult to detect statistically with small data sets.

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