Sample records for online poker players

  1. "Don't worry, it's just poker!"--experience, self-rumination and self-reflection as determinants of decision-making in on-line poker.

    PubMed

    Palomäki, Jussi; Laakasuo, Michael; Salmela, Mikko

    2013-09-01

    On-line poker is a game of chance and skill. The construct of poker playing skill has both a technical (game strategy-related) and an emotional (emotion regulation-related) aspect. A correlational on-line study (N = 354) was conducted to assess differences in technical skills and emotional characteristics related to poker playing style between experienced and inexperienced poker players. Results suggest that, with respect to emotional characteristics, experienced poker players engage in less self-rumination and more self-reflection, as compared to inexperienced players. Experienced poker players are also able to make better decisions, by mathematical standards, in a poker decision-making environment, as assessed by two fictitious on-line poker decision-making scenarios. Furthermore, this study provides supportive evidence that experienced poker players conceptualize the construct of "luck" differently from inexperienced players. A new poker playing experience scale (PES) for accurately measuring poker playing experience is presented in this paper.

  2. Psychopathology of Online Poker Players: Review of Literature

    PubMed Central

    Moreau, Axelle; Chabrol, Henri; Chauchard, Emeline

    2016-01-01

    Background and aims Online Texas Hold’em poker has become a spectacular form of entertainment in our society, and the number of people who use this form of gambling is increasing. It seems that online poker activity challenges existing theoretical concepts about problem gambling behaviors. The purpose of this literature review is to provide a current overview about the population of online poker players. Methods To be selected, articles had to focus on psychopathology in a sample of online poker players, be written in English or French, and be published before November 2015. A total of 17 relevant studies were identified. Results In this population, the proportion of problematic gamblers was higher than in other forms of gambling. Several factors predicting excessive gambling were identified such as stress, internal attribution, dissociation, boredom, negative emotions, irrational beliefs, anxiety, and impulsivity. The population of online poker players is largely heterogeneous, with experimental players forming a specific group. Finally, the validity of the tools used to measure excessive or problematic gambling and irrational beliefs are not suitable for assessing online poker activity. Discussion and conclusions Future studies need to confirm previous findings in the literature of online poker games. Given that skills are important in poker playing, skill development in the frames of excessive use of online poker should be explored more in depth, particularly regarding poker experience and loss chasing. Future research should focus on skills, self-regulation, and psychopathology of online poker players. PMID:27348559

  3. Psychopathology of Online Poker Players: Review of Literature.

    PubMed

    Moreau, Axelle; Chabrol, Henri; Chauchard, Emeline

    2016-06-01

    Background and aims Online Texas Hold'em poker has become a spectacular form of entertainment in our society, and the number of people who use this form of gambling is increasing. It seems that online poker activity challenges existing theoretical concepts about problem gambling behaviors. The purpose of this literature review is to provide a current overview about the population of online poker players. Methods To be selected, articles had to focus on psychopathology in a sample of online poker players, be written in English or French, and be published before November 2015. A total of 17 relevant studies were identified. Results In this population, the proportion of problematic gamblers was higher than in other forms of gambling. Several factors predicting excessive gambling were identified such as stress, internal attribution, dissociation, boredom, negative emotions, irrational beliefs, anxiety, and impulsivity. The population of online poker players is largely heterogeneous, with experimental players forming a specific group. Finally, the validity of the tools used to measure excessive or problematic gambling and irrational beliefs are not suitable for assessing online poker activity. Discussion and conclusions Future studies need to confirm previous findings in the literature of online poker games. Given that skills are important in poker playing, skill development in the frames of excessive use of online poker should be explored more in depth, particularly regarding poker experience and loss chasing. Future research should focus on skills, self-regulation, and psychopathology of online poker players.

  4. The online poker sub-culture: dialogues, interactions and networks.

    PubMed

    O'Leary, Killian; Carroll, Conor

    2013-12-01

    This paper examines the distinct world of online poker. It outlines the online poker eco-system, and the players which inhabit it, their distinctive attitudes and behaviors towards the game and gambling. These unique patterns of behavior have been created and sustained by the interaction of players within online poker forums. Therefore online poker forums were identified as primary mechanism within which a poker sub-culture may exist. The study conducted an extensive netnography of online poker forums. The study found that within the online poker eco-system there are forums which are elevated to sacred status amongst this online poker sub-culture. The members of these forums enact sub-cultural characteristics such as ethos of collaboration/cooperation, and a competitive hierarchy of status. In particular this paper identifies the importance of identity generation, and communities within the online poker eco-system.

  5. Cognitive distortions, anxiety, and depression among regular and pathological gambling online poker players.

    PubMed

    Barrault, Servane; Varescon, Isabelle

    2013-03-01

    The aims were to assess cognitive distortions and psychological distress (anxiety and depression) among online poker players of different levels of gambling intensity (non-pathological gamblers [NPG], problem gamblers [PbG], and pathological gamblers [PG]), and to examine the relationship between these variables and gambling pathology. Overall, 245 regular online poker players recruited on an Internet forum completed online self-report scales assessing pathological gambling (South Oaks Gambling Screen [SOGS]), psychological distress (Hospital Anxiety and Depression Scale [HADS]) and cognitive distortions (Gambling-Related Cognition Scale). Based on their SOGS scores, poker players were ranked into three groups: NPG (n=146), PbG (n=55), and PG (n=44). All poker players appeared to be more anxious than depressive. PG exhibited higher levels of depression and anxiety than did PbG and NPG. Cognitive distortions also significantly discriminated PG from PbG and NPG. A regression model showed that the perceived inability to stop gambling, the illusion of control, depression (HADS D), and anxiety were good predictors for pathological gambling among poker players. Our results suggest that cognitive distortions play an important role in the development and maintenance of gambling pathology. This study also underlines the role of anxiety and depression in pathological gambling among poker players. It seems relevant to take these elements into account in the research, prevention, and treatment of pathological gambling poker players.

  6. What Differentiates Professional Poker Players from Recreational Poker Players? A Qualitative Interview Study

    ERIC Educational Resources Information Center

    McCormack, Abby; Griffiths, Mark D.

    2012-01-01

    The popularity of poker (and in particular online poker) has increasingly grown worldwide in recent years. This increase in the popularity of poker has led to the increased incidence of the "professional poker player". However, very little empirical research has been carried out into this relatively new group of gamblers. The aim was to determine…

  7. Online Poker Gambling in University Students: Further Findings from an Online Survey

    ERIC Educational Resources Information Center

    Griffiths, Mark; Parke, Jonathan; Wood, Richard; Rigbye, Jane

    2010-01-01

    Online poker is one of the fastest growing forms of online gambling yet there has been relatively little research to date. This study comprised 422 online poker players (362 males and 60 females) and investigated some of the predicting factors of online poker success and problem gambling using an online questionnaire. Results showed that length of…

  8. An examination of participation in online gambling activities and the relationship with problem gambling.

    PubMed

    McCormack, Abby; Shorter, Gillian W; Griffiths, Mark D

    2013-03-01

    Background and aims Online gambling participation is increasing rapidly, with relatively little research about the possible effects of different gambling activities on problem gambling behaviour. The aim of this exploratory study was to examine the participation in online gambling activities and the relationship with problem gambling among an international sample of online gamblers. Methods An online gambling survey was posted on 32 international gambling websites and resulted in 1,119 respondents over a four-month period. Results Poker was the most popular gambling activity online. A number of online activities were associated with problem gambling, including: roulette, poker, horse race betting, sports betting, spread betting and fruit (slot) machines. Not surprisingly, those that gambled on these activities regularly (except poker) were more likely to be a problem gambler, however, what is interesting is that the reverse is true for poker players; those that gambled regularly on poker were less likely to be a problem gambler compared to the non-regular poker players. The majority of the players also gambled offline, but there was no relationship between problem gambling and whether or not a person also gambled offline. Discussion Problem gambling is associated more with certain online gambling activities than others, and those gambling on two or more activities online were more likely to be a problem gambler. Conclusion This paper can help explain the impact different online gambling activities may have on gambling behaviour. Consideration needs to be given to the gambling activity when developing and implementing treatment programmes.

  9. Profiling Online Poker Players: Are Executive Functions Correlated with Poker Ability and Problem Gambling?

    PubMed

    Schiavella, Mauro; Pelagatti, Matteo; Westin, Jerker; Lepore, Gabriele; Cherubini, Paolo

    2018-01-12

    Poker playing and responsible gambling both entail the use of the executive functions (EF), which are higher-level cognitive abilities. This study investigated if online poker players of different ability showed different performances in their EF and if so, which functions were the most discriminating for their playing ability. Furthermore, it assessed if the EF performance was correlated to the quality of gambling, according to self-reported questionnaires (PGSI, SOGS, GRCS). Three poker experts evaluated anonymized poker hand history files and, then, a trained professional administered an extensive neuropsychological test battery. Data analysis determined which variables of the tests correlated with poker ability and gambling quality scores. The highest correlations between EF test results and poker ability and between EF test results and gambling quality assessment showed that mostly different clusters of executive functions characterize the profile of the strong(er) poker player and those ones of the problem gamblers (PGSI and SOGS) and the one of the cognitions related to gambling (GRCS). Taking into consideration only the variables overlapping between PGSI and SOGS, we found some key predictive factors for a more risky and harmful online poker playing: a lower performance in the emotional intelligence competences (Emotional Quotient inventory Short) and, in particular, those grouped in the Intrapersonal scale (emotional self-awareness, assertiveness, self-regard, independence and self-actualization).

  10. Anxiety, Depression and Emotion Regulation Among Regular Online Poker Players.

    PubMed

    Barrault, Servane; Bonnaire, Céline; Herrmann, Florian

    2017-12-01

    Poker is a type of gambling that has specific features, including the need to regulate one's emotion to be successful. The aim of the present study is to assess emotion regulation, anxiety and depression in a sample of regular poker players, and to compare the results of problem and non-problem gamblers. 416 regular online poker players completed online questionnaires including sociodemographic data, measures of problem gambling (CPGI), anxiety and depression (HAD scale), and emotion regulation (ERQ). The CPGI was used to divide participants into four groups according to the intensity of their gambling practice (non-problem, low risk, moderate risk and problem gamblers). Anxiety and depression were significantly higher among severe-problem gamblers than among the other groups. Both significantly predicted problem gambling. On the other hand, there was no difference between groups in emotion regulation (cognitive reappraisal and expressive suppression), which was linked neither to problem gambling nor to anxiety and depression (except for cognitive reappraisal, which was significantly correlated to anxiety). Our results underline the links between anxiety, depression and problem gambling among poker players. If emotion regulation is involved in problem gambling among poker players, as strongly suggested by data from the literature, the emotion regulation strategies we assessed (cognitive reappraisal and expressive suppression) may not be those involved. Further studies are thus needed to investigate the involvement of other emotion regulation strategies.

  11. Are online poker problem gamblers sensation seekers?

    PubMed

    Bonnaire, Céline; Barrault, Servane

    2018-06-01

    The purpose of this research was to examine the relationship between sensation seeking and online poker gambling in a community sample of adult online poker players, when controlling for age, gender, anxiety and depression. In total, 288 online poker gamblers were recruited. Sociodemographic data, gambling behavior (CPGI), sensation seeking (SSS), depression and anxiety (HADS) were evaluated. Problem online poker gamblers have higher sensation seeking scores (total, thrill and adventure, disinhibition and boredom susceptibility subscores) and depression scores than non-problem online poker gamblers. Being male, with total sensation seeking, disinhibition and depression scores are factors associated with online poker problem gambling. These findings are interesting in terms of harm reduction. For example, because disinhibition could lead to increased time and money spent, protective behavioral strategies like setting time and monetary limits should be encouraged in poker online gamblers. Copyright © 2018 Elsevier B.V. All rights reserved.

  12. Texas Hold 'em Online Poker: A Further Examination

    ERIC Educational Resources Information Center

    Hopley, Anthony A. B.; Dempsey, Kevin; Nicki, Richard

    2012-01-01

    Playing Texas Hold 'em Online Poker (THOP) is on the rise. However, there is relatively little research examining factors that contribute to problem gambling in poker players. The aim of this study was to extend the research findings of Hopley and Nicki (2010). The negative mood states of depression, anxiety and stress were found to be linked to…

  13. Beyond Chance? The Persistence of Performance in Online Poker

    PubMed Central

    Potter van Loon, Rogier J. D.; van den Assem, Martijn J.; van Dolder, Dennie

    2015-01-01

    A major issue in the widespread controversy about the legality of poker and the appropriate taxation of winnings is whether poker should be considered a game of skill or a game of chance. To inform this debate we present an analysis into the role of skill in the performance of online poker players, using a large database with hundreds of millions of player-hand observations from real money ring games at three different stakes levels. We find that players whose earlier profitability was in the top (bottom) deciles perform better (worse) and are substantially more likely to end up in the top (bottom) performance deciles of the following time period. Regression analyses of performance on historical performance and other skill-related proxies provide further evidence for persistence and predictability. Simulations point out that skill dominates chance when performance is measured over 1,500 or more hands of play. PMID:25729862

  14. Predictive factors of excessive online poker playing.

    PubMed

    Hopley, Anthony A B; Nicki, Richard M

    2010-08-01

    Despite the widespread rise of online poker playing, there is a paucity of research examining potential predictors for excessive poker playing. The aim of this study was to build on recent research examining motives for Texas Hold'em play in students by determining whether predictors of other kinds of excessive gambling apply to Texas Hold'em. Impulsivity, negative mood states, dissociation, and boredom proneness have been linked to general problem gambling and may play a role in online poker. Participants of this study were self-selected online poker players (N = 179) who completed an online survey. Results revealed that participants played an average of 20 hours of online poker a week and approximately 9% of the sample was classified as a problem gambler according to the Canadian Problem Gambling Index. Problem gambling, in this sample, was uniquely predicted by time played, dissociation, boredom proneness, impulsivity, and negative affective states, namely depression, anxiety, and stress.

  15. Factor Structure of the Internet Addiction Test in Online Gamers and Poker Players.

    PubMed

    Khazaal, Yasser; Achab, Sophia; Billieux, Joel; Thorens, Gabriel; Zullino, Daniele; Dufour, Magali; Rothen, Stéphane

    2015-01-01

    The Internet Addiction Test (IAT) is the most widely used questionnaire to screen for problematic Internet use. Nevertheless, its factorial structure is still debated, which complicates comparisons among existing studies. Most previous studies were performed with students or community samples despite the probability of there being more problematic Internet use among users of specific applications, such as online gaming or gambling. To assess the factorial structure of a modified version of the IAT that addresses specific applications, such as video games and online poker. Two adult samples-one sample of Internet gamers (n=920) and one sample of online poker players (n=214)-were recruited and completed an online version of the modified IAT. Both samples were split into two subsamples. Two principal component analyses (PCAs) followed by two confirmatory factor analyses (CFAs) were run separately. The results of principal component analysis indicated that a one-factor model fit the data well across both samples. In consideration of the weakness of some IAT items, a 17-item modified version of the IAT was proposed. This study assessed, for the first time, the factorial structure of a modified version of an Internet-administered IAT on a sample of Internet gamers and a sample of online poker players. The scale seems appropriate for the assessment of such online behaviors. Further studies on the modified 17-item IAT version are needed.

  16. Factor Structure of the Internet Addiction Test in Online Gamers and Poker Players

    PubMed Central

    Achab, Sophia; Billieux, Joel; Thorens, Gabriel; Zullino, Daniele; Dufour, Magali; Rothen, Stéphane

    2015-01-01

    Background The Internet Addiction Test (IAT) is the most widely used questionnaire to screen for problematic Internet use. Nevertheless, its factorial structure is still debated, which complicates comparisons among existing studies. Most previous studies were performed with students or community samples despite the probability of there being more problematic Internet use among users of specific applications, such as online gaming or gambling. Objective To assess the factorial structure of a modified version of the IAT that addresses specific applications, such as video games and online poker. Methods Two adult samples—one sample of Internet gamers (n=920) and one sample of online poker players (n=214)—were recruited and completed an online version of the modified IAT. Both samples were split into two subsamples. Two principal component analyses (PCAs) followed by two confirmatory factor analyses (CFAs) were run separately. Results The results of principal component analysis indicated that a one-factor model fit the data well across both samples. In consideration of the weakness of some IAT items, a 17-item modified version of the IAT was proposed. Conclusions This study assessed, for the first time, the factorial structure of a modified version of an Internet-administered IAT on a sample of Internet gamers and a sample of online poker players. The scale seems appropriate for the assessment of such online behaviors. Further studies on the modified 17-item IAT version are needed. PMID:26543917

  17. Acquisition, development, and maintenance of online poker playing in a student sample.

    PubMed

    Wood, Richard T A; Griffiths, Mark D; Parke, Jonathan

    2007-06-01

    To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker. Given that recent reports have claimed that students may be a vulnerable group, the aim of the current study was to establish basic information regarding Internet poker playing behavior among the student population, including various motivators for participation and predictors of problematic play. The study examined a self-selected sample of student online poker players using an online survey (n=422). Results showed that online poker playing was undertaken at least twice per week by a third of the participants. Almost one in five of the sample (18%) was defined as a problem gambler using the DSM-IV criteria. Findings demonstrated that problem gambling in this population was best predicted by negative mood states after playing, gender swapping whilst playing, and playing to escape from problems.

  18. Are poker players all the same? Latent class analysis.

    PubMed

    Dufour, Magali; Brunelle, Natacha; Roy, Élise

    2015-06-01

    Poker is the gambling game that is currently gaining the most in popularity. However, there is little information on poker players' characteristics and risk factors. Furthermore, the first studies described poker players, often recruited in universities, as an homogeneous group who played in only one of the modes (land based or on the Internet). This study aims to identify, through latent class analyses, poker player subgroups. A convenience sample of 258 adult poker players was recruited across Quebec during special events or through advertising in various media. Participants filled out a series of questionnaires (Canadian Problem Gambling Index, Beck Depression, Beck Anxiety, erroneous belief and alcohol/drug consumption). The latent class analysis suggests that there are three classes of poker players. Class I (recreational poker players) includes those who have the lowest probability of engaging intensively in different game modes. Participants in class II (Internet poker players) all play poker on the Internet. This class includes the highest proportion of players who consider themselves experts or professionals. They make a living in part or in whole from poker. Class III (multiform players) includes participants with the broadest variety of poker patterns. This group is complex: these players are positioned halfway between professional and recreational players. Results indicate that poker players are not an homogeneous group identified simply on the basis of the form of poker played. The specific characteristics associated with each subgroup points to vulnerabilities that could potentially be targeted for preventive interventions.

  19. Synergistic Information Processing Encrypts Strategic Reasoning in Poker.

    PubMed

    Frey, Seth; Albino, Dominic K; Williams, Paul L

    2018-06-14

    There is a tendency in decision-making research to treat uncertainty only as a problem to be overcome. But it is also a feature that can be leveraged, particularly in social interaction. Comparing the behavior of profitable and unprofitable poker players, we reveal a strategic use of information processing that keeps decision makers unpredictable. To win at poker, a player must exploit public signals from others. But using public inputs makes it easier for an observer to reconstruct that player's strategy and predict his or her behavior. How should players trade off between exploiting profitable opportunities and remaining unexploitable themselves? Using a recent multivariate approach to information theoretic data analysis and 1.75 million hands of online two-player No-Limit Texas Hold'em, we find that the important difference between winning and losing players is not in the amount of information they process, but how they process it. In particular, winning players are better at integrative information processing-creating new information from the interaction between their cards and their opponents' signals. We argue that integrative information processing does not just produce better decisions, it makes decision-making harder for others to reverse engineer, as an expert poker player's cards act like the private key in public-key cryptography. Poker players encrypt their reasoning with the way they process information. The encryption function of integrative information processing makes it possible for players to exploit others while remaining unexploitable. By recognizing the act of information processing as a strategic behavior in its own right, we offer a detailed account of how experts use endemic uncertainty to conceal their intentions in high-stakes competitive environments, and we highlight new opportunities between cognitive science, information theory, and game theory. Copyright © 2018 Cognitive Science Society, Inc.

  20. "To Bluff like a Man or Fold like a Girl?" - Gender Biased Deceptive Behavior in Online Poker.

    PubMed

    Palomäki, Jussi; Yan, Jeff; Modic, David; Laakasuo, Michael

    2016-01-01

    Evolutionary psychology suggests that men are more likely than women to deceive to bolster their status and influence. Also gender perception influences deceptive behavior, which is linked to pervasive gender stereotypes: women are typically viewed as weaker and more gullible than men. We assessed bluffing in an online experiment (N = 502), where participants made decisions to bluff or not in simulated poker tasks against opponents represented by avatars. Participants bluffed on average 6% more frequently at poker tables with female-only avatars than at tables with male-only or gender mixed avatars-a highly significant effect in games involving repeated decisions. Nonetheless, participants did not believe the avatar genders affected their decisions. Males bluffed 13% more frequently than females. Unlike most economic games employed exclusively in research contexts, online poker is played for money by tens of millions of people worldwide. Thus, gender effects in bluffing have significant monetary consequences for poker players.

  1. Is poker a game of skill or chance? A quasi-experimental study.

    PubMed

    Meyer, Gerhard; von Meduna, Marc; Brosowski, Tim; Hayer, Tobias

    2013-09-01

    Due to intensive marketing and the rapid growth of online gambling, poker currently enjoys great popularity among large sections of the population. Although poker is legally a game of chance in most countries, some (particularly operators of private poker web sites) argue that it should be regarded as a game of skill or sport because the outcome of the game primarily depends on individual aptitude and skill. The available findings indicate that skill plays a meaningful role; however, serious methodological weaknesses and the absence of reliable information regarding the relative importance of chance and skill considerably limit the validity of extant research. Adopting a quasi-experimental approach, the present study examined the extent to which the influence of poker playing skill was more important than card distribution. Three average players and three experts sat down at a six-player table and played 60 computer-based hands of the poker variant "Texas Hold'em" for money. In each hand, one of the average players and one expert received (a) better-than-average cards (winner's box), (b) average cards (neutral box) and (c) worse-than-average cards (loser's box). The standardized manipulation of the card distribution controlled the factor of chance to determine differences in performance between the average and expert groups. Overall, 150 individuals participated in a "fixed-limit" game variant, and 150 individuals participated in a "no-limit" game variant. ANOVA results showed that experts did not outperform average players in terms of final cash balance. Rather, card distribution was the decisive factor for successful poker playing. However, expert players were better able to minimize losses when confronted with disadvantageous conditions (i.e., worse-than-average cards). No significant differences were observed between the game variants. Furthermore, supplementary analyses confirm differential game-related actions dependent on the card distribution, player status, and game variant. In conclusion, the study findings indicate that poker should be regarded as a game of chance, at least under certain basic conditions, and suggest new directions for further research.

  2. 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.

  3. Chasing losses in online poker and casino games: characteristics and game play of Internet gamblers at risk of disordered gambling.

    PubMed

    Gainsbury, Sally M; Suhonen, Niko; Saastamoinen, Jani

    2014-07-30

    Disordered Internet gambling is a psychological disorder that represents an important public health issue due to the increase in highly available and conveniently accessible Internet gambling sites. Chasing losses is one of the few observable markers of at-risk and problem gambling that may be used to detect early signs of disordered Internet gambling. This study examined loss chasing behaviour in a sample of Internet casino and poker players and the socio-demographic variables, irrational beliefs, and gambling behaviours associated with chasing losses. An online survey was completed by 10,838 Internet gamblers (58% male) from 96 countries. The results showed that Internet casino players had a greater tendency to report chasing losses than poker players and gamblers who reported chasing losses were more likely to hold irrational beliefs about gambling and spend more time and money gambling than those who reported that they were unaffected by previous losses. Gamblers who played for excitement and to win money were more likely to report chasing losses. This study is one of the largest ever studies of Internet gamblers and the results are highly significant as they provide insight into the characteristics and behaviours of gamblers using this mode of access. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  4. Decision-Making and Thought Processes among Poker Players

    ERIC Educational Resources Information Center

    St. Germain, Joseph; Tenenbaum, Gershon

    2011-01-01

    This study was aimed at delineating decision-making and thought processing among poker players who vary in skill-level. Forty-five participants, 15 in each group, comprised expert, intermediate, and novice poker players. They completed the Computer Poker Simulation Task (CPST) comprised of 60 hands of No-Limit Texas Hold 'Em. During the CPST, they…

  5. One-Year Prospective Study on Passion and Gambling Problems in Poker Players.

    PubMed

    Morvannou, Adèle; Dufour, Magali; Brunelle, Natacha; Berbiche, Djamal; Roy, Élise

    2018-06-01

    The concept of passion is relevant to understanding gambling behaviours and gambling problems. Longitudinal studies are useful to better understand the absence and development of gambling problems; however, only one study has specifically considered poker players. Using a longitudinal design, this study aims to determine the influence, 1 year later, of two forms of passion-harmonious and obsessive-on gambling problems in poker players. A total of 116 poker players was recruited from across Quebec, Canada. The outcome variable of interest was participants' category on the Canadian Pathological Gambling Index, and the predictive variable was the Gambling Passion Scale. Multiple logistic regression analyses were conducted to identify independent risk factors of at-risk poker players 1 year later. Obsessive passion at baseline doubled the risk of gambling problems 1 year later (p < 0.01); for harmonious passion, there was no association. Number of gambling activities, drug problems, and impulsivity were also associated with at-risk gambling. This study highlights the links between obsessive passion and at-risk behaviours among poker players. It is therefore important to prevent the development of obsessive passion among poker players.

  6. Voluntary limit setting and player choice in most intense online gamblers: an empirical study of gambling behaviour.

    PubMed

    Auer, Michael; Griffiths, Mark D

    2013-12-01

    Social responsibility in gambling has become a major issue for the gaming industry. The possibility for online gamblers to set voluntary time and money limits are a social responsibility practice that is now widespread among online gaming operators. The main issue concerns whether the voluntary setting of such limits has any positive impact on subsequent gambling behaviour and whether such measures are of help to problem gamblers. In this paper, this issue is examined through data collected from a representative random sample of 100,000 players who gambled on the win2day gambling website. When opening an account at the win2day site, there is a mandatory requirement for all players to set time and cash-in limits (that cannot exceed 800 per week). During a 3-month period, all voluntary time and/or money limit setting behaviour by a subsample of online gamblers (n = 5,000) within this mandatory framework was tracked and recorded for subsequent data analysis. From the 5,000 gamblers, the 10 % most intense players (as measured by theoretical loss) were further investigated. Voluntary spending limits had the highest significant effect on subsequent monetary spending among casino and lottery gamblers. Monetary spending among poker players significantly decreased after setting a voluntary time limit. The highest significant decrease in playing duration was among poker players after setting a voluntary playing duration limit. The results of the study demonstrated that voluntary limit setting had a specific and significant effect on the studied gamblers. Therefore, voluntary limits appear to show an appropriate effect in the desired target group (i.e., the most gaming intense players).

  7. Sustained Authorship: Digital Writing, Self-Publishing, and the Ebook

    ERIC Educational Resources Information Center

    Laquintano, Tim

    2010-01-01

    This article reports on a digital ethnography that examines writing, authorship, and self-publication in an online niche market. Drawing on interview and web data collected over 3 years, it focuses on the writing practices that have supported the production, distribution, and sanction of 13 ebooks self-published by online poker players. The…

  8. Poker as a skill game: rational versus irrational behaviors

    NASA Astrophysics Data System (ADS)

    Javarone, Marco Alberto

    2015-03-01

    In many countries poker is one of the most popular card games. Although each variant of poker has its own rules, all involve the use of money to make the challenge meaningful. Nowadays, in the collective consciousness, some variants of poker are referred to as games of skill, others as gambling. A poker table can be viewed as a psychology lab, where human behavior can be observed and quantified. This work provides a preliminary analysis of the role of rationality in poker games, using a stylized version of Texas Hold'em. In particular, we compare the performance of two different kinds of players, i.e. rational versus irrational players, during a poker tournament. Results show that these behaviors (i.e. rationality and irrationality) affect both the outcomes of challenges and the way poker should be classified.

  9. Gambling-Related Cognition Scale (GRCS): Are skills-based games at a disadvantage?

    PubMed

    Lévesque, David; Sévigny, Serge; Giroux, Isabelle; Jacques, Christian

    2017-09-01

    The Gambling-Related Cognition Scale (GRCS; Raylu & Oei, 2004) was developed to evaluate gambling-related cognitive distortions for all types of gamblers, regardless of their gambling activities (poker, slot machine, etc.). It is therefore imperative to ascertain the validity of its interpretation across different types of gamblers; however, some skills-related items endorsed by players could be interpreted as a cognitive distortion despite the fact that they play skills-related games. Using an intergroup (168 poker players and 73 video lottery terminal [VLT] players) differential item functioning (DIF) analysis, this study examined the possible manifestation of item biases associated with the GRCS. DIF was analyzed with ordinal logistic regressions (OLRs) and Ramsay's (1991) nonparametric kernel smoothing approach with TestGraf. Results show that half of the items display at least moderate DIF between groups and, depending on the type of analysis used, 3 to 7 items displayed large DIF. The 5 items with the most DIF were more significantly endorsed by poker players (uniform DIF) and were all related to skills, knowledge, learning, or probabilities. Poker players' interpretations of some skills-related items may lead to an overestimation of their cognitive distortions due to their total score increased by measurement artifact. Findings indicate that the current structure of the GRCS contains potential biases to be considered when poker players are surveyed. The present study conveys new and important information on bias issues to ponder carefully before using and interpreting the GRCS and other similar wide-range instruments with poker players. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  10. Internet poker websites and pathological gambling prevention policy.

    PubMed

    Khazaal, Yasser; Chatton, Anne; Bouvard, Audrey; Khiari, Hiba; Achab, Sophia; Zullino, Daniele

    2013-03-01

    Despite the widespread increase in online poker playing and the risk related to excessive poker playing, research on online poker websites is still lacking with regard to pathological gambling prevention strategies offered by the websites. The aim of the present study was to assess the pathological gambling-related prevention strategies of online poker websites. Two keywords ("poker" and "poker help") were entered into two popular World Wide Web search engines. The first 20 links related to French and English online poker websites were assessed. Seventy-four websites were assessed with a standardized tool designed to rate sites on the basis of accountability, interactivity, prevention strategies, marketing, and messages related to poker strategies. Prevention strategies appeared to be lacking. Whereas a substantial proportion of the websites offered incitation to gambling such as betting "tips," few sites offered strategies to prevent or address problem gambling. Furthermore, strategies related to poker, such as probability estimation, were mostly reported without acknowledging their limitations. Results of this study suggest that more adequate prevention strategies for risky gambling should be developed for online poker.

  11. Is poker a skill game? New insights from statistical physics

    NASA Astrophysics Data System (ADS)

    Javarone, Marco Alberto

    2015-06-01

    During last years poker has gained a lot of prestige in several countries and, besides being one of the most famous card games, it represents a modern challenge for scientists belonging to different communities, spanning from artificial intelligence to physics and from psychology to mathematics. Unlike games like chess, the task of classifying the nature of poker (i.e., as “skill game” or gambling) seems really hard and it also constitutes a current problem, whose solution has several implications. In general, gambling offers equal winning probabilities both to rational players (i.e., those that use a strategy) and to irrational ones (i.e., those without a strategy). Therefore, in order to uncover the nature of poker, a viable way is comparing performances of rational vs. irrational players during a series of challenges. Recently, a work on this topic revealed that rationality is a fundamental ingredient to succeed in poker tournaments. In this study we analyze a simple model of poker challenges by a statistical physics approach, with the aim to uncover the nature of this game. As main result we found that, under particular conditions, few irrational players can turn poker into gambling. Therefore, although rationality is a key ingredient to succeed in poker, also the format of challenges has an important role in these dynamics, as it can strongly influence the underlying nature of the game. The importance of our results lies on the related implications, as for instance in identifying the limits within which poker can be considered as a “skill game” and, as a consequence, which kind of format must be chosen to devise algorithms able to face humans.

  12. [The stakes of online gambling in Canada: a public health analysis].

    PubMed

    Papineau, Elisabeth; Leblond, Jean

    2011-01-01

    Available data show that online gamblers spend more money and dedicate more time to playing compared to gamblers who do not play online, and are more likely to experience gambling problems. Among online players, young people and poker players show higher rates of gambling problems. These observations can be explained in part by such dangerous aspects of online gambling (and also electronic gaming machines) as: immediate and convenient accessibility; ability to pay electronically and to play on credit; anonymity; and the possibility for players to consume alcohol or other drugs while playing. These are elements that could facilitate the development or the intensification of problem gambling. This being said, the public discourse about the inevitability of legalized online gambling is quite unanimous and built upon such arguments as: the imperative duty of the state to protect the population against the dangers of the online gambling black market; and the fact that the medium in itself provides excellent consumer safeguards. A growing number of legislators are following the trend and choosing to establish state control over online gambling. We present some epidemiological and analytical data that challenge some of these assertions and decisions. We recommend a better integration of public health arguments into the commercialization and marketing of online gambling.

  13. Effects of Testosterone Administration on Strategic Gambling in Poker Play.

    PubMed

    van Honk, Jack; Will, Geert-Jan; Terburg, David; Raub, Werner; Eisenegger, Christoph; Buskens, Vincent

    2016-01-04

    Testosterone has been associated with economically egoistic and materialistic behaviors, but -defensibly driven by reputable status seeking- also with economically fair, generous and cooperative behaviors. Problematically, social status and economic resources are inextricably intertwined in humans, thus testosterone's primal motives are concealed. We critically addressed this issue by performing a placebo-controlled single-dose testosterone administration in young women, who played a game of bluff poker wherein concerns for status and resources collide. The profit-maximizing strategy in this game is to mislead the other players by bluffing randomly (independent of strength of the hand), thus also when holding very poor cards (cold bluffing). The profit-maximizing strategy also dictates the players in this poker game to never call the other players' bluffs. For reputable-status seeking these materialistic strategies are disadvantageous; firstly, being caught cold bluffing damages one's reputation by revealing deceptive intent, and secondly, not calling the other players' bluffs signals submission in blindly tolerating deception. Here we show that testosterone administration in this game of bluff poker significantly reduces random bluffing, as well as cold bluffing, while significantly increasing calling. Our data suggest that testosterone in humans primarily motivates for reputable-status seeking, even when this elicits behaviors that are economically disadvantageous.

  14. Use of behavioral biometrics in intrusion detection and online gaming

    NASA Astrophysics Data System (ADS)

    Yampolskiy, Roman V.; Govindaraju, Venu

    2006-04-01

    Behavior based intrusion detection is a frequently used approach for insuring network security. We expend behavior based intrusion detection approach to a new domain of game networks. Specifically, our research shows that a unique behavioral biometric can be generated based on the strategy used by an individual to play a game. We wrote software capable of automatically extracting behavioral profiles for each player in a game of Poker. Once a behavioral signature is generated for a player, it is continuously compared against player's current actions. Any significant deviations in behavior are reported to the game server administrator as potential security breaches. Our algorithm addresses a well-known problem of user verification and can be re-applied to the fields beyond game networks, such as operating systems and non-game networks security.

  15. DeepStack: Expert-level artificial intelligence in heads-up no-limit poker.

    PubMed

    Moravčík, Matej; Schmid, Martin; Burch, Neil; Lisý, Viliam; Morrill, Dustin; Bard, Nolan; Davis, Trevor; Waugh, Kevin; Johanson, Michael; Bowling, Michael

    2017-05-05

    Artificial intelligence has seen several breakthroughs in recent years, with games often serving as milestones. A common feature of these games is that players have perfect information. Poker, the quintessential game of imperfect information, is a long-standing challenge problem in artificial intelligence. We introduce DeepStack, an algorithm for imperfect-information settings. It combines recursive reasoning to handle information asymmetry, decomposition to focus computation on the relevant decision, and a form of intuition that is automatically learned from self-play using deep learning. In a study involving 44,000 hands of poker, DeepStack defeated, with statistical significance, professional poker players in heads-up no-limit Texas hold'em. The approach is theoretically sound and is shown to produce strategies that are more difficult to exploit than prior approaches. Copyright © 2017, American Association for the Advancement of Science.

  16. Increased ventral-striatal activity during monetary decision making is a marker of problem poker gambling severity.

    PubMed

    Brevers, Damien; Noël, Xavier; He, Qinghua; Melrose, James A; Bechara, Antoine

    2016-05-01

    The aim of this study was to examine the impact of different neural systems on monetary decision making in frequent poker gamblers, who vary in their degree of problem gambling. Fifteen frequent poker players, ranging from non-problem to high-problem gambling, and 15 non-gambler controls were scanned using functional magnetic resonance imaging (fMRI) while performing the Iowa Gambling Task (IGT). During IGT deck selection, between-group fMRI analyses showed that frequent poker gamblers exhibited higher ventral-striatal but lower dorsolateral prefrontal and orbitofrontal activations as compared with controls. Moreover, using functional connectivity analyses, we observed higher ventral-striatal connectivity in poker players, and in regions involved in attentional/motor control (posterior cingulate), visual (occipital gyrus) and auditory (temporal gyrus) processing. In poker gamblers, scores of problem gambling severity were positively associated with ventral-striatal activations and with the connectivity between the ventral-striatum seed and the occipital fusiform gyrus and the middle temporal gyrus. Present results are consistent with findings from recent brain imaging studies showing that gambling disorder is associated with heightened motivational-reward processes during monetary decision making, which may hamper one's ability to moderate his level of monetary risk taking. © 2015 Society for the Study of Addiction.

  17. Determinants of internet poker adoption.

    PubMed

    Philander, Kahlil S; Abarbanel, B Lillian

    2014-09-01

    In nearly all jurisdictions, adoption of a new form of gambling has been a controversial and contentious subject. Online gambling has been no different, though there are many aspects that affect online gambling that do not appear in the brick and mortar environment. This study seeks to identify whether demographic, economic, political, technological, and/or sociological determinants contribute to online poker gambling adoption. A theoretical discussion of these categories' importance to online poker is provided and exploratory empirical analysis is used to examine their potential validity. The analysis revealed support for all of the proposed categories of variables thought to be predictive of online gambling legality.

  18. Emotional and Social Factors influence Poker Decision Making Accuracy.

    PubMed

    Laakasuo, Michael; Palomäki, Jussi; Salmela, Mikko

    2015-09-01

    Poker is a social game, where success depends on both game strategic knowledge and emotion regulation abilities. Thus, poker provides a productive environment for studying the effects of emotional and social factors on micro-economic decision making. Previous research indicates that experiencing negative emotions, such as moral anger, reduces mathematical accuracy in poker decision making. Furthermore, various social aspects of the game—such as losing against "bad players" due to "bad luck"—seem to fuel these emotional states. We designed an Internet-based experiment, where participants' (N = 459) mathematical accuracy in five different poker decision making tasks were assessed. In addition, we manipulated the emotional and social conditions under which the tasks were presented, in a 2 × 2 experimental setup: (1) Anger versus neutral emotional state—participants were primed either with an anger-inducing, or emotionally neutral story, and (2) Social cue versus non-social cue—during the tasks, either an image of a pair of human eyes was "following" the mouse cursor, or an image of a black moving box was presented. The results showed that anger reduced mathematical accuracy of decision making only when participants were "being watched" by a pair of moving eyes. Experienced poker players made mathematically more accurate decisions than inexperienced ones. The results contribute to current understanding on how emotional and social factors influence decision making accuracy in economic games.

  19. Selling Internet Gambling: Advertising, New Media and the Content of Poker Promotion

    ERIC Educational Resources Information Center

    McMullan, John L.; Kervin, Melissa

    2012-01-01

    This study examines the web design and engineering, advertising and marketing, and pedagogical features present at a random sample of 71 international poker sites obtained from the Casino City directory in the summer of 2009. We coded for 22 variables related to access, appeal, player protection, customer services, on-site security, use of images,…

  20. Are online gamblers more at risk than offline gamblers?

    PubMed

    Kairouz, Sylvia; Paradis, Catherine; Nadeau, Louise

    2012-03-01

    To characterize and compare sociodemographic profiles, game-play patterns, and level of addictive behaviors among adults who gamble online and those who do not, and to examine if, at the population level, online gambling is associated with more risky behaviors than offline gambling. Respondents were 8,456 offline gamblers and 111 online gamblers who participated in a population-based survey conducted in the province of Québec, in 2009. The study sample is representative of adult general population. There is an unequal distribution of online gambling in the population. A disproportionate number of men, young people, and students say they participate in online gambling. Poker players are overrepresented among online gamblers and gambling behaviors tend to be more excessive on the Internet. Compared with offline gamblers, online gamblers report more co-occurring risky behaviors, namely alcohol and cannabis use. Those who gamble online appear to be more at risk for gambling-related problems, but the present findings alone cannot be used as evidence for that conclusion. Future research designs could combine longitudinal data collection and multilevel analyses to provide more insight into the causal mechanisms associated with online gambling.

  1. [Internet gambling: what are the risks?].

    PubMed

    Bonnaire, C

    2012-02-01

    Actually, there are many different and varied new ways to take part in gambling activities such as gambling via the Internet, mobile phone and interactive television. Among these media, the rise in Internet gambling activity has been very rapid. Nevertheless, few empirical studies have been carried out on the psychosocial effects of Internet gambling. While there is no conclusive evidence that Internet gambling is more likely than other gambling media to cause problem gambling, there are a number of factors that make online activities like Internet gambling potentially seductive and/or addictive. Such factors include anonymity, convenience, escape, dissociation/immersion, accessibility, event frequency, interactivity, disinhibition, simulation, and asociability. It would also appear that virtual environments have the potential to provide short-term comfort, excitement and/or distraction. The introduction of the Internet to gambling activities changes some of the fundamental situational and structural characteristics. The major change is that gambling activities are bought into the home and workplace environment. Thus, Internet gambling can become an in-house or work activity. One of the major concerns relating to those changes and the increase in gambling opportunities is the potential rise in the number of problem and pathological gamblers. Addictions always result from an interaction and interplay between many factors but in the case of gambling, it could be argued that technology and technological advance can themselves be an important contributory factor as we saw in examining the salient factors in Internet gambling. It is difficult to determine the prevalence of online (problem or not) gamblers, as it is obviously a figure that changes and has changed relatively quickly over the past decade. Nevertheless, the rate of Internet gambling is increasing and some recent studies using self-selected samples suggest, for example, that the prevalence of problem gambling among student Internet gamblers is relatively high for students who gamble on the Internet in general. Some recent studies have focused on the type of online games. For example, one specific form of online gambling online poker, is one of the fastest growing forms of online gambling. It appears that problem online poker players are more likely to swap genders when playing online, and play more frequently for longer periods of time. Thus, problem gamblers may be losing time but winning money. This result has a big implication for problem gambling criteria. Indeed, some data suggest that online poker may be producing a new type of problem gambler where the main negative consequence is loss of time (rather than loss of money). All these findings underline the need for better Internet gambling legislation. Indeed, the potential for excessive gambling and the lack of safeguards for vulnerable populations (e.g. adolescents and problem gamblers) raise the need for developing social responsibility tools. Harm-minimisation strategies are fundamental to facilitate gambling in a responsible manner, that is, to promote gambling within a player's means so they do not spent excessive time or money gambling, which cause the individual problems. Some research, but still few, examines the efficacy of responsible gambling strategies like pop-up messages. Copyright © 2011 L’Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.

  2. Effects of Testosterone Administration on Strategic Gambling in Poker Play

    PubMed Central

    van Honk, Jack; Will, Geert-Jan; Terburg, David; Raub, Werner; Eisenegger, Christoph; Buskens, Vincent

    2016-01-01

    Testosterone has been associated with economically egoistic and materialistic behaviors, but -defensibly driven by reputable status seeking- also with economically fair, generous and cooperative behaviors. Problematically, social status and economic resources are inextricably intertwined in humans, thus testosterone’s primal motives are concealed. We critically addressed this issue by performing a placebo-controlled single-dose testosterone administration in young women, who played a game of bluff poker wherein concerns for status and resources collide. The profit-maximizing strategy in this game is to mislead the other players by bluffing randomly (independent of strength of the hand), thus also when holding very poor cards (cold bluffing). The profit-maximizing strategy also dictates the players in this poker game to never call the other players’ bluffs. For reputable-status seeking these materialistic strategies are disadvantageous; firstly, being caught cold bluffing damages one’s reputation by revealing deceptive intent, and secondly, not calling the other players’ bluffs signals submission in blindly tolerating deception. Here we show that testosterone administration in this game of bluff poker significantly reduces random bluffing, as well as cold bluffing, while significantly increasing calling. Our data suggest that testosterone in humans primarily motivates for reputable-status seeking, even when this elicits behaviors that are economically disadvantageous. PMID:26727636

  3. Gambling Motives: Do They Explain Cognitive Distortions in Male Poker Gamblers?

    PubMed

    Mathieu, Sasha; Barrault, Servane; Brunault, Paul; Varescon, Isabelle

    2018-03-01

    Gambling behavior is partly the result of varied motivations leading individuals to participate in gambling activities. Specific motivational profiles are found in gamblers, and gambling motives are closely linked to the development of cognitive distortions. This cross-sectional study aimed to predict cognitive distortions from gambling motives in poker players. The population was recruited in online gambling forums. Participants reported gambling at least once a week. Data included sociodemographic characteristics, the South Oaks Gambling Screen, the Gambling Motives Questionnaire-Financial and the Gambling-Related Cognition Scale. This study was conducted on 259 male poker gamblers (aged 18-69 years, 14.3% probable pathological gamblers). Univariate analyses showed that cognitive distortions were independently predicted by overall gambling motives (34.8%) and problem gambling (22.4%) (p < .05). The multivariate model, including these two variables, explained 39.7% of cognitive distortions (p < .05). The results associated with the literature data highlight that cognitive distortions are a good discriminating factor of gambling problems, showing a close inter-relationship between gambling motives, cognitive distortions and the severity of gambling. These data are consistent with the following theoretical process model: gambling motives lead individuals to practice and repeat the gambling experience, which may lead them to develop cognitive distortions, which in turn favor problem gambling. This study opens up new research perspectives to understand better the mechanisms underlying gambling practice and has clinical implications in terms of prevention and treatment. For example, a coupled motivational and cognitive intervention focused on gambling motives/cognitive distortions could be beneficial for individuals with gambling problems.

  4. Opponent Classification in Poker

    NASA Astrophysics Data System (ADS)

    Ahmad, Muhammad Aurangzeb; Elidrisi, Mohamed

    Modeling games has a long history in the Artificial Intelligence community. Most of the games that have been considered solved in AI are perfect information games. Imperfect information games like Poker and Bridge represent a domain where there is a great deal of uncertainty involved and additional challenges with respect to modeling the behavior of the opponent etc. Techniques developed for playing imperfect games also have many real world applications like repeated online auctions, human computer interaction, opponent modeling for military applications etc. In this paper we explore different techniques for playing poker, the core of these techniques is opponent modeling via classifying the behavior of opponent according to classes provided by domain experts. We utilize windows of full observation in the game to classify the opponent. In Poker, the behavior of an opponent is classified into four standard poker-playing styles based on a subjective function.

  5. Differences in the Gambling Behavior of Online and Non-Online Student Gamblers in a Controlled Laboratory Environment

    PubMed Central

    Montes, Kevin S.; Weatherly, Jeffrey N.

    2016-01-01

    Although research suggests that approximately 1 in 4 college students report having gambled online, few laboratory-based studies have been conducted enlisting online student gamblers. Moreover, it is unclear the extent to which differences in gambling behavior exist between online and non-online student gamblers. The current study examined if online gamblers would play more hands, commit more errors, and wager more credits than non-online student gamblers in a controlled, laboratory environment. Online (n = 19) and non-online (n = 26) student gamblers played video poker in three separate sessions and the number of hands played, errors committed, and credits wagered were recorded. Results showed that online student gamblers played more hands and committed more errors playing video poker than non-online student gamblers. The results from the current study extend previous research by suggesting that online gamblers engage in potentially more deleterious gambling behavior (e.g., playing more hands and committing more errors) than non-online gamblers. Additional research is needed to examine differences in the gambling behavior of online and non-online gamblers in a controlled, laboratory environment. PMID:27106027

  6. An empirical investigation of theoretical loss and gambling intensity.

    PubMed

    Auer, Michael; Griffiths, Mark D

    2014-12-01

    Many recent studies of internet gambling-particularly those that have analysed behavioural tracking data-have used variables such 'bet size' and 'number of games played' as proxy measures for 'gambling intensity'. In this paper it is argued that the most stable and reliable measure for 'gambling intensity' is the 'theoretical loss' (a product of total bet size and house advantage). In the long run, the theoretical loss corresponds with the Gross Gaming Revenue generated by commercial gaming operators. For shorter periods of time, theoretical loss is the most stable measure of gambling intensity as it is not distorted by gamblers' occasional wins. Even for single bets, the theoretical loss reflects the amount a player is willing to risk. Using behavioural tracking data of 100,000 players who played online casino, lottery and/or poker games, this paper also demonstrates that bet size does not equate to or explain theoretical loss as it does not take into account the house advantage. This lack of accuracy is shown to be even more pronounced for gamblers who play a variety of games.

  7. Differences in the Gambling Behavior of Online and Non-online Student Gamblers in a Controlled Laboratory Environment.

    PubMed

    Montes, Kevin S; Weatherly, Jeffrey N

    2017-03-01

    Although research suggests that approximately 1 in 4 college students report having gambled online, few laboratory-based studies have been conducted enlisting online student gamblers. Moreover, it is unclear the extent to which differences in gambling behavior exist between online and non-online student gamblers. The current study examined if online gamblers would play more hands, commit more errors, and wager more credits than non-online student gamblers in a controlled, laboratory environment. Online (n = 19) and non-online (n = 26) student gamblers played video poker in three separate sessions and the number of hands played, errors committed, and credits wagered were recorded. Results showed that online student gamblers played more hands and committed more errors playing video poker than non-online student gamblers. The results from the current study extend previous research by suggesting that online gamblers engage in potentially more deleterious gambling behavior (e.g., playing more hands and committing more errors) than non-online gamblers. Additional research is needed to examine differences in the gambling behavior of online and non-online gamblers in a controlled, laboratory environment.

  8. The specificity of attentional biases by type of gambling: An eye-tracking study.

    PubMed

    McGrath, Daniel S; Meitner, Amadeus; Sears, Christopher R

    2018-01-01

    A growing body of research indicates that gamblers develop an attentional bias for gambling-related stimuli. Compared to research on substance use, however, few studies have examined attentional biases in gamblers using eye-gaze tracking, which has many advantages over other measures of attention. In addition, previous studies of attentional biases in gamblers have not directly matched type of gambler with personally-relevant gambling cues. The present study investigated the specificity of attentional biases for individual types of gambling using an eye-gaze tracking paradigm. Three groups of participants (poker players, video lottery terminal/slot machine players, and non-gambling controls) took part in one test session in which they viewed 25 sets of four images (poker, VLTs/slot machines, bingo, and board games). Participants' eye fixations were recorded throughout each 8-second presentation of the four images. The results indicated that, as predicted, the two gambling groups preferentially attended to their primary form of gambling, whereas control participants attended to board games more than gambling images. The findings have clinical implications for the treatment of individuals with gambling disorder. Understanding the importance of personally-salient gambling cues will inform the development of effective attentional bias modification treatments for problem gamblers.

  9. The Psychology of Esports: A Systematic Literature Review.

    PubMed

    Bányai, Fanni; Griffiths, Mark D; Király, Orsolya; Demetrovics, Zsolt

    2018-03-05

    Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players' psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.

  10. The specificity of attentional biases by type of gambling: An eye-tracking study

    PubMed Central

    Meitner, Amadeus; Sears, Christopher R.

    2018-01-01

    A growing body of research indicates that gamblers develop an attentional bias for gambling-related stimuli. Compared to research on substance use, however, few studies have examined attentional biases in gamblers using eye-gaze tracking, which has many advantages over other measures of attention. In addition, previous studies of attentional biases in gamblers have not directly matched type of gambler with personally-relevant gambling cues. The present study investigated the specificity of attentional biases for individual types of gambling using an eye-gaze tracking paradigm. Three groups of participants (poker players, video lottery terminal/slot machine players, and non-gambling controls) took part in one test session in which they viewed 25 sets of four images (poker, VLTs/slot machines, bingo, and board games). Participants' eye fixations were recorded throughout each 8-second presentation of the four images. The results indicated that, as predicted, the two gambling groups preferentially attended to their primary form of gambling, whereas control participants attended to board games more than gambling images. The findings have clinical implications for the treatment of individuals with gambling disorder. Understanding the importance of personally-salient gambling cues will inform the development of effective attentional bias modification treatments for problem gamblers. PMID:29385164

  11. Investigating the illusion of control in mildly depressed and nondepressed individuals during video-poker play.

    PubMed

    Dannewitz, Holly; Weatherly, Jeffrey N

    2007-05-01

    Cognitive fallacies, such as the illusion of control, and psychological disorders, such as depression, may perpetuate gambling and thus contribute to problem gambling (e.g., R. Ladouceur, C. Sylvan, C. Boutin, & C. Doucet, 2002). Gender differences may exist across these variables (e.g., N. M. Petry, 2005). The authors investigated these possibilities by recruiting mildly depressed and nondepressed individuals to play jacks or better, 5-card draw, video poker. Across three poker sessions, participants were given (a) no choice of which cards to play, (b) information on the best cards to play but control over which cards were played, or (c) no information and complete control over which cards were played. The total amount of money gambled increased as control over the game decreased, but this result correlated with an increase in the rate of play. Depressed and nondepressed participants did not differ in how they gambled, but men gambled significantly more and sometimes made more mistakes during play than did women. These results question the role of the illusion of control and depression in perpetuating gambling. They also suggest that providing players information about which cards to play may indirectly promote gambling and provide insight as to why men are more prone to suffer from gambling problems than are women.

  12. Winning the War and the Relationships: Preparing Military Officers for Negotiations With Non-Combatants

    DTIC Science & Technology

    2007-08-01

    that Iraqis make “great poker players,” and “Every thing is gray. They never say yes or no. Every thing is open for negotiation.” This made it...U.S. Army Research Institute for the Behavioral and Social Sciences Research Report 1877 Winning the War and...United States Military Academy, West Point August 2007 Approved for public release; distribution is unlimited. U.S. Army

  13. Thoughts on The Battle for the Minds: IO and COIN in the Pashtun Belt

    DTIC Science & Technology

    2010-10-01

    the blackjack table. Some of the world’s best poker players are those who have grown up in the modern battlefields of insurgency. Local... life in a hard society. Such concepts as vegetable diversity and the ability to obtain wider access to markets matter daily to the average Afghan on... the Pashtunwali code are certainly central to much of daily life and social The concerns of the aver- age citizen on an average day should be the

  14. Alaskan Auroral All-Sky Images on the World Wide Web

    NASA Technical Reports Server (NTRS)

    Stenbaek-Nielsen, H. C.

    1997-01-01

    In response to a 1995 NASA SPDS announcement of support for preservation and distribution of important data sets online, the Geophysical Institute, University of Alaska Fairbanks, Alaska, proposed to provide World Wide Web access to the Poker Flat Auroral All-sky Camera images in real time. The Poker auroral all-sky camera is located in the Davis Science Operation Center at Poker Flat Rocket Range about 30 miles north-east of Fairbanks, Alaska, and is connected, through a microwave link, with the Geophysical Institute where we maintain the data base linked to the Web. To protect the low light-level all-sky TV camera from damage due to excessive light, we only operate during the winter season when the moon is down. The camera and data acquisition is now fully computer controlled. Digital images are transmitted each minute to the Web linked data base where the data are available in a number of different presentations: (1) Individual JPEG compressed images (1 minute resolution); (2) Time lapse MPEG movie of the stored images; and (3) A meridional plot of the entire night activity.

  15. Cognitive restructuring of gambling-related thoughts: A systematic review.

    PubMed

    Chrétien, Maxime; Giroux, Isabelle; Goulet, Annie; Jacques, Christian; Bouchard, Stéphane

    2017-12-01

    Gamblers' thoughts have a fundamental influence on their gambling problem. Cognitive restructuring is the intervention of choice to correct those thoughts. However, certain difficulties are noted in the application of cognitive restructuring techniques and the comprehension of their guidelines. Furthermore, the increase of skill game players (e.g. poker) entering treatment creates a challenge for therapists, as these gamblers present with different thoughts than those of the gamblers usually encountered in treatment (e.g. chance-only games like electronic gambling machines). This systematic review aims to describe how cognitive restructuring is carried out with gamblers based on the evidence available in empirical studies that include cognitive interventions for gambling. Of the 2607 studies collected, 39 were retained. The results highlight exposure as the most frequently used technique to facilitate identification of gambling-related thoughts (imaginal=28.2%; in vivo=10.3%). More than half of the studies (69.2%) clearly reported therapeutic techniques aimed to correct gamblers' thoughts, of which 37% involved visual support to challenge those thoughts (e.g. ABC log). Of the 39 studies retained, 48.7% included skill game players (i.e., poker, blackjack, sports betting) in their sample. However, none of these studies mentioned whether cognitive restructuring had been adapted for these gamblers. Several terms referring to gamblers' thoughts were used interchangeably (e.g. erroneous, dysfunctional or inadequate thoughts), although each of these terms could refer to specific content. Clinical implications of the results are discussed with regard to the needs of therapists. This review also suggests recommendations for future research. Copyright © 2017 Elsevier Ltd. All rights reserved.

  16. Association of Problem Gambling with Type of Gambling Among Italian General Population.

    PubMed

    Scalese, Marco; Bastiani, Luca; Salvadori, Stefano; Gori, Mercedes; Lewis, Isabella; Jarre, Paolo; Molinaro, Sabrina

    2016-09-01

    The origin of gambling disorders is uncertain; however, research has shown a tendency to focus on specific types of games as a potential important risk factor. The principal aim of this study is to examine the relationships between types of gambling practices and gambling disorder. The data were extracted from IPSAD-Italia(®) 2010-2011 (Italian Population Survey on Alcohol and other Drugs), a survey among the Italian general population which collects socio-cultural information, information about the use of drugs, legal substances and gambling habits. In order to identify the "problem gambler" we used the Problem Gambling Severity Index. Three groups are considered in this analysis: no-risk gamblers, low-risk gamblers, moderate-risk/problem gamblers. Type of gambling practice was considered among two types of gambler: one-game players and multi-games players. 1.9 % of multi-game players were considered problem gamblers, only 0.6 % of one-game players were problem gamblers (p < 0.001). The percentage of players who were low and moderate-risk gamblers was approximately double among multi-game players, with 14.4 % low-risk and 5.8 % moderate-risk; compared with 7.7 % low-risk and 2.5 % moderate risk among one-game players. Results of ordinal logistic regression analysis confirmed that higher level of gambling severity was associated with multi-game players (OR = 2.23, p < 0.0001). Video-poker/slot-machines show the highest association with gambling severity among both one-game players and multi-game players, with scores of OR equal to 4.3 and 4.5 respectively. These findings suggest a popular perception of risk associated with this type of gambling for the development of gambling problems.

  17. Hack-proof Synchronization Protocol for Multi-player Online Games

    NASA Astrophysics Data System (ADS)

    Fung, Yeung Siu; Lui, John C. S.

    Modern multi-player online games are popular and attractive because they provide a sense of virtual world experience to users: players can interact with each other on the Internet but perceive a local area network responsiveness. To make this possible, most modern multi-player online games use similar networking architecture that aims to hide the effects of network latency, packet loss, and high variance of delay from players. Because real-time interactivity is a crucial feature from a player's point of view, any delay perceived by a player can affect his/her performance [16]. Therefore, the game client must be able to run and accept new user commands continuously regardless of the condition of the underlying communication channel, and that it will not stop responding because of waiting for update packets from other players. To make this possible, multi-player online games typically use protocols based on "dead-reckoning" [5, 6, 9] which allows loose synchronization between players.

  18. Exploring Online Game Players' Flow Experiences and Positive Affect

    ERIC Educational Resources Information Center

    Chiang, Yu-Tzu; Lin, Sunny S. J.; Cheng, Chao-Yang; Liu, Eric Zhi-Feng

    2011-01-01

    The authors conducted two studies to explore online game players' flow experiences and positive affect. Our findings indicated that online game are capable of evoking flow experiences and positive affect, and games of violent or nonviolent type may not arouse players' aggression. The players could be placed into four flow conditions: flow,…

  19. An analysis of switching and non-switching slot machine player behaviour.

    PubMed

    Coates, Ewan; Blaszczynski, Alex

    2013-12-01

    Learning theory predicts that, given the repeated choice to bet between two concurrently available slot machines, gamblers will learn to bet more money on the machine with higher expected return (payback percentage) or higher win probability per spin (volatility). The purpose of this study was to investigate whether this occurs when the two machines vary orthogonally on payback percentage and volatility. The sample comprised 52 first year psychology students (mean age = 20.3 years, 20 females, 32 males) who had played a gaming machine at least once in the previous 12 months. Participants were administered a battery of questionnaires designed to assess level of knowledge on the characteristics and operation of poker machines, frequency of poker machine play in the past 12 months, personality traits of impulsivity and capacity for cognitive reflection, and gambling beliefs. For the experimental task, participants were instructed to play on two PC-simulated electronic gaming machines (EGMs or slot machines) that differed on payback percentage and volatility, with the option of freely switching between EGMs after a practice phase. Results indicated that participants were able to easily discriminate between machines and manifested a preference to play machines offering higher payback or volatility. These findings diverged from previous findings of no preference for play on higher payback/volatility machines, potentially due to of the current study's absence of the option to make multi-line and multi-credit bets. It was concluded that return rate parameters like payback percentage and volatility strongly influenced slot machine preference in the absence of betting options like multi-line bets, though more research is needed to determine the effects of such betting options on player distribution of money between multiple EGMs.

  20. Personality traits and life satisfaction among online game players.

    PubMed

    Chen, Lily Shui-Lien; Tu, Hill Hung-Jen; Wang, Edward Shih-Tse

    2008-04-01

    The DFC Intelligence predicts worldwide online game revenues will reach $9.8 billion by 2009, making online gaming a mainstream recreational activity. Understanding online game player personality traits is therefore important. This study researches the relationship between personality traits and life satisfaction in online game players. Taipei, Taiwan, is the study location, with questionnaire surveys conducted in cyber cafe shops. Multiple regression analysis studies the causal relationship between personality traits and life satisfaction in online game players. The result shows that neuroticism has significant negative influence on life satisfaction. Both openness and conscientiousness have significant positive influence on life satisfaction. Finally, implications for leisure practice and further research are discussed.

  1. Cue-Reactive Rationality, Visual Imagery and Volitional Control Predict Cue-Reactive Urge to Gamble in Poker-Machine Gamblers.

    PubMed

    Clark, Gavin I; Rock, Adam J; McKeith, Charles F A; Coventry, William L

    2017-09-01

    Poker-machine gamblers have been demonstrated to report increases in the urge to gamble following exposure to salient gambling cues. However, the processes which contribute to this urge to gamble remain to be understood. The present study aimed to investigate whether changes in the conscious experience of visual imagery, rationality and volitional control (over one's thoughts, images and attention) predicted changes in the urge to gamble following exposure to a gambling cue. Thirty-one regular poker-machine gamblers who reported at least low levels of problem gambling on the Problem Gambling Severity Index (PGSI), were recruited to complete an online cue-reactivity experiment. Participants completed the PGSI, the visual imagery, rationality and volitional control subscales of the Phenomenology of Consciousness Inventory (PCI), and a visual analogue scale (VAS) assessing urge to gamble. Participants completed the PCI subscales and VAS at baseline, following a neutral video cue and following a gambling video cue. Urge to gamble was found to significantly increase from neutral cue to gambling cue (while controlling for baseline urge) and this increase was predicted by PGSI score. After accounting for the effects of problem-gambling severity, cue-reactive visual imagery, rationality and volitional control significantly improved the prediction of cue-reactive urge to gamble. The small sample size and limited participant characteristic data restricts the generalizability of the findings. Nevertheless, this is the first study to demonstrate that changes in the subjective experience of visual imagery, volitional control and rationality predict changes in the urge to gamble from neutral to gambling cue. The results suggest that visual imagery, rationality and volitional control may play an important role in the experience of the urge to gamble in poker-machine gamblers.

  2. Analyzing online game players: from materialism and motivation to attitude.

    PubMed

    Chang, Ju-Hui; Zhang, Hongxia

    2008-12-01

    The online game market has been growing rapidly and has received an increasing amount of attention in recent years. The results of a survey conducted in China to explore online game players' attitude formation reveal that (a) the online game player's level of materialism positively influences the motivation for playing, (b) motivation positively influences attitude toward online games, and (c) motivation fully mediates the effects of materialism on attitude.

  3. Does trust promote more teamwork? Modeling online game players' teamwork using team experience as a moderator.

    PubMed

    Lee, Chun-Chia; Chang, Jen-Wei

    2013-11-01

    The need for teamwork has grown significantly in today's organizations. Especially for online game communities, teamwork is an important means of online game players' engagement. This study aims to investigate the impacts of trust on players' teamwork with affective commitment and normative commitment as mediators. Furthermore, this research includes team experience as a moderator to compare the difference between different player groups. A model was proposed and tested on 296 online game players' data using structural equation modeling. Findings revealed that team experience moderated the relationship between trust and teamwork. The results indicated that trust promotes more teamwork only for players with high experience through affective commitment than those who with low experience. Implications of the findings are discussed.

  4. Helping others in online games: prosocial behavior in cyberspace.

    PubMed

    Wang, Chih-Chien; Wang, Chia-Hsin

    2008-06-01

    This study examined the reasons players help others in the virtual space of online games. Results of an online empirical survey indicated that both altruism and reciprocity influence prosocial behavior simultaneously. Additionally, the study found that male players are more likely than female players to seek friendship of opposite sex.

  5. Purification and characterization of hemagglutinating proteins from Poker-chip Venus (Meretrix lusoria) and Corbicula clam (Corbicula fluminea).

    PubMed

    Cheng, Chin-Fu; Hung, Shao-Wen; Chang, Yung-Chung; Chen, Ming-Hui; Chang, Chen-Hsuan; Tsou, Li-Tse; Tu, Ching-Yu; Lin, Yu-Hsing; Liu, Pan-Chen; Lin, Shiun-Long; Wang, Way-Shyan

    2012-01-01

    Hemagglutinating proteins (HAPs) were purified from Poker-chip Venus (Meretrix lusoria) and Corbicula clam (Corbicula fluminea) using gel-filtration chromatography on a Sephacryl S-300 column. The molecular weights of the HAPs obtained from Poker-chip Venus and Corbicula clam were 358 kDa and 380 kDa, respectively. Purified HAP from Poker-chip Venus yielded two subunits with molecular weights of 26 kDa and 29 kDa. However, only one HAP subunit was purified from Corbicula clam, and its molecular weight was 32 kDa. The two Poker-chip Venus HAPs possessed hemagglutinating ability (HAA) for erythrocytes of some vertebrate animal species, especially tilapia. Moreover, HAA of the HAP purified from Poker-chip Venus was higher than that of the HAP of Corbicula clam. Furthermore, Poker-chip Venus HAPs possessed better HAA at a pH higher than 7.0. When the temperature was at 4°C-10°C or the salinity was less than 0.5‰, the two Poker-chip Venus HAPs possessed better HAA compared with that of Corbicula clam.

  6. Psychological Vulnerability and Problem Gambling: The Mediational Role of Cognitive Distortions.

    PubMed

    Lévesque, David; Sévigny, Serge; Giroux, Isabelle; Jacques, Christian

    2018-01-03

    Despite numerous studies demonstrating the influence of cognitive distortions on gambling problem severity, empirical data regarding the role of psychological vulnerability on the latter is limited. Hence, this study assesses the mediating effect of cognitive distortions between psychological vulnerability (personality and mood), and gambling problem severity. It also verifies whether the relationships between these variables differs according to the preferred gambling activity. The sample is composed of 272 male gamblers [191 poker players; 81 video lottery terminal (VLT) players] aged between 18 and 82 years (M = 35.2). Bootstrap analysis results revealed that cognitive distortions mediate the effect of narcissism on gambling problem severity for both groups. The level of depression for VLT players significantly predicted gambling problem severity, both directly and indirectly via the mediating effect of cognitive distortions. Mediation analyses also indicated that narcissism had an indirect impact on problem gambling through cognitive distortions for both groups. These findings suggest that certain vulnerabilities related to personality and mood may influence cognitive distortion intensity and gambling problem severity. In addition, psychological vulnerabilities could differ based on preferred gambling activity. These results may be useful for prevention policies, identifying high risk gamblers and planning psychological interventions.

  7. Purification and Characterization of Hemagglutinating Proteins from Poker-Chip Venus (Meretrix lusoria) and Corbicula Clam (Corbicula fluminea)

    PubMed Central

    Cheng, Chin-Fu; Hung, Shao-Wen; Chang, Yung-Chung; Chen, Ming-Hui; Chang, Chen-Hsuan; Tsou, Li-Tse; Tu, Ching-Yu; Lin, Yu-Hsing; Liu, Pan-Chen; Lin, Shiun-Long; Wang, Way-Shyan

    2012-01-01

    Hemagglutinating proteins (HAPs) were purified from Poker-chip Venus (Meretrix lusoria) and Corbicula clam (Corbicula fluminea) using gel-filtration chromatography on a Sephacryl S-300 column. The molecular weights of the HAPs obtained from Poker-chip Venus and Corbicula clam were 358 kDa and 380 kDa, respectively. Purified HAP from Poker-chip Venus yielded two subunits with molecular weights of 26 kDa and 29 kDa. However, only one HAP subunit was purified from Corbicula clam, and its molecular weight was 32 kDa. The two Poker-chip Venus HAPs possessed hemagglutinating ability (HAA) for erythrocytes of some vertebrate animal species, especially tilapia. Moreover, HAA of the HAP purified from Poker-chip Venus was higher than that of the HAP of Corbicula clam. Furthermore, Poker-chip Venus HAPs possessed better HAA at a pH higher than 7.0. When the temperature was at 4°C–10°C or the salinity was less than 0.5‰, the two Poker-chip Venus HAPs possessed better HAA compared with that of Corbicula clam. PMID:22666167

  8. Exploring Stereotypical Perceptions of Female Players in Digital Gaming Contexts.

    PubMed

    Kaye, Linda K; Gresty, Claire E; Stubbs-Ennis, Natasha

    2017-12-01

    Gender stereotypes are still reported to exist in digital gaming contexts, despite the fact that participation of females is relatively equal to that of males. The current research explored a number of factors and their impact upon stereotypical perceptions and attitudes toward female players. This included avatar gender, gender identity by gaming context, as well as more general gender-role beliefs. We undertook two studies, each utilizing an online questionnaire targeted toward online players. Study 1 recruited online gamers (N = 489) and compared competence perceptions of players, which varied by player gender (male, female) and avatar gender (male, female), whereby four conditions were established. Overall, player competence was perceived to be highest when male avatars were used, specifically when female players were depicted in this way. Study 2 explored the relationships between male social identity and gender-role beliefs, with sexist attitudes in gaming, and whether this varied by gaming context (massively multiplayer online [MMO] vs. first-person shooter [FPS]). Male online gamers (N = 193) were recruited, of which 112 were MMO players, and 81 were FPS players. It was found that identifying as male social identity was not related to sexist attitudes in either gaming context. However, more general gender-role beliefs were related to sexist attitudes. The findings indicate that although certain stereotypes exist (e.g., competence perceptions), these are not necessarily harvested by players' identities within communities, but may derive through more operational functions such as avatar gender.

  9. 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).

  10. Time distortion for expert and novice online game players.

    PubMed

    Rau, Pei-Luen Patrick; Peng, Shu-Yun; Yang, Chin-Chow

    2006-08-01

    Online game addiction is a new mental disorder. This disorder is difficult to describe because of its comprehensive nature. Many online game players have problems controlling their playing time. They cannot stop playing a game that they enjoy. This research surveyed the past literature on "flow" and time disorder theory. A time distortion experiment was conducted. This research invited 64 children, teenagers, and young adults to investigate player skill and playing time effects on online game break-off. The playing experience and degree of time distortion were measured and analyzed. The results showed that both novice and expert online game players were subject to time distortion. The participants had difficulty breaking off from the game without intrusion by others in the real world. This research also suggests eight questions for self-evaluation for online game addiction.

  11. How to know and choose online games: differences between current and potential players.

    PubMed

    Teng, Ching-I; Lo, Shao-Kang; Wang, Pe-Cheng

    2007-12-01

    This study investigated how different adolescent players acquire game information and the criteria they use in choosing online games and found that (1) current players generally use comprehensive information sources more than potential players do; (2) current players rely on free trials and smooth display of motion graphics as choice criteria more than potential players do; (3) potential players rely on the look of advertisements more than current players do; (4) both current and potential players most likely use word-of-mouth and gaming programs on TV as information sources; and (5) endorser attractiveness is ranked the least important among six choice criteria by both current and potential players.

  12. Usage of cornea and sclera back reflected images captured in security cameras for forensic and card games applications

    NASA Astrophysics Data System (ADS)

    Zalevsky, Zeev; Ilovitsh, Asaf; Beiderman, Yevgeny

    2013-10-01

    We present an approach allowing seeing objects that are hidden and that are not positioned in direct line of sight with security inspection cameras. The approach is based on inspecting the back reflections obtained from the cornea and the sclera of the eyes of people attending the inspected scene and which are positioned in front of the hidden objects we aim to image after performing proper calibration with point light source (e.g. a LED). The scene can be a forensic scene or for instance a casino in which the application is to see the cards of poker players seating in front of you.

  13. Understanding Positive Play: An Exploration of Playing Experiences and Responsible Gambling Practices.

    PubMed

    Wood, Richard T A; Griffiths, Mark D

    2015-12-01

    This study is one of the first to explore in detail the behaviors, attitudes and motivations of players that show no signs of at-risk or problem gambling behavior (so-called 'positive players'). Via an online survey, 1484 positive players were compared with 209 problem players identified using the Lie/Bet screen. The study identified two distinct groups of positive players defined according to their motivations to play and their engagement with responsible gambling (RG) practices. Those positive players that played most frequently employed the most personal RG strategies. Reasons that positive players gave for gambling were focused on leisure (e.g., playing for fun, being entertained, and/or winning a prize). By contrast, problem gamblers were much more focused upon modifying mood states (e.g., excitement, relaxation, depression and playing when bored or upset). The present study also suggests that online gambling is not, by default, inherently riskier than gambling in more traditional ways, as online gambling was the most popular media by which positive players gambled. Furthermore, most positive players reported that it was easier to stick to their limits when playing the National Lottery online compared to traditional retail purchasing of tickets. Problem players were significantly more likely than positive players to gamble with family and friends, suggesting that, contrary to a popular RG message, social play may not be inherently safer than gambling alone. It is proposed that players (generally) may identify more with the term 'positive play' than the term 'RG' which is frequently interpreted as being aimed at people with gambling problems, rather than all players.

  14. Psychological motives and online games addiction: a test of flow theory and humanistic needs theory for Taiwanese adolescents.

    PubMed

    Wan, Chin-Sheng; Chiou, Wen-Bin

    2006-06-01

    Obviously, the negative impact of online games has received much attention as well as having become a popular research topic. This research explored, from flow theory and humanistic needs theory, the psychological motivations of Taiwanese adolescents who are addicted to online games. The purpose of Study 1 was to investigate the relationship between players' flow state and their online games addiction. The results indicated that flow state was negatively correlated with addictive inclination and it was not a significant predictor for players' subsequent additive inclination. Findings also revealed that the addicts' flow state was significantly lower than the nonaddicts. Thus, flow state might not be the key psychological mechanism of players' addiction. In Study 2, the results showed that the psychological needs of players of online games were close to the two-factor theory which depicts satisfaction and dissatisfaction dimensions. Addicted players' need-gratification was similar to the feature of dissatisfactory factor. That is, the absence of playing online games is more likely to generate sense of dissatisfaction; the addicts' compulsive use of online games seems to stem from the relief of dissatisfaction rather than the pursuit of satisfaction. In contrast, online games tend to provide the nonaddicts with a sense of satisfaction rather than a sense of dissatisfaction.

  15. 78 FR 40196 - National Environmental Policy Act; Sounding Rockets Program; Poker Flat Research Range

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-07-03

    ...; Sounding Rockets Program; Poker Flat Research Range AGENCY: National Aeronautics and Space Administration... Sounding Rockets Program (SRP) at Poker Flat Research Range (PFRR), Alaska. SUMMARY: Pursuant to the... government agencies, and educational institutions have conducted suborbital rocket launches from the PFRR...

  16. Poker Flats Mine - Div. of Mining, Land, and Water

    Science.gov Websites

    Lands Coal Regulatory Program Large Mine Permits Mineral Property and Rights Mining Index Land Fishery Water Resources Factsheets Forms banner image of landscape Poker Flats Mine Home Mining Coal Regulatory Program Poker Flats Mine Mining Coal Regulatory Program Info Chickaloon Chuit Watershed Chuitna

  17. 77 FR 61642 - National Environmental Policy Act; Sounding Rockets Program; Poker Flat Research Range

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-10-10

    ...; Sounding Rockets Program; Poker Flat Research Range AGENCY: National Aeronautics and Space Administration... Sounding Rockets Program (SRP) at Poker Flat Research Range (PFRR), Alaska. SUMMARY: Pursuant to the... educational institutions have conducted suborbital rocket launches from the PFRR. While the PFRR is owned and...

  18. The Semiotic Ecology and Linguistic Complexity of an Online Game World

    ERIC Educational Resources Information Center

    Thorne, Steven L.; Fischer, Ingrid; Lu, Xiaofei

    2012-01-01

    Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) "World of Warcraft" ("WoW"), with specific…

  19. Stripped-Down Poker: A Classroom Game with Signaling and Bluffing

    ERIC Educational Resources Information Center

    Reiley, David H.; Urbancic, Michael B.; Walker, Mark

    2008-01-01

    The authors present a simplified, "stripped-down" version of poker as an instructional classroom game. Although Stripped-Down Poker is extremely simple, it nevertheless provides an excellent illustration of a number of topics: signaling, bluffing, mixed strategies, the value of information, and Bayes's Rule. The authors begin with a description of…

  20. Using cognitive dissonance to induce adolescents' escaping from the claw of online gaming: the roles of personal responsibility and justification of cost.

    PubMed

    Chiou, Wen-Bin; Wan, Chin-Sheng

    2007-10-01

    The negative impact of the Internet on adolescents has received much attention. How to reduce their pathological use of online gaming is also a critical issue. Based on cognitive dissonance theory, two experiments were conducted to examine whether personal responsibility and justification of cost may play crucial factors in impacting adolescent players' attitude change and their willingness to engage in attitude-discrepant behavior. The results of Experiment 1 revealed that adolescent players who felt a strong sense of responsibility appeared to exhibit greater attitude change. In Experiment 2, the findings indicated that players tended to employ justification of cost in order to reduce or eliminate the dissonance between their attitude toward online gaming and invested cost. Adolescent players who perceived a higher cost in online gaming were less willing to engage in attitude-discrepant behavior. Reducing adolescents ' overuse of online gaming can be appreciated through the perspective of cognitive dissonance.

  1. Strategic Style in Pared-Down Poker

    NASA Astrophysics Data System (ADS)

    Burns, Kevin

    This chapter deals with the manner of making diagnoses and decisions, called strategic style, in a gambling game called Pared-down Poker. The approach treats style as a mental mode in which choices are constrained by expected utilities. The focus is on two classes of utility, i.e., money and effort, and how cognitive styles compare to normative strategies in optimizing these utilities. The insights are applied to real-world concerns like managing the war against terror networks and assessing the risks of system failures. After "Introducing the Interactions" involved in playing poker, the contents are arranged in four sections, as follows. "Underpinnings of Utility" outlines four classes of utility and highlights the differences between them: economic utility (money), ergonomic utility (effort), informatic utility (knowledge), and aesthetic utility (pleasure). "Inference and Investment" dissects the cognitive challenges of playing poker and relates them to real-world situations of business and war, where the key tasks are inference (of cards in poker, or strength in war) and investment (of chips in poker, or force in war) to maximize expected utility. "Strategies and Styles" presents normative (optimal) approaches to inference and investment, and compares them to cognitive heuristics by which people play poker--focusing on Bayesian methods and how they differ from human styles. The normative strategy is then pitted against cognitive styles in head-to-head tournaments, and tournaments are also held between different styles. The results show that style is ergonomically efficient and economically effective, i.e., style is smart. "Applying the Analysis" explores how style spaces, of the sort used to model individual behavior in Pared-down Poker, might also be applied to real-world problems where organizations evolve in terror networks and accidents arise from system failures.

  2. Clausewitz: On Poker, How Today’s Leaders Can Use Poker to Better Prepare Tomorrow’s Warriors

    DTIC Science & Technology

    2007-01-01

    thing applies to combat leaders, and that is why the military could benefit by teaching poker. Rocks, Maniacs, Calling Stations and TA’s Clausewitz...much like churches around the world have done with bingo . Instead of playing for money, perhaps contestants could compete for a 3-day pass, or free

  3. Using Structural Equation Modeling to Validate Online Game Players' Motivations Relative to Self-Concept and Life Adaptation

    ERIC Educational Resources Information Center

    Yang, Shu Ching; Huang, Chiao Ling

    2013-01-01

    This study aimed to validate a systematic instrument to measure online players' motivations for playing online games (MPOG) and examine how the interplay of differential motivations impacts young gamers' self-concept and life adaptation. Confirmatory factor analysis determined that a hierarchical model with a two-factor structure of…

  4. Unpopular, overweight, and socially inept: reconsidering the stereotype of online gamers.

    PubMed

    Kowert, Rachel; Festl, Ruth; Quandt, Thorsten

    2014-03-01

    Online gaming has become an activity associated with a highly specific, caricatured, and often negative image. This "stereotype" has permeated the collective consciousness, as online gamers have become common caricatures in popular media. A lack of comprehensive demographic inquiries into the online gaming population has made it difficult to dispute these stereotypical characteristics and led to rising concerns about the validity of these stereotypes. The current study aims to clarify the basis of these negative characterizations, and determine whether online video game players display the social, physical, and psychological shortcomings stereotypically attributed them. Sampling and recruiting was conducted using a two-stage approach. First, a representative sample of 50,000 individuals aged 14 and older who were asked about their gaming behavior in an omnibus telephone survey. From this sample, 4,500 video game players were called for a second telephone interview, from which the current data were collected. Only those participants who completed all of the questions relating to video game play were retained for the current analysis (n=2,550). Between- and within-group analyses were enlisted to uncover differences between online, offline, and nongame playing communities across varying degrees of involvement. The results indicate that the stereotype of online gamers is not fully supported empirically. However, a majority of the stereotypical attributes was found to hold a stronger relationship with more involved online players than video game players as a whole, indicating an empirical foundation for the unique stereotypes that have emerged for this particular subgroup of video game players.

  5. Poker, Sports Betting, and Less Popular Alternatives: Status, Friendship Networks, and Male Adolescent Gambling

    ERIC Educational Resources Information Center

    DiCicco-Bloom, Benjamin; Romer, Daniel

    2012-01-01

    The authors argue that the recent increase in poker play among adolescent males in the United States was primarily attributable to high-status male youth who are more able to organize "informal" gambling games (e.g., poker and sports betting) than are low-status male youth who are left to gamble on "formal" games (e.g., lotteries and slot…

  6. Clausewitz: On Poker (Clausewitz was a TA). How Today’s Leaders Can Use Poker to Better Prepare Tomorrow’s Warriors

    DTIC Science & Technology

    2007-01-01

    thing applies to combat leaders, and that is why the military could benefit by teaching poker. Rocks, Maniacs, Calling Stations and TA’s Clausewitz...much like churches around the world have done with bingo . Instead of playing for money, perhaps contestants could compete for a 3-day pass, or free

  7. Who Pays to Play Freemium Games? The Profiles and Motivations of Players Who Make Purchases Within Social Casino Games

    PubMed Central

    Gainsbury, Sally M.; King, Daniel L.; Russell, Alex M. T.; Delfabbro, Paul

    2016-01-01

    Background and aims Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players. Methods This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey. Results Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game. Discussion These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Conclusions Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming. PMID:27306146

  8. Who Pays to Play Freemium Games? The Profiles and Motivations of Players Who Make Purchases Within Social Casino Games.

    PubMed

    Gainsbury, Sally M; King, Daniel L; Russell, Alex M T; Delfabbro, Paul

    2016-06-01

    Background and aims Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players. Methods This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey. Results Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game. Discussion These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Conclusions Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming.

  9. AmeriFlux US-Prr Poker Flat Research Range Black Spruce Forest

    DOE Data Explorer

    Suzuki, Rikie [Japan Agency for Marine-Earth Science and Technology

    2016-01-01

    This is the AmeriFlux version of the carbon flux data for the site US-Prr Poker Flat Research Range Black Spruce Forest. Site Description - This site is located in a blackspruce forest within the property of the Poker Flat Research Range, University of Alaska, Fairbanks. Time-lapse image of the canopy is measured at the same time to relate flux data to satellite images.

  10. The Effectiveness Evaluation among Different Player-Matching Mechanisms in a Multi-Player Quiz Game

    ERIC Educational Resources Information Center

    Tsai, Fu-Hsing

    2016-01-01

    This study aims to investigate whether different player-matching mechanisms in educational multi-player online games (MOGs) can affect students' learning performance, enjoyment perception and gaming behaviors. Based on the multi-player quiz game, TRIS-Q, developed by Tsai, Tsai and Lin (2015) using a free player-matching (FPM) mechanism, the same…

  11. Improving Offensive Performance through Opponent Modeling

    DTIC Science & Technology

    2009-01-01

    of of- fensive players , we improve on the yardage gained. Introduction By accessing the play history of your opponent, it is pos- sible to glean...review a video play history of the player taking a penalty kick; iden- tifying the player’s tendency to kick to the left allowed the goalkeeper to...recognition and 3) off-line review. In online track- ing, immediate future actions of individual players (passes, feints) are predicted, whereas in online

  12. The Development and Evaluation of an Online Formative Assessment upon Single-Player Game in E-Learning Environment

    ERIC Educational Resources Information Center

    Tsai, Fu-Hsing

    2013-01-01

    This study developed a game-based formative assessment, called tic-tac-toe quiz for single-player version (TRIS-Q-SP), in an energy education e-learning system. This assessment game combined tic-tac-toe with online assessment, and revised the rule of tic-tac-toe for stimulating students to use online formative assessment actively. Additionally, to…

  13. The female player does not exist: gender identity relates to differences in player motivations and play styles.

    PubMed

    Poels, Karolien; De Cock, Nele; Malliet, Steven

    2012-11-01

    This study addresses the female player of massively multiplayer online (role-playing) games and investigates how gender identity (GI), indicating a person's identification with characteristics that are traditionally defined as masculine or feminine, can be used to explain playing patterns within the female gender group. Results from an online survey (n=466) show that females' player motivations and play styles vary as a function of their GI, indicating that it is a relevant and additional predictor of play behavior and confirming that female play behavior cannot be generalized based on stereotypical male/female conceptions.

  14. 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.

  15. Collaborate and share: an experimental study of the effects of task and reward interdependencies in online games.

    PubMed

    Choi, Boreum; Lee, Inseong; Choi, Dongseong; Kim, Jinwoo

    2007-08-01

    Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained.

  16. Player Characteristics and Games: Findings and Implications for Distance Learning

    ERIC Educational Resources Information Center

    Marvel, Michele D.

    2017-01-01

    Understanding the factors that affect participation in online games will help educational game designers develop games that maximize participation. This study investigated whether introversion or extroversion, player motivation, and gender affected participation in online games. Participants (n = 400) completed a 50-item questionnaire about…

  17. Trait Mindfulness, Problem-Gambling Severity, Altered State of Awareness and Urge to Gamble in Poker-Machine Gamblers.

    PubMed

    McKeith, Charles F A; Rock, Adam J; Clark, Gavin I

    2017-06-01

    In Australia, poker-machine gamblers represent a disproportionate number of problem gamblers. To cultivate a greater understanding of the psychological mechanisms involved in poker-machine gambling, a repeated measures cue-reactivity protocol was administered. A community sample of 38 poker-machine gamblers was assessed for problem-gambling severity and trait mindfulness. Participants were also assessed regarding altered state of awareness (ASA) and urge to gamble at baseline, following a neutral cue, and following a gambling cue. Results indicated that: (a) urge to gamble significantly increased from neutral cue to gambling cue, while controlling for baseline urge; (b) cue-reactive ASA did not significantly mediate the relationship between problem-gambling severity and cue-reactive urge (from neutral cue to gambling cue); (c) trait mindfulness was significantly negatively associated with both problem-gambling severity and cue-reactive urge (i.e., from neutral cue to gambling cue, while controlling for baseline urge); and (d) trait mindfulness did not significantly moderate the effect of problem-gambling severity on cue-reactive urge (from neutral cue to gambling cue). This is the first study to demonstrate a negative association between trait mindfulness and cue-reactive urge to gamble in a population of poker-machine gamblers. Thus, this association merits further evaluation both in relation to poker-machine gambling and other gambling modalities.

  18. Online data collection from video game players: methodological issues.

    PubMed

    Wood, Richard T A; Griffiths, Mark D; Eatough, Virginia

    2004-10-01

    The paper outlines the advantages and disadvantages of using the Internet to collect data concerning both online and offline gamers. Drawing from experience of a number of studies carried out online by the authors and by reviewing the available literature, the authors discuss the main issues concerning data collected from video game players. The paper examines a number of areas, including recruiting and utilizing participants, validity, suitable methods of data collection (i.e., questionnaire studies, online tests, participant observation, online interviews), and ethical issues. It is concluded that online research methods can be a useful way of examining the psychosocial aspects of video game playing.

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

    PubMed

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

    2012-09-01

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

  20. Early Synthetic Prototyping: The Use of Video After-Action Reports for Harvesting Useful Feedback In Early Design

    DTIC Science & Technology

    2016-06-01

    and material developers use an online game to crowdsource ideas from online players in order to increase viable synthetic prototypes. In entertainment... games , players often create videos of their game play to share with other players to demonstrate how to complete a segment of a game . This thesis...explores similar self-recorded videos of ESP game play and determines if they provide useful data to capability and material developers that can

  1. Motivations for play in online games.

    PubMed

    Yee, Nick

    2006-12-01

    An empirical model of player motivations in online games provides the foundation to understand and assess how players differ from one another and how motivations of play relate to age, gender, usage patterns, and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that grouped into three overarching components (achievement, social, and immersion). Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented.

  2. 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.

  3. Excessive and addictive gaming control using counselling agent in online game design

    NASA Astrophysics Data System (ADS)

    Ididi, Italumeh O.; Hassan, Sa'adah; Ghani, Abdul Azim Abd; Ali, Norhayati Mohd

    2017-10-01

    In recent times, online game play has become a food for thought to concerned individuals, researchers and authorities of various countries due to its excessive and addictive usage. Although, various government have taken certain measures such as shutting down internet cafe at certain hours of the day, censoring the most brutal, offensive and aggressive sections of certain games before they are released. Researchers have advised developers on ways of limiting harm on players by suggesting design changes on time limit. Furthermore, researchers have also suggested that online game distributors ought to make available appropriate referral services. The impart of the above are yet to make any remarkable impact on players. In this paper, we have proposed a Counseling Agent model integrating informative and self-appraisal messages in online game design as a control measure. Informative and self-appraisal messaging in games have proven optimistic through making positive impact on player's thoughts and behavior towards gaming. These messages are expected to remind players about the negative impact of excessive and addictive gaming habits, as well as suggesting possible reductive solutions through message streaming.

  4. Developing 21st Century Skills through Gameplay: To What Extent Are Young People Who Play the Online Computer Game Minecraft Acquiring and Developing Media Literacy and the Four Cs Skills?

    ERIC Educational Resources Information Center

    Morgan, Mia Lynn

    2015-01-01

    Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21st…

  5. Why people continue to play online games: in search of critical design factors to increase customer loyalty to online contents.

    PubMed

    Choi, Dongseong; Kim, Jinwoo

    2004-02-01

    As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games or which design features are most closely related to the amount of time spent by players at particular online gaming sites. This study proposes a theoretical model using the concepts of customer loyalty, flow, personal interaction, and social interaction to explain why people continue to play online network games. The study then conducts a large-scale survey to validate the model. Finally, it analyzes current online games to identify design features that are closely related to the theoretical concepts. The results indicate that people continue to play online games if they have optimal experiences while playing the games. This optimal experience can be attained if the player has effective personal interaction with the system or pleasant social interactions with other people connected to the Internet. Personal interaction can be facilitated by providing appropriate goals, operators and feedback; social interaction can be facilitated through appropriate communication places and tools. This paper ends with the implications of applying the study results to other domains such as e-commerce and cyber communities.

  6. Does self-selection affect samples' representativeness in online surveys? An investigation in online video game research.

    PubMed

    Khazaal, Yasser; van Singer, Mathias; Chatton, Anne; Achab, Sophia; Zullino, Daniele; Rothen, Stephane; Khan, Riaz; Billieux, Joel; Thorens, Gabriel

    2014-07-07

    The number of medical studies performed through online surveys has increased dramatically in recent years. Despite their numerous advantages (eg, sample size, facilitated access to individuals presenting stigmatizing issues), selection bias may exist in online surveys. However, evidence on the representativeness of self-selected samples in online studies is patchy. Our objective was to explore the representativeness of a self-selected sample of online gamers using online players' virtual characters (avatars). All avatars belonged to individuals playing World of Warcraft (WoW), currently the most widely used online game. Avatars' characteristics were defined using various games' scores, reported on the WoW's official website, and two self-selected samples from previous studies were compared with a randomly selected sample of avatars. We used scores linked to 1240 avatars (762 from the self-selected samples and 478 from the random sample). The two self-selected samples of avatars had higher scores on most of the assessed variables (except for guild membership and exploration). Furthermore, some guilds were overrepresented in the self-selected samples. Our results suggest that more proficient players or players more involved in the game may be more likely to participate in online surveys. Caution is needed in the interpretation of studies based on online surveys that used a self-selection recruitment procedure. Epidemiological evidence on the reduced representativeness of sample of online surveys is warranted.

  7. Interaction with the game and motivation among players of massively multiplayer online role-playing games.

    PubMed

    Fuster, Héctor; Carbonell, Xavier; Chamarro, Andrés; Oberst, Ursula

    2013-01-01

    Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.

  8. The effect of social support derived from World of Warcraft on negative psychological symptoms.

    PubMed

    Longman, Huon; O'Connor, Erin; Obst, Patricia

    2009-10-01

    Previous research examining players of massively multiplayer online games (MMOGs) suggests that players form meaningful relationships with each other. Other research indicates that people may derive social support from online sources, and this social support has been associated with greater well-being. This study used an online survey of players (N = 206) of the MMOG World of Warcraft (WoW) to examine if social support can be derived from MMOGs and to examine its relationship with negative psychological symptoms. Players of WoW were found to derive social support from playing and a positive relationship was found between game engagement and levels of in-game social support. Higher levels of in-game social support were associated with fewer negative psychological symptoms, although this effect was not maintained after accounting for social support derived from the offline sources. Additionally, a small subsample of players (n = 21) who played for 44 to 82 hours per week (M = 63.33) was identified. These players had significantly lower levels of offline social support and higher levels of negative symptoms compared to the rest of the sample. This study provides evidence that social support can be derived from MMOGs and the associated potential to promote well-being but also highlights the potential harm from spending excessive hours playing.

  9. Dude Looks like a Lady: Gender Swapping in an Online Game

    NASA Astrophysics Data System (ADS)

    Huh, Searle; Williams, Dmitri

    After reviewing the literature on online identity construction and developing a set of theory-based hypotheses, this chapter employs a novel combination of survey data and game-generated behavioral logs to examine gender swapping in EverQuest II. Gender swapping is defined as a difference between the gender reported by the player in the survey from the gender of the player's main character in the game. Motivations for play were measured using Yee's condensed MMO motivations scale, and behavioral logs supplied four main measures of gender-stereotypical in-game behaviors. Contrary to expectations, gender swapping was less common among female players, and swapping was rather rare in general. Homosexual players were more likely to change their online gender than straight players. Performance and socialization motivations for play did not differ significantly between swappers and nonswappers. Men who play female characters were not more likely to engage in stereotypically female acts than men who play male characters; however, women who played male characters did display a degree of hyper-masculine behavior. Some of these findings suggest that there may be less of the identity exploration or challenging of gender norms than some had expected, but the female population of players may be bimodal, composed of stereotypically female and male-leaning subgroups.

  10. Online and offline video game use in adolescents: measurement invariance and problem severity.

    PubMed

    Smohai, Máté; Urbán, Róbert; Griffiths, Mark D; Király, Orsolya; Mirnics, Zsuzsanna; Vargha, András; Demetrovics, Zsolt

    2017-01-01

    Despite the increasing popularity of video game playing, little is known about the similarities and differences between online and offline video game players. The aims of this study were (i) to test the applicability and the measurement invariance of the previously developed Problematic Online Gaming Questionnaire (POGQ) in both online and offline gamers and to (ii) examine the differences in these groups. Video game use habits and POGQ were assessed in a sample of 1,964 (71% male) adolescent videogame players. Those gamers who played at least sometimes in an online context were considered "online gamers," while those who played videogames exclusively offline were considered "offline gamers." Confirmatory factor analysis supported the measurement invariance across online and offline videogame players. According to the multiple indicators multiple causes (MIMIC) model, online gamers were more likely to score higher on overuse, interpersonal conflict, and social isolation subscales of the POGQ. The results of the present study suggest that online and offline gaming can be assessed using the same psychometric instrument. These findings open the possibility for future research studies concerning problematic video gaming to include participants who exclusively play online or offline games, or both. However, the study also identified important structural features about how online and offline gaming might contribute differently to problematic use. These results provide important information that could be utilized in parental education and the prevention program about the possible detrimental consequences of online vs. offline video gaming.

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

    NASA Astrophysics Data System (ADS)

    Ahmed, Dewan Tanvir; Shirmohammadi, Shervin

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

  12. Cooperating with machines.

    PubMed

    Crandall, Jacob W; Oudah, Mayada; Tennom; Ishowo-Oloko, Fatimah; Abdallah, Sherief; Bonnefon, Jean-François; Cebrian, Manuel; Shariff, Azim; Goodrich, Michael A; Rahwan, Iyad

    2018-01-16

    Since Alan Turing envisioned artificial intelligence, technical progress has often been measured by the ability to defeat humans in zero-sum encounters (e.g., Chess, Poker, or Go). Less attention has been given to scenarios in which human-machine cooperation is beneficial but non-trivial, such as scenarios in which human and machine preferences are neither fully aligned nor fully in conflict. Cooperation does not require sheer computational power, but instead is facilitated by intuition, cultural norms, emotions, signals, and pre-evolved dispositions. Here, we develop an algorithm that combines a state-of-the-art reinforcement-learning algorithm with mechanisms for signaling. We show that this algorithm can cooperate with people and other algorithms at levels that rival human cooperation in a variety of two-player repeated stochastic games. These results indicate that general human-machine cooperation is achievable using a non-trivial, but ultimately simple, set of algorithmic mechanisms.

  13. [The effects of narcissism and self-esteem on immersion in social network games and massively multiplayer online role-playing games].

    PubMed

    Jin, Kato; Igarashi, Tasuku

    2016-04-01

    Recent research has shown growing interest in the process by which narcissism triggers immersion in social network games (SNG). Highly narcissistic individuals are motivated not only by the achievement of goals and monopoly of materials (i:e., self-enhancement), but also by comparison and competition with others (i.e., social comparison) We predicted that the common rules and environments of SNG and massively multiplayer online role-playing games (MMORPG), such as systems of exchanging items and ranking players, facilitate immersion of highly narcissistic individuals during the game. Structural equation modeling of data from 378 SNG players and 150 MMORPG players recruited online showed that self-esteem inhibited game immersion, whereas narcissism increased game immersion via motivation for goal attainment. SNG players were more likely to be immersed in the game via motivation for goal attainment than MMORPG players. These findings suggest that, compared with MMORPG, the environments of SNG provide strong incentives not for those high in self-esteem who seek acceptance of others, but for those high in narcissism who are motivated by self-enhancement via competition with others.

  14. Gambling involvement and increased risk of gambling problems.

    PubMed

    Phillips, James G; Ogeil, Rowan; Chow, Yang-Wai; Blaszczynski, Alex

    2013-12-01

    The opportunity to gamble has undergone rapid expansion with technology allowing for access to gambling products 24 h a day. This increased online availability challenges governments' abilities to restrict access to gambling. Indeed, the ready access to multiple forms of gambling may potentially contribute to impaired control over urges for problem gamblers. The present study considered whether problem gamblers manifested a tendency to engage in multiple forms of gambling and identified forms of gambling which were more strongly related to problem gambling. In reanalyses of two surveys (Sample 1, N = 464, Sample 2, N = 1141), significant relationships accounting for between 11.3 and 13.5% of the variance were found between the numbers of forms of gambling accessed and degree of problem. Participation in online poker, playing cards and sports wagering were linked to problem gambling. Access to multiple forms of gambling may pose difficulties for the tracking and control of gambling.

  15. Online computer gaming: a comparison of adolescent and adult gamers.

    PubMed

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

    2004-02-01

    Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n = 540) who played the most popular online game Everquest. The survey examined basic demographic information, 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 favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters, and significantly more likely to sacrifice their education or work. In relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was violence. Results also showed that in general, the younger the player, the longer they spent each week playing.

  16. A dual model of entertainment-based and community-based mechanisms to explore continued participation in online entertainment communities.

    PubMed

    Deng, Yun; Hou, Jinghui; Ma, Xiao; Cai, Shuqin

    2013-05-01

    Online entertainment communities have exploded in popularity and drawn attention from researchers. However, few studies have investigated what leads people to remain active in such communities at the postadoption stage. We proposed and tested a dual model of entertainment-based and community-based mechanisms to examine the factors that affect individuals' continued participation in online entertainment communities. Survival analysis was employed on a longitudinal dataset of 2,302 users collected over 2 years from an online game community. Our results were highly consistent with the theoretical model. Specifically, under the entertainment-based mechanism, our findings showed that the intensities of initial use and frequent use were positive predictors of players' activity lifespan. Under the community-based mechanism, the results demonstrated that the number of guilds a player was affiliated with and the average number of days of being a guild member positively predict players' lifespan in the game. Overall, our study suggests that the entertainment-based mechanism and community-based mechanism are two key drivers that determinate individuals' continued participation in online entertainment communities.

  17. Decision Making in Online Fantasy Sports Communities

    ERIC Educational Resources Information Center

    Smith, Brian; Sharma, Priya; Hooper, Paula

    2006-01-01

    This paper describes the forms of knowledge used by players of fantasy sports, games where players create ideal sports teams and compete to accumulate points based on professional athletes' statistical performances. Messages from a discussion forum associated with a popular fantasy basketball game were analyzed to understand how players described…

  18. The Role of Auditory Features Within Slot-Themed Social Casino Games and Online Slot Machine Games.

    PubMed

    Bramley, Stephanie; Gainsbury, Sally M

    2015-12-01

    Over the last few years playing social casino games has become a popular entertainment activity. Social casino games are offered via social media platforms and mobile apps and resemble gambling activities. However, social casino games are not classified as gambling as they can be played for free, outcomes may not be determined by chance, and players receive no monetary payouts. Social casino games appear to be somewhat similar to online gambling activities in terms of their visual and auditory features, but to date little research has investigated the cross over between these games. This study examines the auditory features of slot-themed social casino games and online slot machine games using a case study design. An example of each game type was played on three separate occasions during which, the auditory features (i.e., music, speech, sound effects, and the absence of sound) within the games were logged. The online slot-themed game was played in demo mode. This is the first study to provide a qualitative account of the role of auditory features within a slot-themed social casino game and an online slot machine game. Our results found many similarities between how sound is utilised within the two games. Therefore the sounds within these games may serve functions including: setting the scene for gaming, creating an image, demarcating space, interacting with visual features, prompting players to act, communicating achievements to players, providing reinforcement, heightening player emotions and the gaming experience. As a result this may reduce the ability of players to make a clear distinction between these two activities, which may facilitate migration between games.

  19. Beyond the Player: A User-Centered Approach to Analyzing Digital Games and Players Using Actor-Network Theory

    ERIC Educational Resources Information Center

    Hung, Aaron Chia Yuan

    2016-01-01

    The paper uses actor-network theory (ANT) to analyze the sociotechnical networks of three groups of adolescents who played online games in different physical and social contexts. These include: an internet café, which allowed the players to be co-present; a personal laptop, which gave the player more control over how he played; and at home through…

  20. 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.

  1. Telecommunications Network Measurements of Online Gambling Behavior in Switzerland: A Feasibility Study.

    PubMed

    Bitar, Raoul; Nordt, Carlos; Grosshans, Martin; Herdener, Marcus; Seifritz, Erich; Mutschler, Jochen

    2017-01-01

    Methodological shortcomings of gambling studies relying on self-report or on data sets derived from gambling operators tend to result in biased conclusions. The aim of this study was to analyze online gambling behavior using a novel network database approach. From October 13 to October 26, 2014, telecommunications network data from a major telecommunications provider in Switzerland were analyzed. Netflows between mobile devices and a poker operator were quantified to measure the gambling duration and session number. Time spent gambling during night and working hours was compared between devices with longest (red group), intermediate (orange group), and shortest gambling time (green group). Online gambling behavior differed depending on overall gambling time, F (2, 3,143). Night and working hours gambling was the highest in the red group (53%), compared to the orange (50.1%) and the green groups (41.5%). Post hoc analyses indicated significant differences between the orange and green groups (p < 0.05). No differences were observed between the red and orange groups (p = 0.850), and the red and green groups (p = 0.053). On mobile devices, distinct gambling patterns were observed depending on the overall gambling time. This methodology could also be used to investigate online gaming, social media use, and online pornography. © 2017 S. Karger AG, Basel.

  2. Problematic usage among highly-engaged players of massively multiplayer online role playing games.

    PubMed

    Peters, Christopher S; Malesky, L Alvin

    2008-08-01

    One popular facet of Internet gaming is the massively multiplayer online role playing game (MMORPG). Some individuals spend so much time playing these games that it creates problems in their lives. This study focused on players of World of Warcraft. Factor analysis revealed one factor related to problematic usage, which was correlated with amount of time played, and personality characteristics of agreeableness, conscientiousness, neuroticism, and extraversion.

  3. In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game

    ERIC Educational Resources Information Center

    Hollister, Jonathan M.

    2016-01-01

    This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger…

  4. Pinochle Poker: An Activity for Counting and Probability

    ERIC Educational Resources Information Center

    Wroughton, Jacqueline; Nolan, Joseph

    2012-01-01

    Understanding counting rules is challenging for students; in particular, they struggle with determining when and how to implement combinations, permutations, and the multiplication rule as tools for counting large sets and computing probability. We present an activity--using ideas from the games of poker and pinochle--designed to help students…

  5. Exploring Chemical Equilibrium with Poker Chips: A General Chemistry Laboratory Exercise

    ERIC Educational Resources Information Center

    Bindel, Thomas H.

    2012-01-01

    A hands-on laboratory exercise at the general chemistry level introduces students to chemical equilibrium through a simulation that uses poker chips and rate equations. More specifically, the exercise allows students to explore reaction tables, dynamic chemical equilibrium, equilibrium constant expressions, and the equilibrium constant based on…

  6. Table-Top Role Playing Game and Creativity

    ERIC Educational Resources Information Center

    Chung, Tsui-shan

    2013-01-01

    The current study aims to observe whether individuals who engaged in table-top role playing game (TRPG) were more creative. Participants total 170 (52 TRPG players, 54 electronic role playing game (ERPG) players and 64 Non-players) aged from 19 to 63. In the current study, an online questionnaire is used, adopting the verbal subtests of…

  7. From MMORPG to a Classroom Multiplayer Presential Role Playing Game

    ERIC Educational Resources Information Center

    Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco

    2010-01-01

    The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…

  8. 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…

  9. The Connection Between Introversion/Extraversion and Social Capital Outcomes of Playing World of Warcraft.

    PubMed

    Reer, Felix; Krämer, Nicole C

    2017-02-01

    Some studies indicated that playing online games yields a "rich-get-richer effect" and is especially socially beneficial for extraverted players, while other authors argue that online gaming could have compensational effects for introverted players. The current survey study (N = 409) investigates the connection between introversion/extraversion and social capital outcomes of playing the popular role-playing game World of Warcraft and shows that the rich-get-richer and the compensation perspective are not mutually exclusive. Path analysis revealed that extraverted players communicated and self-disclosed more extensively, more often engaged in team play, and, hence, had better chances to build up social capital than introverts. However, at least some of the introverted players used the game for social compensation. These players chose a more social playing style, which increased their chances to acquire social capital. The results demonstrate that the group of introverted players is more heterogeneous than previously thought and that the links between personality aspects and social outcomes of playing are quite complex and rather indirect than direct.

  10. An examination of internet and land-based gambling among adolescents in three Canadian provinces: results from the youth gambling survey (YGS).

    PubMed

    Elton-Marshall, Tara; Leatherdale, Scott T; Turner, Nigel E

    2016-03-18

    With the rapid proliferation of new gambling technology and online gambling opportunities, there is a concern that online gambling could have a significant impact on public health, particularly for adolescents. The aim of this study is to examine online and land-based gambling behaviour among adolescents in 3 Canadian provinces (Ontario, Newfoundland and Labrador, Saskatchewan) prior to the implementation of legalized online gambling. Data are from 10,035 students in grades 9 to 12 who responded to the 2012-2013 Youth Gambling Survey (YGS) supplement, a questionnaire administered as part of the Canadian Youth Smoking Survey (YSS, 2012) in 3 provinces: Newfoundland and Labrador (n = 2,588), Ontario (n = 3,892), and Saskatchewan (n = 3,555). Overall, 41.6% of adolescents (35.9% of females and 47.4% of males) had gambled in the past 3 months. 9.4% of adolescents had gambled online in the past 3 months alone (3.7% of females and 15.3% of males). The most popular form of online gambling was online sports betting. Adolescents also engaged in online simulated gambling including internet poker (9.1%) and simulated gambling on Facebook (9.0%). Few adolescents participated in online gambling exclusively and online gamblers were more likely than land-based gamblers to engage in multiple forms of gambling. A higher proportion of adolescent online gamblers scored "high" or "low to moderate" in problem gambling severity compared to land-based only gamblers. Despite restrictions on online gambling at the time of the study, adolescents were engaging in online gambling at a significantly higher rate than has been previously found. Adolescents were also using technology such as video games to gamble and free online gambling simulations.

  11. The Online Bingo Boom in the UK: A Qualitative Examination of Its Appeal.

    PubMed

    Stead, Martine; Dobbie, Fiona; Angus, Kathryn; Purves, Richard I; Reith, Gerda; Macdonald, Laura

    2016-01-01

    Online bingo has seen significant growth in recent years. This study sought to increase understanding of this growth by exploring the appeal of online bingo. Our aim was to examine the content of ten online bingo websites in the UK and analyse a qualitative secondary dataset of 12 female bingo players to investigate the appeal of online bingo. Using two distinct data sources allowed us to assess how the key messages online websites are trying to convey compare with actual players' motivation to play bingo. Our analysis of bingo websites found a common theme where websites were easy to navigate and structured to present a light-hearted, fun, reassuring, social image of gambling. In addition, the design decisions reflected in the bingo sites had the effect of positioning online bingo as a benign, child-like, homely, women-friendly, social activity. Comparison of the website content with our participants' reasons to play bingo showed congruence between the strategies used by the bingo websites and the motivations of bingo players themselves and the benefits which they seek; suggesting that bingo websites strive to replicate and update the sociability of traditional bingo halls. Online bingo differs from traditional forms of bingo in its ability to be played anywhere and at any time, and its capacity to offer a deeply immersive experience. The potential for this type of online immersion in gambling to lead to harm is only just being investigated and further research is required to understand how the industry is regulated, as well as the effects of online bingo on individual gambling 'careers.'

  12. Relationship between passion and motivation for gaming in players of massively multiplayer online role-playing games.

    PubMed

    Fuster, Héctor; Chamarro, Andrés; Carbonell, Xavier; Vallerand, Robert J

    2014-05-01

    Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG players.

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

    NASA Astrophysics Data System (ADS)

    Ducheneaut, Nicolas

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

  14. Excessive Use of Massively Multi-Player Online Role-Playing Games: A Pilot Study

    ERIC Educational Resources Information Center

    Hussain, Zaheer; Griffiths, Mark D.

    2009-01-01

    Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. This pilot study set out to examine the psychological and social effects of online gaming using an online questionnaire with particular reference to excessive and "dependent" online gaming. A self-selecting…

  15. Strategic Alliance Poker: Demonstrating the Importance of Complementary Resources and Trust in Strategic Alliance Management

    ERIC Educational Resources Information Center

    Reutzel, Christopher R.; Worthington, William J.; Collins, Jamie D.

    2012-01-01

    Strategic Alliance Poker (SAP) provides instructors with an opportunity to integrate the resource based view with their discussion of strategic alliances in undergraduate Strategic Management courses. Specifically, SAP provides Strategic Management instructors with an experiential exercise that can be used to illustrate the value creation…

  16. Build a Winning Hand

    ERIC Educational Resources Information Center

    Glover, Sandy

    2005-01-01

    What do poker and bridge have in common? Both are card games that originated in Europe (although poker's modern form developed in the frontier towns of the American West, while bridge still reflects its British heritage). Both use a regular 52-card playing deck, both involve bidding, and both have experienced renewed popularity in recent years.…

  17. Human-Technology Relationality and Self-Network Organization: Players and Avatars in World of Warcraft

    ERIC Educational Resources Information Center

    Banks, Jaime

    2013-01-01

    Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player's ability to create and control a digital body--an…

  18. Visualization of Expert Chat Development in a World of Warcraft Player Group

    ERIC Educational Resources Information Center

    Chen, Mark

    2009-01-01

    This article describes expertise development in a player group in the massively multiplayer online game World of Warcraft using visualization of chat log data. Charts were created to get a general sense of chat trends in a specific player group engaged in "high-end raiding", a 40-person collaborative activity. These charts helped identify patterns…

  19. Bridging Social Capital in Online Communities: Heterogeneity and Social Tolerance of Online Game Players in Japan

    ERIC Educational Resources Information Center

    Kobayashi, Tetsuro

    2010-01-01

    This article examines the democratic potential of online communities by investigating the influence of network heterogeneity on social tolerance in an online gaming environment. Online game communities are potential sources of bridging social capital because they tend to be relatively heterogeneous. Causal analyses are conducted using structural…

  20. Subjective well-being: evidence from the different personality traits of online game teenager players.

    PubMed

    Chen, Lily Shui-Lien

    2008-10-01

    This present study provides insight into the relationship between personality traits and the subjective well-being for online game teenager players in Taiwan. The questionnaire has been adopted in the cyber cafe shops in Taipei, Taiwan, and 134 usable questionnaires produced to be used for the final data analysis. The results demonstrate that Neuroticism and Agreeableness have significant negative influence and Openness has significant positive influence on subjective well-being.

  1. Identification and Classification of Player Types in Massive Multiplayer Online Games Using Avatar Behavior

    DTIC Science & Technology

    2011-08-01

    display specific characteristics that can be used to identify the player behind the avatar. This kind of information can be used by game companies to...bring in players. This kind of information can also be used to identify deviant behaviors such as ‘gold farming.’ Gold farming refers to the practice...unique behaviors associated with a player controlling the avatar. Some of the observable information used to identify these unique behaviors are

  2. Bonanza Creek Experimental Forest & Caribou-Poker Creeks Research Watershed.

    Treesearch

    Valerie Rapp

    2003-01-01

    Bonanza Creek Experimental Forest and Caribou-Poker Creeks Research Watershed are located in the boreal forest of interior Alaska. Research focuses on basic ecological processes, hydrology, disturbance regimes, and climate change in the boreal forest region. Interior Alaska lies between the Alaska Range to the south and the Brooks Range to the north and covers an area...

  3. 78 FR 40391 - Special Local Regulations; Dinghy Poker Run, Middle River; Baltimore County, Essex, MD

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-07-05

    ... the rule is to ensure safety of life on navigable waters of the United States during the Dinghy Poker...: Coast Guard, DHS. ACTION: Temporary final rule. SUMMARY: The Coast Guard proposes to establish special... River. These special local regulations are necessary to provide for the safety of life on navigable...

  4. Leadership in MMOGs: A Field of Research on Virtual Teams

    ERIC Educational Resources Information Center

    Mysirlaki, Sofia; Paraskeva, Fotini

    2012-01-01

    As our need for collaboration constantly grows, new tools have emerged to connect us in social networks, supporting the development of online communities, such as online games and virtual worlds. MMOGs (Massively Multiplayer Online Games) and MMORPGs (Massively Multiplayer Online Role-Playing Games) are complex systems, in which players are…

  5. A Qualitative Analysis of Online Gaming Addicts in Treatment

    ERIC Educational Resources Information Center

    Beranuy, Marta; Carbonell, Xavier; Griffiths, Mark D.

    2013-01-01

    Online gaming addiction is a relatively under-researched area and there have been few studies examining online gamers in treatment. This paper reports the findings from a qualitative interview study of nine players undergoing treatment for their addictive playing of Massively Multiplayer Online Role Playing Games (MMORPGs). A face-to-face…

  6. The Managed Hearthstone: Labor and Emotional Work in the Online Community of World of Warcraft

    NASA Astrophysics Data System (ADS)

    Lukacs, Andras; Embrick, David G.; Wright, Talmadge

    Prior analyses of player interactions within massive multi-player online environments (MMOs) rely predominantly on understanding the environments as spheres of leisure—places to "escape" the stress of the "real world." We find in our research on the World of Warcraft, a popular online role-playing game suggests that, in fact, social interaction within the game more closely resembles work. Successful play requires dedicated participants who choose to engage in a highly structured and time-consuming "process" of game progression. Simultaneously, players must also actively engage in the "emotional labor" of acceptably maintaining standards of sociability and guild membership constructed by their gaming peers. We posit that these expectations of both structured progression work and emotional maintenance work significantly blur the existing lines between categorizing work and leisure. While the assumption of leisure shrouds the general expectation of gaming interaction, we suggest a "play as work" paradigm more clearly captures the reality of the demands of The World of Warcraft.

  7. Notions of Video Game Addiction and Their Relation to Self-Reported Addiction among Players of World of Warcraft

    ERIC Educational Resources Information Center

    Oggins, Jean; Sammis, Jeffrey

    2012-01-01

    In this study, 438 players of the online video game, World of Warcraft, completed a survey about video game addiction and answered an open-ended question about behaviors they considered characteristic of video game addiction. Responses were coded and correlated with players' self-reports of being addicted to games and scores on a modified video…

  8. Induced attitude change on online gaming among adolescents: an application of the less-leads-to-more effect.

    PubMed

    Chiou, Wen-Bin

    2008-04-01

    The negative impact of Internet use on adolescents has received much popular attention and has also become a popular research topic. How to induce adolescent players to change their attitudes toward online gaming is one of the most important issues in online gaming addiction. The present study is based on the less-leads-to-more effect of dissonance theory. Experimental research was conducted to examine the effects of rewards and decision freedom on attitude change toward online gaming among adolescents considered at risk for addiction. The results supported predictions based on external justification in dissonance theory. Specifically, fewer rewards produced greater attitude change toward online gaming in the condition of personal freedom of choice after participants exhibited attitude-discrepant behavior. However, the less-leads-to-more effect was not prominent in the condition without personal freedom of choice. Adopting a reward strategy to induce game players to disengage online gaming is discussed.

  9. Linking online gaming and addictive behavior: converging evidence for a general reward deficiency in frequent online gamers.

    PubMed

    Hahn, Tim; Notebaert, Karolien Hilde; Dresler, Thomas; Kowarsch, Linda; Reif, Andreas; Fallgatter, Andreas J

    2014-01-01

    Millions of people regularly play so-called massively multiplayer online role playing games (MMORPGs). Recently, it has been argued that MMORPG overuse is becoming a significant health problem worldwide. Symptoms such as tolerance, withdrawal, and craving have been described. Based on behavioral, resting state, and task-related neuroimaging data, we test whether frequent players of the MMORPG "World of Warcraft" (WoW) - similar to drug addicts and individuals with an increased risk for addictions - show a generally deficient reward system. In frequent players of the MMORPG "World of Warcraft" (WoW-players) and in a control group of non-gamers we assessed (1) trait sensitivity to reward (SR), (2) BOLD responses during monetary reward processing in the ventral striatum, and (3) ventral-striatal resting-state dynamics. We found a decreased neural activation in the ventral striatum during the anticipation of both small and large monetary rewards. Additionally, we show generally altered neurodynamics in this region independent of any specific task for WoW players (resting state). On the behavioral level, we found differences in trait SR, suggesting that the reward processing deficiencies found in this study are not a consequence of gaming, but predisposed to it. These findings empirically support a direct link between frequent online gaming and the broad field of behavioral and drug addiction research, thus opening new avenues for clinical interventions in addicted gamers and potentially improving the assessment of addiction-risk in the vast population of frequent gamers.

  10. Thirty Percent of Female Footballers Terminate Their Careers Due to Injury - A Retrospective Study Among Former Polish Players.

    PubMed

    Grygorowicz, Monika; Michałowska, Martyna; Jurga, Paulina; Piontek, Tomasz; Jakubowska, Honorata; Kotwicki, Tomasz

    2017-09-27

    Female football is becoming an increasingly popular women's team sports discipline around the world. The Women's Football Committee in Polish Football Association (WFC_PFA) has developed a long-term strategic plan to popularize the discipline across the country and enhance girls' participation. On one hand, it is postulated to increase the number of female footballers, and on the other hand it is crucial to decrease the number of girls quitting football prematurely. To find the reasons for sports career termination among female football players. cross-sectional with retrospective information about reasons of career termination. On-line questionnaire was filled out by on-line access. Ninety-three former female footballers. factors leading to career termination. Participants completed the on-line questionnaire. The analysis was performed referring to two groups: "injury group" - in which the injury was the main reason for quitting football, and "other group" - in which the female player stopped playing football due to all other factors. Thirty percent of former Polish female football players terminated their career due to a long-term treatment for an injury. Over 27 percent (27.7%) females had ended their careers because they were not able to reconcile sports with work/studying. Over 10 percent (10.8%) of former football players reported that becoming a wife and/or mother was the reason for career termination. Losing motivation and interest in sport was reported by 9.2%(n=6) of present study participants who decided to terminate the career due to non-injury reasons. The results clearly show that more effort is needed to support female football players, especially after an injury, so that they do not quit the sport voluntarily.

  11. Effect of Self-Worth and Parenting Style on the Planned Behavior in an Online Moral Game

    ERIC Educational Resources Information Center

    Hong, Jon-Chao; Hwang, Ming-Yueh; Wang, Chun-Kai; Hsu, Tsui-Fang; Chen, Yu-Ju; Chan, Chiung-Hua

    2011-01-01

    This idea of integrating moral education to digital gaming platform had been discussed since digital and online approaches were used in teaching. Online interactive instruction was one of moral teaching forms to assist moral instruction. However, most moral-related interactive online games lacked functions for players to explore themselves while…

  12. Competitive action video game players display rightward error bias during on-line video game play.

    PubMed

    Roebuck, Andrew J; Dubnyk, Aurora J B; Cochran, David; Mandryk, Regan L; Howland, John G; Harms, Victoria

    2017-09-12

    Research in asymmetrical visuospatial attention has identified a leftward bias in the general population across a variety of measures including visual attention and line-bisection tasks. In addition, increases in rightward collisions, or bumping, during visuospatial navigation tasks have been demonstrated in real world and virtual environments. However, little research has investigated these biases beyond the laboratory. The present study uses a semi-naturalistic approach and the online video game streaming service Twitch to examine navigational errors and assaults as skilled action video game players (n = 60) compete in Counter Strike: Global Offensive. This study showed a significant rightward bias in both fatal assaults and navigational errors. Analysis using the in-game ranking system as a measure of skill failed to show a relationship between bias and skill. These results suggest that a leftward visuospatial bias may exist in skilled players during online video game play. However, the present study was unable to account for some factors such as environmental symmetry and player handedness. In conclusion, video game streaming is a promising method for behavioural research in the future, however further study is required before one can determine whether these results are an artefact of the method applied, or representative of a genuine rightward bias.

  13. Cue-Reactive Altered State of Consciousness Mediates the Relationship Between Problem-Gambling Severity and Cue-Reactive Urge in Poker-Machine Gamblers.

    PubMed

    Tricker, Christopher; Rock, Adam J; Clark, Gavin I

    2016-06-01

    In order to enhance our understanding of the nature of poker-machine problem-gambling, a community sample of 37 poker-machine gamblers (M age = 32 years, M PGSI = 5; PGSI = Problem Gambling Severity Index) were assessed for urge to gamble (responses on a visual analogue scale) and altered state of consciousness (assessed by the Altered State of Awareness dimension of the Phenomenology of Consciousness Inventory) at baseline, after a neutral cue, and after a gambling cue. It was found that (a) problem-gambling severity (PGSI score) predicted increase in urge (from neutral cue to gambling cue, controlling for baseline; sr (2) = .19, p = .006) and increase in altered state of consciousness (from neutral cue to gambling cue, controlling for baseline; sr (2) = .57, p < .001), and (b) increase in altered state of consciousness (from neutral cue to gambling cue) mediated the relationship between problem-gambling severity and increase in urge (from neutral cue to gambling cue; κ(2) = .40, 99 % CI [.08, .71]). These findings suggest that cue-reactive altered state of consciousness is an important component of cue-reactive urge in poker-machine problem-gamblers.

  14. Precision lens assembly with alignment turning system

    NASA Astrophysics Data System (ADS)

    Ho, Cheng-Fang; Huang, Chien-Yao; Lin, Yi-Hao; Kuo, Hui-Jean; Kuo, Ching-Hsiang; Hsu, Wei-Yao; Chen, Fong-Zhi

    2017-10-01

    The poker chip assembly with high precision lens barrels is widely applied to ultra-high performance optical system. ITRC applies the poker chip assembly technology to the high numerical aperture objective lenses and lithography projection lenses because of its high efficiency assembly process. In order to achieve high precision lens cell for poker chip assembly, an alignment turning system (ATS) is developed. The ATS includes measurement, alignment and turning modules. The measurement module is equipped with a non-contact displacement sensor (NCDS) and an autocollimator (ACM). The NCDS and ACM are used to measure centration errors of the top and the bottom surface of a lens respectively; then the amount of adjustment of displacement and tilt with respect to the rotational axis of the turning machine for the alignment module can be determined. After measurement, alignment and turning processes on the ATS, the centration error of a lens cell with 200 mm in diameter can be controlled within 10 arcsec. Furthermore, a poker chip assembly lens cell with three sub-cells is demonstrated, each sub-cells are measured and accomplished with alignment and turning processes. The lens assembly test for five times by each three technicians; the average transmission centration error of assembly lens is 12.45 arcsec. The results show that ATS can achieve high assembly efficiency for precision optical systems.

  15. Being Mindful May Not Make You a Team Player: Does Meditation Help or Hurt Online Group Work?

    ERIC Educational Resources Information Center

    Tan, Yunzi; Molinari, Carol

    2017-01-01

    In higher education, more and more students take part in online courses that require them to engage in virtual work groups. Research has shown that online learners are likely to experience information overload and considerable challenges associated with online learning environments. These challenges are exacerbated when learners have to work as…

  16. Linking Online Gaming and Addictive Behavior: Converging Evidence for a General Reward Deficiency in Frequent Online Gamers

    PubMed Central

    Hahn, Tim; Notebaert, Karolien Hilde; Dresler, Thomas; Kowarsch, Linda; Reif, Andreas; Fallgatter, Andreas J.

    2014-01-01

    Millions of people regularly play so-called massively multiplayer online role playing games (MMORPGs). Recently, it has been argued that MMORPG overuse is becoming a significant health problem worldwide. Symptoms such as tolerance, withdrawal, and craving have been described. Based on behavioral, resting state, and task-related neuroimaging data, we test whether frequent players of the MMORPG “World of Warcraft” (WoW) – similar to drug addicts and individuals with an increased risk for addictions – show a generally deficient reward system. In frequent players of the MMORPG “World of Warcraft” (WoW-players) and in a control group of non-gamers we assessed (1) trait sensitivity to reward (SR), (2) BOLD responses during monetary reward processing in the ventral striatum, and (3) ventral-striatal resting-state dynamics. We found a decreased neural activation in the ventral striatum during the anticipation of both small and large monetary rewards. Additionally, we show generally altered neurodynamics in this region independent of any specific task for WoW players (resting state). On the behavioral level, we found differences in trait SR, suggesting that the reward processing deficiencies found in this study are not a consequence of gaming, but predisposed to it. These findings empirically support a direct link between frequent online gaming and the broad field of behavioral and drug addiction research, thus opening new avenues for clinical interventions in addicted gamers and potentially improving the assessment of addiction-risk in the vast population of frequent gamers. PMID:25426039

  17. The Relationship Between Online Video Game Involvement and Gaming-Related Friendships Among Emotionally Sensitive Individuals

    PubMed Central

    Domahidi, Emese; Quandt, Thorsten

    2014-01-01

    Abstract Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones. PMID:24660878

  18. The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals.

    PubMed

    Kowert, Rachel; Domahidi, Emese; Quandt, Thorsten

    2014-07-01

    Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones.

  19. Online gaming for learning optimal team strategies in real time

    NASA Astrophysics Data System (ADS)

    Hudas, Gregory; Lewis, F. L.; Vamvoudakis, K. G.

    2010-04-01

    This paper first presents an overall view for dynamical decision-making in teams, both cooperative and competitive. Strategies for team decision problems, including optimal control, zero-sum 2-player games (H-infinity control) and so on are normally solved for off-line by solving associated matrix equations such as the Riccati equation. However, using that approach, players cannot change their objectives online in real time without calling for a completely new off-line solution for the new strategies. Therefore, in this paper we give a method for learning optimal team strategies online in real time as team dynamical play unfolds. In the linear quadratic regulator case, for instance, the method learns the Riccati equation solution online without ever solving the Riccati equation. This allows for truly dynamical team decisions where objective functions can change in real time and the system dynamics can be time-varying.

  20. Massively multiplayer online role-playing games (MMORPG): association between its addiction, self-control and mental disorders among young people in Vietnam.

    PubMed

    Son, Dinh Thai; Yasuoka, Junko; Poudel, Krishna C; Otsuka, Keiko; Jimba, Masamine

    2013-09-01

    To explore the association between MMORPG addiction and mental health status, and between self-control ability and mental health status among young male MMORPG players in Hanoi, Vietnam. In this cross-sectional study, 10 computer game rooms were randomly selected out of 77 in five communes in Hanoi. From these game rooms, 350 MMORPG players were purposively recruited as a study group, of whom 344 completed the questionnaire. In the same five communes, 344 non-players were selected as a control group. An online game addiction scale, a self-control scale and the Vietnamese SRQ-20 were used to measure the degree of MMORPG addiction, self-control ability and level of mental disorders. MMORPG players had significantly higher mental disorders scale scores than non-players (p < .001). The strongest positive correlation was detected between MMORPG addiction scale scores and mental disorders scale scores (r = 0.730, p < .001). Self-control scale scores were negatively associated with mental disorders scale scores (r = -0.345, p < .001). The average amount of money spent on games per month, MMORPG addiction scale score and self-control scale score were considered the best predictors of a higher mental disorders scale score. Young, male MMORPG players with higher addiction scores were more likely to have higher mental disorders scale scores, and such mental status was negatively associated with the level of self-control in Hanoi, Vietnam. Closer attention should be paid to prevent mental disorders among MMORPG players.

  1. Are You an Online Team Player? A Pilot Study

    ERIC Educational Resources Information Center

    Rawlings, Melody

    2014-01-01

    The purpose of this pilot case study was to answer the following research questions: How do previous experiences affect students' attitudes toward online teamwork? When do students' attitudes toward online teamwork first develop and why? Using a social constructivist framework, a qualitative case study design was utilized to conduct an online…

  2. SAM II aerosol profile measurements, Poker Flat, Alaska; July 16-19, 1979

    NASA Technical Reports Server (NTRS)

    Mccormick, M. P.; Chu, W. P.; Mcmaster, L. R.; Grams, G. W.; Herman, B. M.; Pepin, T. J.; Russell, P. B.; Swissler, T. J.

    1981-01-01

    SAM II satellite measurements during the July 1979 Poker Flat mission, yielded an aerosol extinction coefficient of 0.0004/km at 1.0 micron wavelength, in the region of the stratospheric aerosol mixing ratio peak (12-16 km). The stratospheric aerosol optical depth for these data, calculated from the tropopause through 30 km, is approximately 0.001. These results are consistent with the average 1979 summertime values found throughout the Arctic.

  3. Superhuman AI for heads-up no-limit poker: Libratus beats top professionals.

    PubMed

    Brown, Noam; Sandholm, Tuomas

    2018-01-26

    No-limit Texas hold'em is the most popular form of poker. Despite artificial intelligence (AI) successes in perfect-information games, the private information and massive game tree have made no-limit poker difficult to tackle. We present Libratus, an AI that, in a 120,000-hand competition, defeated four top human specialist professionals in heads-up no-limit Texas hold'em, the leading benchmark and long-standing challenge problem in imperfect-information game solving. Our game-theoretic approach features application-independent techniques: an algorithm for computing a blueprint for the overall strategy, an algorithm that fleshes out the details of the strategy for subgames that are reached during play, and a self-improver algorithm that fixes potential weaknesses that opponents have identified in the blueprint strategy. Copyright © 2018, The Authors, some rights reserved; exclusive licensee American Association for the Advancement of Science. No claim to original U.S. Government Works.

  4. Departures from sensible play in computer blackjack.

    PubMed

    Chau, A W; Phillips, J G; Von Baggo, K L

    2000-10-01

    Gambling has been viewed as irrational, and even though blackjack offers rational strategies (i.e., Basic [E. Thorp, 1966] and card counting), people exhibit departures from rationality (e.g., "Never Bust" strategies). To determine whether departures from rational behavior reflect ignorance or fatigue, university students were provided with on-line Basic advice while playing a simplified computer blackjack. Although the on-line advice initially affected the totals these players sat on, it was eventually discarded for higher risk strategies. Irrational play did not reflect ignorance or fatigue and was not necessarily conservative. Real fluctuations of odds in blackjack may lead to situations in which Basic is not perceived by players as effective. Because Basic is not a personalized strategy, it seems less likely to be maintained in the face of losses. Players were more optimistic that they might win when utilizing their personalized strategies.

  5. Arctic Haze: Natural or Pollution?

    DTIC Science & Technology

    1980-08-01

    any of the four GMCC sites (the others are at Mauna Loa , American Samoa, and the South Pole), and has a program of research second in importance only...to Mauna Loa . Similarly, cooperation with Dr. Neal Brown of Poker Flat Research Range will continue. We expect our program at Poker Flat to last many...energetics and mass balance of the 1976 Augustine Volcano eruptions, J. Volcan . Geother. Res., Vol. 6, pp. 139-164, 1979. Shaw, G. E., Aerosols at Mauna

  6. Taming the Chaos

    ERIC Educational Resources Information Center

    Johnson, Doug

    2010-01-01

    The ability to distract has put the use of laptops, netbooks, cell phones, PDAs, iPod/MP3 players, and portable game players on the banned list in many schools. Educators are discovering that students are more interested in online resources, such as Facebook, game sites, chat, and YouTube, than classroom lectures and textbook chapters about the…

  7. Learner's Attitudes towards Online Language Learning; and Corresponding Success Rates

    ERIC Educational Resources Information Center

    Cinkara, Emrah; Bagceci, Birsen

    2013-01-01

    Online teaching has long been a key area of interest recently in every field of education as well as English language teaching. Numerous hardware tools, such as, mp3 players, mobile devices, and so on; and software applications, such as, podcasts, wikis, learning management systems, and so on, have been used in distance and online instruction and…

  8. Online games: a novel approach to explore how partial information influences human random searches

    NASA Astrophysics Data System (ADS)

    Martínez-García, Ricardo; Calabrese, Justin M.; López, Cristóbal

    2017-01-01

    Many natural processes rely on optimizing the success ratio of a search process. We use an experimental setup consisting of a simple online game in which players have to find a target hidden on a board, to investigate how the rounds are influenced by the detection of cues. We focus on the search duration and the statistics of the trajectories traced on the board. The experimental data are explained by a family of random-walk-based models and probabilistic analytical approximations. If no initial information is given to the players, the search is optimized for cues that cover an intermediate spatial scale. In addition, initial information about the extension of the cues results, in general, in faster searches. Finally, strategies used by informed players turn into non-stationary processes in which the length of e ach displacement evolves to show a well-defined characteristic scale that is not found in non-informed searches.

  9. Online games: a novel approach to explore how partial information influences human random searches.

    PubMed

    Martínez-García, Ricardo; Calabrese, Justin M; López, Cristóbal

    2017-01-06

    Many natural processes rely on optimizing the success ratio of a search process. We use an experimental setup consisting of a simple online game in which players have to find a target hidden on a board, to investigate how the rounds are influenced by the detection of cues. We focus on the search duration and the statistics of the trajectories traced on the board. The experimental data are explained by a family of random-walk-based models and probabilistic analytical approximations. If no initial information is given to the players, the search is optimized for cues that cover an intermediate spatial scale. In addition, initial information about the extension of the cues results, in general, in faster searches. Finally, strategies used by informed players turn into non-stationary processes in which the length of e ach displacement evolves to show a well-defined characteristic scale that is not found in non-informed searches.

  10. Cognitive Dissonance, Personalized Feedback, and Online Gambling Behavior: An Exploratory Study Using Objective Tracking Data and Subjective Self-Report.

    PubMed

    Auer, Michael; Griffiths, Mark D

    2018-01-01

    Providing personalized feedback about the amount of money that gamblers have actually spent may-in some cases-result in cognitive dissonance due to the mismatch between what gamblers actually spent and what they thought they had spent. In the present study, the participant sample ( N  = 11,829) was drawn from a Norwegian population that had played at least one game for money in the past six months on the Norsk Tipping online gambling website. Players were told that they could retrieve personalized information about the amount of money they had lost over the previous 6-month period. Out of the 11,829 players, 4045 players accessed information about their personal gambling expenditure and were asked whether they thought the amount they lost was (i) more than expected, (ii) about as much as expected, or (iii) less than expected. It was hypothesized that players who claimed that the amount of money lost gambling was more than they had expected were more likely to experience a state of cognitive dissonance and would attempt to reduce their gambling expenditure more than other players who claimed that the amount of money lost was as much as they expected. The overall results contradicted the hypothesis because players without any cognitive dissonance decreased their gambling expenditure more than players experiencing cognitive dissonance. However, a more detailed analysis of the data supported the hypothesis because specific playing patterns of six different types of gambler using a machine-learning tree algorithm explained the paradoxical overall result.

  11. Crowdsourcing malaria parasite quantification: an online game for analyzing images of infected thick blood smears.

    PubMed

    Luengo-Oroz, Miguel Angel; Arranz, Asier; Frean, John

    2012-11-29

    There are 600,000 new malaria cases daily worldwide. The gold standard for estimating the parasite burden and the corresponding severity of the disease consists in manually counting the number of parasites in blood smears through a microscope, a process that can take more than 20 minutes of an expert microscopist's time. This research tests the feasibility of a crowdsourced approach to malaria image analysis. In particular, we investigated whether anonymous volunteers with no prior experience would be able to count malaria parasites in digitized images of thick blood smears by playing a Web-based game. The experimental system consisted of a Web-based game where online volunteers were tasked with detecting parasites in digitized blood sample images coupled with a decision algorithm that combined the analyses from several players to produce an improved collective detection outcome. Data were collected through the MalariaSpot website. Random images of thick blood films containing Plasmodium falciparum at medium to low parasitemias, acquired by conventional optical microscopy, were presented to players. In the game, players had to find and tag as many parasites as possible in 1 minute. In the event that players found all the parasites present in the image, they were presented with a new image. In order to combine the choices of different players into a single crowd decision, we implemented an image processing pipeline and a quorum algorithm that judged a parasite tagged when a group of players agreed on its position. Over 1 month, anonymous players from 95 countries played more than 12,000 games and generated a database of more than 270,000 clicks on the test images. Results revealed that combining 22 games from nonexpert players achieved a parasite counting accuracy higher than 99%. This performance could be obtained also by combining 13 games from players trained for 1 minute. Exhaustive computations measured the parasite counting accuracy for all players as a function of the number of games considered and the experience of the players. In addition, we propose a mathematical equation that accurately models the collective parasite counting performance. This research validates the online gaming approach for crowdsourced counting of malaria parasites in images of thick blood films. The findings support the conclusion that nonexperts are able to rapidly learn how to identify the typical features of malaria parasites in digitized thick blood samples and that combining the analyses of several users provides similar parasite counting accuracy rates as those of expert microscopists. This experiment illustrates the potential of the crowdsourced gaming approach for performing routine malaria parasite quantification, and more generally for solving biomedical image analysis problems, with future potential for telediagnosis related to global health challenges.

  12. Crowdsourcing Malaria Parasite Quantification: An Online Game for Analyzing Images of Infected Thick Blood Smears

    PubMed Central

    Arranz, Asier; Frean, John

    2012-01-01

    Background There are 600,000 new malaria cases daily worldwide. The gold standard for estimating the parasite burden and the corresponding severity of the disease consists in manually counting the number of parasites in blood smears through a microscope, a process that can take more than 20 minutes of an expert microscopist’s time. Objective This research tests the feasibility of a crowdsourced approach to malaria image analysis. In particular, we investigated whether anonymous volunteers with no prior experience would be able to count malaria parasites in digitized images of thick blood smears by playing a Web-based game. Methods The experimental system consisted of a Web-based game where online volunteers were tasked with detecting parasites in digitized blood sample images coupled with a decision algorithm that combined the analyses from several players to produce an improved collective detection outcome. Data were collected through the MalariaSpot website. Random images of thick blood films containing Plasmodium falciparum at medium to low parasitemias, acquired by conventional optical microscopy, were presented to players. In the game, players had to find and tag as many parasites as possible in 1 minute. In the event that players found all the parasites present in the image, they were presented with a new image. In order to combine the choices of different players into a single crowd decision, we implemented an image processing pipeline and a quorum algorithm that judged a parasite tagged when a group of players agreed on its position. Results Over 1 month, anonymous players from 95 countries played more than 12,000 games and generated a database of more than 270,000 clicks on the test images. Results revealed that combining 22 games from nonexpert players achieved a parasite counting accuracy higher than 99%. This performance could be obtained also by combining 13 games from players trained for 1 minute. Exhaustive computations measured the parasite counting accuracy for all players as a function of the number of games considered and the experience of the players. In addition, we propose a mathematical equation that accurately models the collective parasite counting performance. Conclusions This research validates the online gaming approach for crowdsourced counting of malaria parasites in images of thick blood films. The findings support the conclusion that nonexperts are able to rapidly learn how to identify the typical features of malaria parasites in digitized thick blood samples and that combining the analyses of several users provides similar parasite counting accuracy rates as those of expert microscopists. This experiment illustrates the potential of the crowdsourced gaming approach for performing routine malaria parasite quantification, and more generally for solving biomedical image analysis problems, with future potential for telediagnosis related to global health challenges. PMID:23196001

  13. The ideal elf: identity exploration in World of Warcraft.

    PubMed

    Bessière, Katherine; Seay, A Fleming; Kiesler, Sara

    2007-08-01

    In this study, we examine the identity exploration possibilities presented by online multiplayer games in which players use graphics tools and character-creation software to construct an avatar, or character. We predicted World of Warcraft players would create their main character more similar to their ideal self than the players themselves were. Our results support this idea; a sample of players rated their character as having more favorable attributes that were more favorable than their own self-rated attributes. This trend was stronger among those with lower psychological well-being, who rated themselves comparatively lower than they rated their character. Our results suggest that the game world allows players the freedom to create successful virtual selves regardless of the constraints of their actual situation.

  14. Playing MMORPGs: connections between addiction and identifying with a character.

    PubMed

    Smahel, David; Blinka, Lukas; Ledabyl, Ondrej

    2008-12-01

    Addiction to online role-playing games is one of the most discussed aspects of recent cyberpsychology, mainly for its potentially negative impact on the social lives of young people. In our study, we focus on some aspects of youth and adolescent addiction to MMORPGs. We investigated connections between players and their game characters and examined if, and in what ways, player relationship to their character affected potential addiction. Players attitude to their characters seems to play a specific role, since players who tend to be addicted view their characters as being superior and more often wish to be like their characters in their real lives. Our research also confirmed that younger players are generally more prone to addiction.

  15. Gambling expenditure by game type among weekly gamblers in Finland.

    PubMed

    Salonen, Anne H; Kontto, Jukka; Perhoniemi, Riku; Alho, Hannu; Castrén, Sari

    2018-06-05

    Excessive expenditure and financial harms are core features of problem gambling. There are various forms of gambling and their nature varies. The aim was to measure gambling expenditure by game type while controlling for demographics and other gambling participation factors. A further aim was to find out how each game type was associated with gambling expenditure when the number of game types played is adjusted for. Using data from the 2015 Finnish Gambling survey on adult gamblers (n = 3555), multiple log-linear regression was used to examine the effects of demographics, gambling participation, and engaging in different game types on weekly gambling expenditure (WGE) and relative gambling expenditure (RGE). Male gender, lower education level, higher gambling frequency and higher number of game types increased both WGE and RGE, while younger age decreased WGE but increased RGE. Furthermore, seven specific game types increased both WGE and RGE. Weekly horse race betting and non-monopoly gambling had the strongest increasing effect on expenditure. Betting games and online poker were associated with higher expenditure even when they were played less often than weekly. Among weekly gamblers the highest mean WGE was recorded for those who played non-monopoly games (146.84 €/week), online poker (59.61 €/week), scratch games (51.77 €/week) and horse race betting (48.67 €/week). Those who played only 1-2 game types a week had the highest mean WGE and RGE on horse race betting and other betting games. It seems that overall gambling frequency is the strongest indicator of high gambling expenditure. Our results showed that different game types had different effect sizes on gambling expenditure. Weekly gambling on horse races and non-monopoly games had the greatest increasing effect on expenditure. However, different game types also varied based on their popularity. The extent of potential harms caused by high expenditure therefore also varies on the population level. Based on our results, future prevention and harm minimization efforts should be tailored to different game types for greater effectiveness.

  16. Social responsibility tools in online gambling: a survey of attitudes and behavior among Internet gamblers.

    PubMed

    Griffiths, Mark D; Wood, Richard T A; Parke, Jonathan

    2009-08-01

    To date, little empirical research has focused on social responsibility in gambling. This study examined players' attitudes and behavior toward using the social responsibility tool PlayScan designed by the Swedish gaming company Svenska Spel. Via PlayScan, players have the option to utilize various social responsibility control tools (e.g., personal gaming budgets, self-diagnostic tests of gambling habits, self-exclusion options). A total of 2,348 participants took part in an online questionnaire study. Participants were clientele of the Svenska Spel online gambling Web site. Results showed that just over a quarter of players (26%) had used PlayScan. The vast majority of those who had activated PlayScan (almost 9 in 10 users) said that PlayScan was easy to use. Over half of PlayScan users (52%) said it was useful; 19% said it was not. Many features were seen as useful by online gamblers, including limit setting (70%), viewing their gambling profile (49%), self-exclusion facilities (42%), self-diagnostic problem gambling tests (46%), information and support for gambling issues (40%), and gambling profile predictions (36%). In terms of actual (as opposed to theoretical) use, over half of PlayScan users (56%) had set spending limits, 40% had taken a self-diagnostic problem gambling test, and 17% had used a self-exclusion feature.

  17. Online Solution of Two-Player Zero-Sum Games for Continuous-Time Nonlinear Systems With Completely Unknown Dynamics.

    PubMed

    Fu, Yue; Chai, Tianyou

    2016-12-01

    Regarding two-player zero-sum games of continuous-time nonlinear systems with completely unknown dynamics, this paper presents an online adaptive algorithm for learning the Nash equilibrium solution, i.e., the optimal policy pair. First, for known systems, the simultaneous policy updating algorithm (SPUA) is reviewed. A new analytical method to prove the convergence is presented. Then, based on the SPUA, without using a priori knowledge of any system dynamics, an online algorithm is proposed to simultaneously learn in real time either the minimal nonnegative solution of the Hamilton-Jacobi-Isaacs (HJI) equation or the generalized algebraic Riccati equation for linear systems as a special case, along with the optimal policy pair. The approximate solution to the HJI equation and the admissible policy pair is reexpressed by the approximation theorem. The unknown constants or weights of each are identified simultaneously by resorting to the recursive least square method. The convergence of the online algorithm to the optimal solutions is provided. A practical online algorithm is also developed. Simulation results illustrate the effectiveness of the proposed method.

  18. Robust Adaptive Dynamic Programming of Two-Player Zero-Sum Games for Continuous-Time Linear Systems.

    PubMed

    Fu, Yue; Fu, Jun; Chai, Tianyou

    2015-12-01

    In this brief, an online robust adaptive dynamic programming algorithm is proposed for two-player zero-sum games of continuous-time unknown linear systems with matched uncertainties, which are functions of system outputs and states of a completely unknown exosystem. The online algorithm is developed using the policy iteration (PI) scheme with only one iteration loop. A new analytical method is proposed for convergence proof of the PI scheme. The sufficient conditions are given to guarantee globally asymptotic stability and suboptimal property of the closed-loop system. Simulation studies are conducted to illustrate the effectiveness of the proposed method.

  19. Escapism among players of MMORPGs--conceptual clarification, its relation to mental health factors, and development of a new measure.

    PubMed

    Hagström, David; Kaldo, Viktor

    2014-01-01

    Previous studies show that the concept of escapism needs to be clarified and that its relation to problematic online gaming and other factors needs further examination. This study uses well-established, basic learning theory to clarify the concept of escapism, and examines its relation to problematic gaming, psychological distress, and satisfaction with life among players of massively multiplayer online role-playing games (MMORPGs). MMORPG players (n=201) answered an online questionnaire where these factors were measured and correlated with a previously developed scale on motivation to play (MTPI), including extra items to cover positive and negative aspects of escapism. Factor analysis and construct validation show that positive aspects of escapism are theoretically and empirically unstable and that escapism is best clarified as purely "negative escapism," corresponding to playing being negatively reinforced as a way of avoiding everyday hassles and distress. Negative escapism had a stronger relationship to symptoms of Internet addiction, psychological distress, and life satisfaction than other variables and other more positive motivations to play. Future studies should use the revised subscale for escapism (in the MTPI-R) presented in the present study, for example when screening for Internet addiction.

  20. Player Types, Play Styles, and Play Complexity: Updating the Entertainment Grid

    ERIC Educational Resources Information Center

    Rademacher Mena, Ricardo Javier

    2012-01-01

    In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…

  1. Does Self-Selection Affect Samples’ Representativeness in Online Surveys? An Investigation in Online Video Game Research

    PubMed Central

    van Singer, Mathias; Chatton, Anne; Achab, Sophia; Zullino, Daniele; Rothen, Stephane; Khan, Riaz; Billieux, Joel; Thorens, Gabriel

    2014-01-01

    Background The number of medical studies performed through online surveys has increased dramatically in recent years. Despite their numerous advantages (eg, sample size, facilitated access to individuals presenting stigmatizing issues), selection bias may exist in online surveys. However, evidence on the representativeness of self-selected samples in online studies is patchy. Objective Our objective was to explore the representativeness of a self-selected sample of online gamers using online players’ virtual characters (avatars). Methods All avatars belonged to individuals playing World of Warcraft (WoW), currently the most widely used online game. Avatars’ characteristics were defined using various games’ scores, reported on the WoW’s official website, and two self-selected samples from previous studies were compared with a randomly selected sample of avatars. Results We used scores linked to 1240 avatars (762 from the self-selected samples and 478 from the random sample). The two self-selected samples of avatars had higher scores on most of the assessed variables (except for guild membership and exploration). Furthermore, some guilds were overrepresented in the self-selected samples. Conclusions Our results suggest that more proficient players or players more involved in the game may be more likely to participate in online surveys. Caution is needed in the interpretation of studies based on online surveys that used a self-selection recruitment procedure. Epidemiological evidence on the reduced representativeness of sample of online surveys is warranted. PMID:25001007

  2. Space Operations Learning Center Facebook Application

    NASA Technical Reports Server (NTRS)

    Lui, Ben; Milner, Barbara; Binebrink, Dan; Kuok, Heng

    2012-01-01

    The proposed Space Operations Learning Center (SOLC) Facebook module, initially code-named Spaceville, is intended to be an educational online game utilizing the latest social networking technology to reach a broad audience base and inspire young audiences to be interested in math, science, and engineering. Spaceville will be a Facebook application/ game with the goal of combining learning with a fun game and social environment. The mission of the game is to build a scientific outpost on the Moon or Mars and expand the colony. Game activities include collecting resources, trading resources, completing simple science experiments, and building architectures such as laboratories, habitats, greenhouses, machine shops, etc. The player is awarded with points and achievement levels. The player s ability increases as his/her points and levels increase. A player can interact with other players using multiplayer Facebook functionality. As a result, a player can discover unexpected treasures through scientific missions, engineering, and working with others. The player creates his/her own avatar with his/her selection of its unique appearance, and names the character. The player controls the avatar to perform activities such as collecting oxygen molecules or building a habitat. From observations of other successful social online games such as Farmville and Restaurant City, a common element of these games is having eye-catching and cartoonish characters, and interesting animations for all activities. This will create a fun, educational, and rewarding environment. The player needs to accumulate points in order to be awarded special items needed for advancing to higher levels. Trophies will be awarded to the player when certain goals are reached or tasks are completed. In order to acquire some special items needed for advancement in the game, the player will need to visit his/her neighboring towns to discover the items. This is the social aspect of the game that requires the player to go out of his/her own establishment to explore what is in the neighborhood. Spaceville will take advantage of Facebook s successful architecture to inspire a new audience of scientists and engineers for the future.

  3. Can clans protect adolescent players of massively multiplayer online games from violent behaviors?

    PubMed

    Ybarra, Michele L; Boyd, Danah

    2015-02-01

    To examine whether clan membership mediates observed associations between violent game content and externalizing behaviors among youth who play massively multiplayer online games (MMOGs). Responses from 486 11- to 18-year-olds who: live in the United States, read English, have been online at least once in the past 6 months, and have played MMOGs in the past year were examined. Generalized estimating equations were used to estimate the population-averaged incident rate ratio of aggressive, delinquent, and seriously violent behaviors among MMOG players given one's self-reported exposure to in-game content depicting violence. Twenty-nine percent of all youth respondents played MMOGs in the past year. Rates of aggressive, IRR: 1.59, 95% CI [1.11, 2.26], and delinquent, IRR: 1.44, 95% CI [0.99, 2.08], behaviors were significantly higher for MMOG players who were in clans versus not in clans. For females, clan membership attenuated but did not eliminate the observed relation between exposure to in-game violent content and both aggressive and seriously violent behavior (16% and 10% reductions in IRR, respectively); whereas for males, clan membership was largely uninfluential (i.e., less than 2% change). Clan membership is neither associated with lower rates of externalizing behaviors for youth, nor does it affect the likelihood of reporting externalizing behaviors among male players. There is some suggestion that clan membership may attenuate the concurrent association between in-game violent content and some externalizing behaviors for females.

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

    PubMed

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

    2010-03-01

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

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

    PubMed Central

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

    2010-01-01

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

  6. Inducing Attitude Change toward Online Gaming among Adolescent Players Based on Dissonance Theory: The Role of Threats and Justification of Effort

    ERIC Educational Resources Information Center

    Wan, Chin-Sheng; Chiou, Wen-Bin

    2010-01-01

    The negative impact of online gaming on adolescents has received much attention. The question of how to reduce their pathological use of online gaming is a critical issue. Based on the concept of external justification in dissonance theory, this experimental study aimed to examine whether severity of threat and justification of effort would impact…

  7. Survey of college students' MP3 listening: Habits, safety issues, attitudes, and education.

    PubMed

    Hoover, Alicia; Krishnamurti, Sridhar

    2010-06-01

    To survey listening habits and attitudes of typical college students who use MP3 players and to investigate possible safety issues related to MP3 player listening. College students who were frequent MP3 player users (N = 428) filled out a 30-item online survey. Specific areas probed by the present survey included frequency and duration of MP3 player use, MP3 player volume levels used, types of earphones used, typical environments in which MP3 player was worn, specific activities related to safety while listening to MP3 players, and attitudes toward MP3 player use. The majority of listeners wore MP3 players for less than 2 hr daily at safe volume levels. About one third of respondents reported being distracted while wearing an MP3 player, and more than one third of listeners experienced soreness in their ears after a listening session. About one third of respondents reported occasionally using their MP3 players at maximum volume levels. Listeners indicated willingness to (a) reduce volume levels, (b) decrease listening duration, and (c) buy specialized earphones to conserve their hearing. The study found concerns regarding the occasional use of MP3 players at full volume and reduced environmental awareness among some college student users.

  8. Impact of Game-Based Training on Classroom Learning Outcomes

    DTIC Science & Technology

    2010-09-01

    Erwin, 2000). Several studies support the notion that GBT increases learners’ motivation. Massively multiple online role-playing games ( MMORPGs ) are...synthetic arenas where players interact, collaborate, and strategize with others. The nature of MMORPGs challenges players to think critically and...comfortable with the course, yet avoid strong influence of cumulative course learning. Each PE included several stages—classroom lecture, group

  9. Identifying MMORPG Bots: A Traffic Analysis Approach

    NASA Astrophysics Data System (ADS)

    Chen, Kuan-Ta; Jiang, Jhih-Wei; Huang, Polly; Chu, Hao-Hua; Lei, Chin-Laung; Chen, Wen-Chin

    2008-12-01

    Massively multiplayer online role playing games (MMORPGs) have become extremely popular among network gamers. Despite their success, one of MMORPG's greatest challenges is the increasing use of game bots, that is, autoplaying game clients. The use of game bots is considered unsportsmanlike and is therefore forbidden. To keep games in order, game police, played by actual human players, often patrol game zones and question suspicious players. This practice, however, is labor-intensive and ineffective. To address this problem, we analyze the traffic generated by human players versus game bots and propose general solutions to identify game bots. Taking Ragnarok Online as our subject, we study the traffic generated by human players and game bots. We find that their traffic is distinguishable by 1) the regularity in the release time of client commands, 2) the trend and magnitude of traffic burstiness in multiple time scales, and 3) the sensitivity to different network conditions. Based on these findings, we propose four strategies and two ensemble schemes to identify bots. Finally, we discuss the robustness of the proposed methods against countermeasures of bot developers, and consider a number of possible ways to manage the increasingly serious bot problem.

  10. Play to Learn, Learn to Play: Language Learning through Gaming Culture

    ERIC Educational Resources Information Center

    Ryu, Dongwan

    2013-01-01

    Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…

  11. Social Interactions in Online Gaming

    ERIC Educational Resources Information Center

    Griffiths, Mark; Hussain, Zaheer; Grüsser, Sabine M.; Thalemann, Ralf; Cole, Helena; Davies, Mark N. O.; Chappell, Darren

    2011-01-01

    This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong…

  12. Affordances for Second Language Learning in "World of Warcraft"

    ERIC Educational Resources Information Center

    Rama, Paul S.; Black, Rebecca W.; van Es, Elizabeth; Warschauer, Mark

    2012-01-01

    What are the affordances of online gaming environments for second language learning and socialization? To answer this question, this qualitative study examines two college-age Spanish learners' experiences participating in the Spanish language version of the massively multi-player online game "World of Warcraft." Using data culled from participant…

  13. Correction to: Tanner-Whitehouse Skeletal Ages in Male Youth Soccer Players: TW2 or TW3?

    PubMed

    Malina, Robert M; Coelho-E-Silva, Manuel J; Figueiredo, António J; Philippaerts, Renaat M; Hirose, Norikazu; Reyes, Maria Eugenia Peña; Gilli, Giulio; Benso, Andrea; Vaeyens, Roel; Deprez, Dieter; Guglielmo, Luiz G A; Buranarugsa, Rojapon

    2018-04-01

    An Online First version of this article was made available online at https://link.springer.com/article/10.1007%2Fs40279-017-0799-7 on 29 October 2017. Errors were subsequently identified in the article, and the following corrections should be noted.

  14. Social interactions in massively multiplayer online role-playing gamers.

    PubMed

    Cole, Helena; Griffiths, Mark D

    2007-08-01

    To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.

  15. Video gamers of League of Legends: The role of passion in abusive use and in performance.

    PubMed

    Bertran, Enric; Chamarro, Andrés

    2016-03-02

    There is growing concern about the addictive potential of Massively Multiplayer Online Role Playing Games (MMORPG). The Multiplayer Online Battle Arena (MOBA) is a new genre, poorly studied but very popular, in which performance holds priority over immersion. The aim of the current study was to explore the influence of passion both on abuse and performance, using the dualistic model of passion. A total of 369 participants completed an online questionnaire that included problematic use and the Passion Scale. From players' nicknames, performance statistics were obtained. The results show that harmonious passion is a protector from negative consequences. On the other hand, obsessive passion predicts negative consequences and use of videogames for evasion. Obsessive passion also predicts better performance. These results suggest that distinguishing the two kinds of passion is important because they influence vulnerability to developing maladaptive behaviors and also players' performance.

  16. Network characteristics for server selection in online games

    NASA Astrophysics Data System (ADS)

    Claypool, Mark

    2008-01-01

    Online gameplay is impacted by the network characteristics of players connected to the same server. Unfortunately, the network characteristics of online game servers are not well-understood, particularly for groups that wish to play together on the same server. As a step towards a remedy, this paper presents analysis of an extensive set of measurements of game servers on the Internet. Over the course of many months, actual Internet game servers were queried simultaneously by twenty-five emulated game clients, with both servers and clients spread out on the Internet. The data provides statistics on the uptime and populations of game servers over a month long period an an in-depth look at the suitability for game servers for multi-player server selection, concentrating on characteristics critical to playability--latency and fairness. Analysis finds most game servers have latencies suitable for third-person and omnipresent games, such as real-time strategy, sports and role-playing games, providing numerous server choices for game players. However, far fewer game servers have the low latencies required for first-person games, such as shooters or race games. In all cases, groups that wish to play together have a greatly reduced set of servers from which to choose because of inherent unfairness in server latencies and server selection is particularly limited as the group size increases. These results hold across different game types and even across different generations of games. The data should be useful for game developers and network researchers that seek to improve game server selection, whether for single or multiple players.

  17. 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

  18. MMORPG escapism predicts decreased well-being: examination of gaming time, game realism beliefs, and online social support for offline problems.

    PubMed

    Kaczmarek, Lukasz D; Drążkowski, Dariusz

    2014-05-01

    Massively multiplayer online role-playing game (MMORPG) escapists are individuals who indulge in the MMORPG environment to avoid real world problems. Though a relationship between escapism and deteriorated well-being has been established, little is known about particular pathways that mediate this relationship. In the current study, we examined this topic by testing an integrative model of MMORPG escapism, which includes game realism beliefs, gaming time, offline social support, and online social support for offline problems. MMORPG players (N=1,056) completed measures of escapist motivation, game realism beliefs, social support, well-being, and reported gaming time. The tested structural equation model had a good fit to the data. We found that individuals with escapist motivation endorsed stronger game realism beliefs and spent more time playing MMORPGs, which, in turn, increased online support but decreased offline social support. Well-being was favorably affected by both online and offline social support, although offline social support had a stronger effect. The higher availability of online social support for offline problems did not compensate for the lower availability of offline support among MMORPG escapists. Understanding the psychological factors related to depletion of social resources in MMORPG players can help optimize MMORPGs as leisure activities.

  19. Let's Move! The Social and Health Contributions from "Pokémon" GO

    ERIC Educational Resources Information Center

    Finco, Mateus David; Rocha, Richard Santin; Fão, Rafael Wailla; Santos, Fabiana

    2018-01-01

    The aim of this article was to analyze how players of Pokémon GO could adopt a healthier and active lifestyle meanwhile or after using the game, observing how active they could become in their daily routines. The methodology involved a qualitative analysis involving a sample with players who were invited to complete an online questionnaire to…

  20. The Differences in Motivations of Online Game Players and Offline Game Players: A Combined Analysis of Three Studies at Higher Education Level

    ERIC Educational Resources Information Center

    Hainey, Tom; Connolly, Thomas; Stansfield, Mark; Boyle, Elizabeth

    2011-01-01

    Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies…

  1. Disconnected: Youth, New Media, and the Ethics Gap. MacArthur Foundation Series on Digital Media and Learning

    ERIC Educational Resources Information Center

    James, Carrie

    2014-01-01

    Fresh from a party, a teen posts a photo on Facebook of a friend drinking a beer. A college student repurposes an article from Wikipedia for a paper. A group of players in a multiplayer online game routinely cheat new players by selling them worthless virtual accessories for high prices. In "Disconnected", Carrie James examines how young…

  2. CEDAR/TIMED: Thermospheric Vertical Wind Observations from Three Sites in the Northern Auroral Zone

    NASA Technical Reports Server (NTRS)

    Lummerzheim, D.

    2005-01-01

    The objective of this project was to operate ground based Fabry-Perot Interferometers at several points under the auroral zone to analyze and quantify the vertical wind in the thermosphere. These measurements were made in conjunction with TIMED, especially GUVI data, to relate the observed wind to the resulting mixing and compositional changes in the thermosphere. The ground based wind measurements were obtained from a scanning Doppler imager (SDI) in Poker Flat, and a vertically aligned Fabry Perot Imager (FPI) in Inuvik. A third FPI at Eagle, Alaska, was operated for a brief overlapping period as well. The SDI at Poker Flat had been in operation for several years, and was continued to run with little support from this grant. The much more expensive operation, maintenance, and data acquisition of the remote Inuvik FPI was made possible with funds from this project. During the 2003/2004 and 2004/2005 seasons, we operated the Inuvik FPI from September to April during hours of darkness. Two trips to service the instrument were required per year, and a local caretaker was funded to help keep the instrument going during the winter seasons. The data were transfered via modem and phone line to Poker Flat and were then analyzed to obtain wind and temperature at the altitude of the auroral green line OI(557.7 nm). The final data product was archived and transferred to the GEDDS system at Poker Flat were it is available on the web: http://gedds.pfrr.alaska.edu/. The data set is also available from the CEDAR data base: http://cedarweb.hao.ucar.edu/.

  3. Effects of alcohol, initial gambling outcomes, impulsivity, and gambling cognitions on gambling behavior using a video poker task.

    PubMed

    Corbin, William R; Cronce, Jessica M

    2017-06-01

    Drinking and gambling frequently co-occur, and concurrent gambling and drinking may lead to greater negative consequences than either behavior alone. Building on prior research on the effects of alcohol, initial gambling outcomes, impulsivity, and gambling cognitions on gambling behaviors using a chance-based (nonstrategic) slot-machine task, the current study explored the impact of these factors on a skill-based (strategic) video poker task. We anticipated larger average bets and greater gambling persistence under alcohol relative to placebo, and expected alcohol effects to be moderated by initial gambling outcomes, impulsivity, and gambling cognitions. Participants (N = 162; 25.9% female) were randomly assigned to alcohol (target BrAC = .08g%) or placebo and were given $10 to wager on a simulated video poker task, which was programmed to produce 1 of 3 initial outcomes (win, breakeven, or lose) before beginning a progressive loss schedule. Despite evidence for validity of the video poker task and alcohol administration paradigm, primary hypotheses were not supported. Individuals who received alcohol placed smaller wagers than participants in the placebo condition, though this effect was not statistically significant, and the direction of effects was reversed in at-risk gamblers (n = 41). These findings contradict prior research and suggest that alcohol effects on gambling behavior may differ by gambling type (nonstrategic vs. strategic games). Interventions that suggest alcohol is universally disinhibiting may be at odds with young adults' lived experience and thus be less effective than those that recognize the greater complexity of alcohol effects. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  4. Effects of alcohol, initial gambling outcomes, impulsivity and gambling cognitions on gambling behavior using a video poker task

    PubMed Central

    Corbin, William R.; Cronce, Jessica M.

    2017-01-01

    Drinking and gambling frequently co-occur, and concurrent gambling and drinking may lead to greater negative consequences than either behavior alone. Building on prior research on the effects of alcohol, initial gambling outcomes, impulsivity, and gambling cognitions on gambling behaviors using a chance-based (non-strategic) slot-machine task, the current study explored the impact of these factors on a skill-based (strategic) video poker task. We anticipated larger average bets and greater gambling persistence under alcohol relative to placebo, and expected alcohol effects to be moderated by initial gambling outcomes, impulsivity, and gambling cognitions. Participants (N=162; 25.9% female) were randomly assigned to alcohol (target BrAC = .08 g%) or placebo and were given $10 to wager on a simulated video poker task, which was programmed to produce 1 of 3 initial outcomes (win, breakeven, or lose) before beginning a progressive loss schedule. Despite evidence for validity of the video poker task and alcohol administration paradigm, primary hypotheses were not supported. Individuals who received alcohol placed smaller wagers than participants in the placebo condition, though this effect was not statistically significant, and the direction of effects was reversed in at-risk gamblers (n=41). These findings contradict prior research and suggest that alcohol effects on gambling behavior may differ by gambling type (non-strategic vs. strategic games). Interventions that suggest alcohol is universally disinhibiting may be at odds with young adults’ lived experience and thus be less effective than those that recognize the greater complexity of alcohol effects. PMID:28493742

  5. The Online Bingo Boom in the UK: A Qualitative Examination of Its Appeal

    PubMed Central

    2016-01-01

    Online bingo has seen significant growth in recent years. This study sought to increase understanding of this growth by exploring the appeal of online bingo. Our aim was to examine the content of ten online bingo websites in the UK and analyse a qualitative secondary dataset of 12 female bingo players to investigate the appeal of online bingo. Using two distinct data sources allowed us to assess how the key messages online websites are trying to convey compare with actual players’ motivation to play bingo. Our analysis of bingo websites found a common theme where websites were easy to navigate and structured to present a light-hearted, fun, reassuring, social image of gambling. In addition, the design decisions reflected in the bingo sites had the effect of positioning online bingo as a benign, child-like, homely, women-friendly, social activity. Comparison of the website content with our participants’ reasons to play bingo showed congruence between the strategies used by the bingo websites and the motivations of bingo players themselves and the benefits which they seek; suggesting that bingo websites strive to replicate and update the sociability of traditional bingo halls. Online bingo differs from traditional forms of bingo in its ability to be played anywhere and at any time, and its capacity to offer a deeply immersive experience. The potential for this type of online immersion in gambling to lead to harm is only just being investigated and further research is required to understand how the industry is regulated, as well as the effects of online bingo on individual gambling ‘careers.’ PMID:27138116

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

    ERIC Educational Resources Information Center

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

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

  7. Executive Functions Predict the Success of Top-Soccer Players

    PubMed Central

    Vestberg, Torbjörn; Gustafson, Roland; Maurex, Liselotte; Ingvar, Martin; Petrovic, Predrag

    2012-01-01

    While the importance of physical abilities and motor coordination is non-contested in sport, more focus has recently been turned toward cognitive processes important for different sports. However, this line of studies has often investigated sport-specific cognitive traits, while few studies have focused on general cognitive traits. We explored if measures of general executive functions can predict the success of a soccer player. The present study used standardized neuropsychological assessment tools assessing players' general executive functions including on-line multi-processing such as creativity, response inhibition, and cognitive flexibility. In a first cross-sectional part of the study we compared the results between High Division players (HD), Lower Division players (LD) and a standardized norm group. The result shows that both HD and LD players had significantly better measures of executive functions in comparison to the norm group for both men and women. Moreover, the HD players outperformed the LD players in these tests. In the second prospective part of the study, a partial correlation test showed a significant correlation between the result from the executive test and the numbers of goals and assists the players had scored two seasons later. The results from this study strongly suggest that results in cognitive function tests predict the success of ball sport players. PMID:22496850

  8. Games for Social Change: Review of the Potential for Multi Player Online Gaming to Facilitate the Emergence and Growth of Progressive Movements for Social Change within Youth and Community Work

    ERIC Educational Resources Information Center

    Keating, Paul

    2016-01-01

    Building on the use of the internet and social media as sites for activism, this paper highlights the emergence of political activism and collective protest in the online gaming environment. Referencing social movement theory and the rapidly evolving capacity of multiplayer online games to facilitate the development of strong group identities and…

  9. Daily Fantasy Football and Self-Reported Problem Behavior in the United States.

    PubMed

    Dwyer, Brendan; Shapiro, Stephen L; Drayer, Joris

    2017-09-26

    Traditional, season-long fantasy sport participation has grown considerably since the late 1990s, and in an attempt to capitalize on this growing demand, daily fantasy sports (DFS) providers have created a new game where money changes hands instantly. This change has led some legal commentators and state agencies to believe the game is a form of Internet gambling similar to online poker, blackjack, and sports wagering, and thus, it requires increased regulation or even prohibition. Little is known, however, about the gambling behavior associated with DFS participation. Thus, the purpose of the current study was to examine problem gambling severity in conjunction with DFS participant motives, perceptions, and consumption behavior. Over 500 DFS participants were surveyed, and the results suggest DFS participants behave similarly with participants in other forms of gambling activities. In addition, the findings suggest additional consumer protections may be needed to prevent further problem behavior such as chasing.

  10. Teaching intelligent design or sparking interest in science? What players do with Will Wright's Spore

    NASA Astrophysics Data System (ADS)

    Owens, Trevor

    2012-12-01

    The 2008 commercial video game Spore allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game's release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as a troubling teacher of intelligent design, while others suggested it might excite public interest in science. This paper explores the extent to which these two ways of thinking about the game are consistent with what players have done with the game in its online community. This analysis suggests that, at least for the players participating in this community, the game has not seduced them into believing in intelligent design. Instead the activities of these players suggest that the game has played a catalytic role in engaging the public with science. These findings indicate that designers of educational games may wish to consider more deeply tensions between prioritizing accuracy of content in educational games over player engagement.

  11. Self-concept deficits in massively multiplayer online role-playing games addiction.

    PubMed

    Leménager, Tagrid; Gwodz, Alexander; Richter, Anne; Reinhard, Iris; Kämmerer, Nina; Sell, Madlen; Mann, Karl

    2013-01-01

    Previous studies on Internet addiction point towards a particular constellation of personality traits and deficits in social competence of players addicted to massively multiplayer online role-playing games (MMORPGs), which are hypothesized to result from impairments in self-concept. The aim of this study was to examine differences in self-concept and degree of avatar identification in World of Warcraft addicted, non-addicted and naive (nonexperienced) participants. Participants (n = 45) completed interviews and self-report questionnaires on social, emotional and physical aspects of self-concept. Attributes of participants' 'actual self', 'ideal self' and their avatar were assessed using the Giessen test. The extent of avatar identification was examined by assessing differences between 'ideal self' and avatar evaluations. In contrast to nonaddicted and naive participants, addicted players showed a more negative body appraisal and lower self-esteem as well as lower permeability, social response, general mood and social potency on the Giessen test subscales. They further showed significantly lower discrepancies between 'ideal self' and avatar ratings on nearly all Giessen test subscales. The results point towards impairments in self-concept and a higher degree in avatar identification in addicted MMORPG players compared to the remaining participants. These results could have important implications for the treatment of addicted MMORPG players. Copyright © 2013 S. Karger AG, Basel.

  12. A network-based dynamical ranking system for competitive sports

    NASA Astrophysics Data System (ADS)

    Motegi, Shun; Masuda, Naoki

    2012-12-01

    From the viewpoint of networks, a ranking system for players or teams in sports is equivalent to a centrality measure for sports networks, whereby a directed link represents the result of a single game. Previously proposed network-based ranking systems are derived from static networks, i.e., aggregation of the results of games over time. However, the score of a player (or team) fluctuates over time. Defeating a renowned player in the peak performance is intuitively more rewarding than defeating the same player in other periods. To account for this factor, we propose a dynamic variant of such a network-based ranking system and apply it to professional men's tennis data. We derive a set of linear online update equations for the score of each player. The proposed ranking system predicts the outcome of the future games with a higher accuracy than the static counterparts.

  13. Little AI: Playing a constructivist robot

    NASA Astrophysics Data System (ADS)

    Georgeon, Olivier L.

    Little AI is a pedagogical game aimed at presenting the founding concepts of constructivist learning and developmental Artificial Intelligence. It primarily targets students in computer science and cognitive science but it can also interest the general public curious about these topics. It requires no particular scientific background; even children can find it entertaining. Professors can use it as a pedagogical resource in class or in online courses. The player presses buttons to control a simulated "baby robot". The player cannot see the robot and its environment, and initially ignores the effects of the commands. The only information received by the player is feedback from the player's commands. The player must learn, at the same time, the functioning of the robot's body and the structure of the environment from patterns in the stream of commands and feedback. We argue that this situation is analogous to how infants engage in early-stage developmental learning (e.g., Piaget (1937), [1]).

  14. Paths to Bullying in Online Gaming: The Effects of Gender, Preference for Playing Violent Games, Hostility, and Aggressive Behavior on Bullying

    ERIC Educational Resources Information Center

    Yang, Shu Ching

    2012-01-01

    This study examined a sample of adolescent online game players and explored the relationships between their gender, preference for video games (VG), hostility, aggressive behavior, experiences of cyberbullying, and victimization. The path relationships among the variables were further validated with structure equation modeling. Among the…

  15. Patterns of Physics Reasoning in Face-to-Face and Online Forum Collaboration around a Digital Game

    ERIC Educational Resources Information Center

    Van Eaton, Grant; Clark, Douglas B.; Smith, Blaine E.

    2015-01-01

    Students playing digital learning games in the classroom rarely play alone, even in digital games that are ostensibly "single-player" games. This study explores the patterns of physics reasoning that emerge in face-to-face and online forum collaboration while students play a physics-focused educational game in their classroom. We…

  16. MMOGs as Learning Environments: An Ecological Journey into "Quest Atlantis" and "The Sims Online"

    ERIC Educational Resources Information Center

    Young, Michael; Schrader, P. G.; Zheng, Dongping

    2006-01-01

    Michael Young, P. G. Schrader, and Dongping Zheng use the concepts of ecological psychology to examine how massively multiplayer online games (MMOGs) promote specific learning processes in their players. In their analysis they identify and define nine principles of learning that allow such games to have valuable potential as tools for educators:…

  17. E-Commerce for Library Promotion and Sustainability: How Library Technicians Can Market Themselves and Their Library's Services Online

    ERIC Educational Resources Information Center

    von Retzlaff, Lothar

    2006-01-01

    As players in the delivery of services and online information, libraries are in the best position to use staff expertise and the technology they have developed to foster community awareness of social, professional and commercial interactions on the internet. Historically, libraries have been progressive institutions, undertaking constant…

  18. Learning Outcomes and Processes in Massively Multiplayer Online Games: Exploring the Perceptions of Players

    ERIC Educational Resources Information Center

    Voulgari, Iro; Komis, Vassilis; Sampson, Demetrios G.

    2014-01-01

    Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this…

  19. Virtual Games for Real Learning: Learning Online with Serious Fun.

    ERIC Educational Resources Information Center

    Jasinski, Marie; Thiagarajan, Sivasailam

    2000-01-01

    Focuses on the use of e-mail games for learning. Discusses terminology; reasons for using virtual games; promoting person-to-person interaction online; how to play an e-mail game, including three examples of specific games; player reactions; design components; the functions for facilitating an e-mail game; and the game as an excuse for debriefing.…

  20. Magnetosphere-Ionosphere Coupling During a Geomagnetic Substorm on March 1, 2017

    NASA Astrophysics Data System (ADS)

    Coster, A. J.; Hampton, D. L.; Sazykin, S. Y.; Wolf, R.; Huba, J.; Varney, R. H.; Reimer, A.; Lynch, K. A.; Samara, M.; Michell, R.

    2017-12-01

    On March 1, 2017, at approximately 10 UT, magnetometers at Ft Yukon and Poker Flat in Alaska measured the classic signature of an auroral substorm: a rapid decrease in the northward component of the magnetic field. Nearby, a camera at Venetie Alaska captured intensive visual brightening of multiple auroral arcs at approximately the same time. Our data and model analysis focuses on this time period. We are taking advantage of the extensive instrumentation that was in place in Northern Alaska on this date due to the ISINGLASS rocket campaign. Although no rockets were flown on March 1, 2017, this substorm was monitored at Poker by the three-filter all-sky survey and at Venetie by three all-sky cameras running simultaneously with each filtered for a different wavelength. Our analysis includes co-incidental high precision GNSS receiver data providing total electron content (TEC) measurements during the overhead auroral arcs. The receiver at Venetie also monitored L-band scintillation. In addition, the Poker Flat Incoherent Scatter radar captured the rapid ionization enhancement in the 100-200 km region across multiple beams looking to the north of Poker. The timing of these events between the multiple sites is closely monitored, and inferences of the propagation of this event are described. The available SuperDARN data from this time period indicates this substorm happened at about the same time within the Harang discontinuity. This event presented an unprecedented opportunity to observe occurrence and development of a substorm with a combination of ground-based remote sensing instruments. To support our interpretation of the data, we present first simulations of the magnetosphere-ionosphere coupled system during a substorm with the self-consistently coupled SAMI/RCM code.

  1. The development of alignment turning system for precision len cells

    NASA Astrophysics Data System (ADS)

    Huang, Chien-Yao; Ho, Cheng-Fang; Wang, Jung-Hsing; Chung, Chien-Kai; Chen, Jun-Cheng; Chang, Keng-Shou; Kuo, Ching-Hsiang; Hsu, Wei-Yao; Chen, Fong-Zhi

    2017-08-01

    In general, the drop-in and cell-mounted assembly are used for standard and high performance optical system respectively. The optical performance is limited by the residual centration error and position accuracy of the conventional assembly. Recently, the poker chip assembly with high precision lens barrels that can overcome the limitation of conventional assembly is widely applied to ultra-high performance optical system. ITRC also develops the poker chip assembly solution for high numerical aperture objective lenses and lithography projection lenses. In order to achieve high precision lens cell for poker chip assembly, an alignment turning system (ATS) is developed. The ATS includes measurement, alignment and turning modules. The measurement module including a non-contact displacement sensor and an autocollimator can measure centration errors of the top and the bottom surface of a lens respectively. The alignment module comprising tilt and translation stages can align the optical axis of the lens to the rotating axis of the vertical lathe. The key specifications of the ATS are maximum lens diameter, 400mm, and radial and axial runout of the rotary table < 2 μm. The cutting performances of the ATS are surface roughness Ra < 1 μm, flatness < 2 μm, and parallelism < 5 μm. After measurement, alignment and turning processes on our ATS, the centration error of a lens cell with 200mm in diameter can be controlled in 10 arcsec. This paper also presents the thermal expansion of the hydrostatic rotating table. A poker chip assembly lens cell with three sub-cells is accomplished with average transmission centration error in 12.45 arcsec by fresh technicians. The results show that ATS can achieve high assembly efficiency for precision optical systems.

  2. Insights into Sexism: Male Status and Performance Moderates Female-Directed Hostile and Amicable Behaviour.

    PubMed

    Kasumovic, Michael M; Kuznekoff, Jeffrey H

    2015-01-01

    Gender inequality and sexist behaviour is prevalent in almost all workplaces and rampant in online environments. Although there is much research dedicated to understanding sexist behaviour, we have almost no insight into what triggers this behaviour and the individuals that initiate it. Although social constructionist theory argues that sexism is a response towards women entering a male dominated arena, this perspective doesn't explain why only a subset of males behave in this way. We argue that a clearer understanding of sexist behaviour can be gained through an evolutionary perspective that considers evolved differences in intra-sexual competition. We hypothesised that female-initiated disruption of a male hierarchy incites hostile behaviour from poor performing males who stand to lose the most status. To test this hypothesis, we used an online first-person shooter video game that removes signals of dominance but provides information on gender, individual performance, and skill. We show that lower-skilled players were more hostile towards a female-voiced teammate, especially when performing poorly. In contrast, lower-skilled players behaved submissively towards a male-voiced player in the identical scenario. This difference in gender-directed behaviour became more extreme with poorer focal-player performance. We suggest that low-status males increase female-directed hostility to minimize the loss of status as a consequence of hierarchical reconfiguration resulting from the entrance of a woman into the competitive arena. Higher-skilled players, in contrast, were more positive towards a female relative to a male teammate. As higher-skilled players have less to fear from hierarchical reorganization, we argue that these males behave more positively in an attempt to support and garner a female player's attention. Our results provide the clearest picture of inter-sexual competition to date, highlighting the importance of considering an evolutionary perspective when exploring the factors that affect male hostility towards women.

  3. Appeal of playing online First Person Shooter Games.

    PubMed

    Jansz, Jeroen; Tanis, Martin

    2007-02-01

    First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men (mean age about 18 years) who spend a lot of their leisure time on gaming (about 2.6 h per day). We also found that the most committed gamers, that is, the ones who were members of a (semi)professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan. On the other hand, our results cast doubt on the accuracy of the stereotype. This study showed clearly that online FPSG are not played in isolation. More than 80% of our respondents were member of a clan. Also, the regression analysis showed that the social interaction motive was the strongest predictor of the time actually spend on gaming.

  4. Online gaming in the context of social anxiety.

    PubMed

    Lee, Bianca W; Leeson, Peter R C

    2015-06-01

    In 2014, over 23 million individuals were playing massive multiplayer online role-playing games (MMORPGs). In light of the framework provided by Davis's (2001) cognitive-behavioral model of pathological Internet use, social anxiety, expressions of true self, and perceived in-game and face-to-face social support were examined as predictors of Generalized Problematic Internet Use Scale (GPIUS) scores and hours spent playing MMORPGs per week. Data were collected from adult MMORPG players via an online survey (N = 626). Using structural equation modeling, the hypothesized model was tested on 1 half of the sample (N = 313) and then retested on the other half of the sample. The results indicated that the hypothesized model fit the data well in both samples. Specifically, expressing true self in game, higher levels of social anxiety, larger numbers of in-game social supports, and fewer supportive face-to-face relationships were significant predictors of higher GPIUS scores, and the number of in-game supports was significantly associated with time spent playing. The current study provides clinicians and researchers with a deeper understanding of MMORPG use by being the first to apply, test, and replicate a theory-driven model across 2 samples of MMORPG players. In addition, the present findings suggest that a psychometric measure of MMORPG usage is more indicative of players' psychological and social well-being than is time spent playing these games. (PsycINFO Database Record (c) 2015 APA, all rights reserved).

  5. Attitudes towards protective headgear in UK rugby union players

    PubMed Central

    Rumbold, James L; Olusoga, Peter

    2017-01-01

    Background/aim Concussions in rugby union pose a major threat to player welfare. Research has found protective headgear offers no significant protection against concussions but suggests a large proportion of players perceive headgear to be effective in preventing concussions. This study aimed to explore UK rugby union players’ attitudes towards wearing protective headgear. Methods 545 rugby union players (85% male) from a range of playing standards completed an online survey. Quantitative and qualitative data were collected on player attitudes towards protective headgear use. Descriptive statistics, multiple regressions and content analysis were used to analyse the responses. Results 37% of players believed that headgear was effective in preventing head injuries. Playing group was found to be inversely associated with headgear effectiveness (∆R2=0.01, B=−0.13, p=0.02), with youth players holding stronger beliefs that headgear is effective at preventing head injuries compared with all senior groups. The main reasons cited for wearing headgear related to protection from minor injuries (55%) with only 10% of responses related to concussion prevention. Conclusions There appears to be a good awareness in UK players that protective headgear is not effective at preventing concussions. Continued education is vital to ensure players are fully aware of the limitations of headgear, and players who wear it do not engage in overly reckless behaviours as a result. PMID:29081983

  6. An empirical analysis of online gamers' perceptions of game items: modified theory of consumption values approach.

    PubMed

    Park, Bong-Won; Lee, Kun Chang

    2011-01-01

    The aims of this article are (1) to propose a modified theory of consumption values (MTCV) for investigation of online gamer perceptions of the value of purchasable game items and (2) to apply the developed MTCV to multiple game genres and player age groups. To address these aims, 327 valid questionnaires were obtained and analyzed. The original theory of consumption values (TCV) was modified to apply to the specific characteristics of online games. The original TCV specifies five types of consumption values: functional value, social value, emotional value, conditional value, and epistemic value. After revising the TCV to apply to the examination of online games, we proposed that the MTCV be composed of character competency value, enjoyment value, visual authority value, and monetary value. The validity of the MTCV was proven by statistically analyzing the responses provided by the 327 valid questionnaires. To examine the second aim, experiments were conducted to examine the MTCV in three online game genres-massive multiplayer online role-playing games, first-person shooters games, and casual games. The second aim was also studied via questionnaires that examined the ages of online gamers. It was determined that massive multiplayer online role-playing games players regard visual authority value and monetary value as more important than do casual gamers. It was also determined that younger gamers tend to be more interested in visual authority, whereas older gamers tend to be more interested in character competency. This research provides a foundation for future studies to extend the MTCV to consider other user factors, such as cultural effects.

  7. Mesospheric momentum fluxes observed by the MST radar at Poker Flat, Alaska

    NASA Technical Reports Server (NTRS)

    Wang, Ding-Yi; Fritts, David C.

    1990-01-01

    An analysis of the wave motions observed with the Poker Flat MST radar during the winter, summer, and fall of 1986 is presented. Monthly and daily mean winds, momentum fluxes, and velocity variances are investigated in detail. While several features are in agreement with previous measurements, some significant differences also are found to exist in the observations. Monthly mean horizontal winds between 82 and 89 km have amplitudes of 20-40 m/s westward and 10-25 m/s southward in July and August. In fall and winter, the horizontal winds between 58 and 75 km are weaker and essentially eastward.

  8. Warcraft and Civic Education: MMORPGs as Participatory Cultures and How Teachers Can Use Them to Improve Civic Education

    ERIC Educational Resources Information Center

    Curry, Kristal

    2010-01-01

    Online role-playing games such as World Of Warcraft represent new participatory cultures in which today's students engage every day. They are appealing to players largely because of the social aspects of game play. Some features of massively multiplayer online role-playing games (MMORPGs) can be incorporated into classroom culture to create more…

  9. Everyone Wants One...A Slightly Different One: The Process of Introducing a User Interface System into an Online Public Access Catalog Network.

    ERIC Educational Resources Information Center

    Jenkins, Darrell L.

    The development, testing, introduction, evaluation, and refinement of a user interface for a statewide, multi-library online public access catalog network can be a very involved and politically complex enterprise. A multitude of perspectives, assumptions, preferences, and needs accompanies the multitude of players involved, i.e., library…

  10. A Texas Company Sees Online Learning as Growth Industry in Latin America

    ERIC Educational Resources Information Center

    Campbell, Monica

    2008-01-01

    This article describes the growth of demand in online learning in Latin America and the expansion efforts made by Texas-based Whitney International to fill such niche. Whitney is a newcomer to a growing group of for-profit players that spot unmet demand for higher education in Latin America. Founded in 2005, it began its distance-learning courses…

  11. The effects of time pressure on chess skill: an investigation into fast and slow processes underlying expert performance.

    PubMed

    van Harreveld, Frenk; Wagenmakers, Eric-Jan; van der Maas, Han L J

    2007-09-01

    The ability to play chess is generally assumed to depend on two types of processes: slow processes such as search, and fast processes such as pattern recognition. It has been argued that an increase in time pressure during a game selectively hinders the ability to engage in slow processes. Here we study the effect of time pressure on expert chess performance in order to test the hypothesis that compared to weak players, strong players depend relatively heavily on fast processes. In the first study we examine the performance of players of various strengths at an online chess server, for games played under different time controls. In a second study we examine the effect of time controls on performance in world championship matches. Both studies consistently show that skill differences between players become less predictive of the game outcome as the time controls are tightened. This result indicates that slow processes are at least as important for strong players as they are for weak players. Our findings pose a challenge for current theorizing in the field of expertise and chess.

  12. Teaching water sustainability and STEM concepts using in-class, online, and real-world multiplayer simulations

    NASA Astrophysics Data System (ADS)

    Moysey, S. M.; Hannah, A. C.; Miller, S.; Mobley, C.

    2013-12-01

    Serious games are computer games with a primary purpose other than entertainment. Serious games are frequently used for training purposes, and can be used for educational and research purposes, increasing student interest and level of interaction as well as allowing researchers to collect data about emergent player behavior. The Naranpur Express simulation is based on a previously existing multiplayer role-playing game, where each player manages a small farm in rural India. Player goals include subsistence, upward economic mobility, and mitigation of environmental impact. Hydrologic and agricultural models are used to connect each player's small-scale decisions with their more far-reaching, and often difficult to perceive environmental impacts. This approach allows students to learn by discovery, experiencing first-hand the challenges of overuse of groundwater, fertilizers, and pesticides. Integration of new and rapidly developing social media techniques allows players to discuss solutions to their shared challenges, and help define a set of formal or informal rules governing their community. Previous versions of this game were implemented on paper, or in a spreadsheet run on each student's laptop. However, moving this simulation to an interactive online setting will allow us to study aggregate, as well as spatially varying effects of player decisions on economic and environmental outcomes. By coupling both physical and economic models with the real dynamics of player behavior, and considering the social and cultural aspects of agriculture, we can investigate the decision-making processes that control real environmental outcomes. By varying the types of information available to players, we can investigate how access to different kinds of information drives environmental decision-making. This can help identify key misunderstandings, thereby benefiting education and outreach efforts related to environmental justice and sustainability issues. Surveys collected from the students in a sophomore level course demonstrated that the use of the game positively enhanced student engagement and interest in the course. We adapted the same base concepts to a real-world setting where players must physically collect water from a contaminated surface water source, represented by a swimming pool where many players can access the resource simultaneously, and a clean groundwater source, represented by a barrel where only one player at a time can obtain water from a pump. Additionally, water is recharged to groundwater (i.e., the barrel) at a fixed rate, thus over pumping can cause the water table to drop and cause the well to go dry. Players must therefore grapple between health risks associated with contaminants and the mass balance problems caused by groundwater mining. This version of the game received positive reviews from girls in grades 6-9 participating in a STEM summer camp.

  13. Strangers and Friends: Collaborative Play in World of Warcraft

    NASA Astrophysics Data System (ADS)

    Nardi, Bonnie; Harris, Justin

    We analyze collaborative play in an online video game, World of Warcraft, the most popular multiplayer video game with 11 million players in Asia, North America, Europe, and Australia. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the “gold standard” of Gemeinschaft-like communities of close relations in tightknit groups.

  14. Evidence of gravity wave-tidal interaction observed near the summer mesopause at Poker Flat, Alaska

    NASA Technical Reports Server (NTRS)

    Wang, Ding-Yi; Fritts, David C.

    1991-01-01

    An analysis of gravity wave-tidal interaction observed near the mesopause by the MST radar at Poker Flat in July of 1986 is presented. The observations revealed daily mean wind maxima of about 60 m/sec westward and 20 m/sec southward with daily mean momentum fluxes, contributed by gravity waves with periods less than 1 hour of 4-5 sq m/sec sq eastward and 1-2 sq m/sec sq northward. Considerable hourly height variability was found to exist for both winds and momentum fluxes. A significant modulation of the fluxes by tidal winds was observed, characterized by out-of-phase correlations over a number of heights.

  15. A Comparison of Cognitive Function in Former Rugby Union Players Compared with Former Non-Contact-Sport Players and the Impact of Concussion History.

    PubMed

    Hume, Patria A; Theadom, Alice; Lewis, Gwyn N; Quarrie, Kenneth L; Brown, Scott R; Hill, Rosamund; Marshall, Stephen W

    2017-06-01

    This study investigated differences in cognitive function between former rugby and non-contact-sport players, and assessed the association between concussion history and cognitive function. Overall, 366 former players (mean ± standard deviation [SD] age 43.3 ± 8.2 years) were recruited from October 2012 to April 2014. Engagement in sport, general health, sports injuries and concussion history, and demographic information were obtained from an online self-report questionnaire. Cognitive functioning was assessed using the online CNS Vital Signs neuropsychological test battery. Cohen's d effect size statistics were calculated for comparisons across player groups, concussion groups (one or more self-reported concussions versus no concussions) and between those groups with CNS Vital Signs age-matched norms (US norms). Individual differences within groups were represented as SDs. The elite-rugby group (n = 103) performed worse on tests of complex attention, processing speed, executive functioning, and cognitive flexibility than the non-contact-sport group (n = 65), and worse than the community-rugby group (n = 193) on complex attention. The community-rugby group performed worse than the non-contact group on executive functioning and cognitive flexibility. Compared with US norms, all three former player groups performed worse on verbal memory and reaction time; rugby groups performed worse on processing speed, cognitive flexibility and executive functioning; and the community-rugby group performed worse on composite memory. The community-rugby group and non-contact-sport group performed slightly better than US norms on complex attention, as did the elite-rugby group for motor speed. All three player groups had greater individual differences than US norms on composite memory, verbal memory and reaction time. The elite-rugby group had greater individual differences on processing speed and complex attention, and the community-rugby group had greater individual differences on psychomotor speed and motor speed. The average number of concussions recalled per player was greater for elite rugby and community rugby than non-contact sport. Former players who recalled one or more concussions (elite rugby, 85 %; community rugby, 77 %; non-contact sport, 23 %) had worse scores on cognitive flexibility, executive functioning, and complex attention than players who did not recall experiencing a concussion. Past participation in rugby or a history of concussion were associated with small to moderate neurocognitive deficits (as indicated by worse CNS Vital Signs scores) in athletes post retirement from competitive sport.

  16. Understanding behavioural intention to play online game: The case of VocBlast

    NASA Astrophysics Data System (ADS)

    Ali, Z.

    2018-04-01

    Research has shown that mobile learning enables its users to learn at any time and place. The current study investigates the use of VocBlast; an app that integrates technical and engineering vocabulary, in terms of understanding the behavioural intention of its players. The study employs 129 engineering and technical students from Universiti Malaysia Pahang (UMP). Online survey was used to collect their opinions; in particular male and female students’ opinions on the use of the app in the future. The results of the study indicated that there was no significant difference pertaining to their behavioural intention using VocBlast in the course of time. The study implies that more time needs to be given to the students in playing VocBlast as it is believed that playing the game repetitively would promote positive perceptions among its players.

  17. Problem video game playing is related to emotional distress in adolescents.

    PubMed

    Gonzálvez, María T; Espada, José P; Tejeiro, Ricardo

    2017-06-28

    Problem use of video games is an increasing risk behaviour. High exposure of adolescents to video games has been linked to a variety of disorders, but the relationship between problem video game playing and emotional welfare is unknown. The aim of the study is to analyse problem video game playing in a sample of adolescents and to determine whether there are differences between online and offline players, in addition to examining its relationship with anxiety and depressive symptomatology. A sample of adolescents (N = 380) completed self-reports measuring video game use and symptoms of anxiety and depression. We found that 7.4% of females and 30% of males can be considered as playing at problem levels. Online players were almost 12 times more likely to play at high frequency than offline players (χ2 (1, 267) = 72.72, p < .001, OR = 11.63, 95% CI [6.31, 21.43]). Males play more frequently, and play more online (χ2 (1, 267) = 50.85, p < .001, OR = 6.74, 95% CI [3.90, 11.64]), with a clear relationship between problem video game playing and anxiety (r = .24; p < .001). In females, there is a relationship between problem video game playing and depression (r = .19; p < .05). Our findings contribute to a better understanding of the psychological variables involved in problem video game playing. The implementation of strategies is suggested in order to prevent pathological gaming and associated problems.

  18. Insights into Sexism: Male Status and Performance Moderates Female-Directed Hostile and Amicable Behaviour

    PubMed Central

    Kasumovic, Michael M.; Kuznekoff, Jeffrey H.

    2015-01-01

    Gender inequality and sexist behaviour is prevalent in almost all workplaces and rampant in online environments. Although there is much research dedicated to understanding sexist behaviour, we have almost no insight into what triggers this behaviour and the individuals that initiate it. Although social constructionist theory argues that sexism is a response towards women entering a male dominated arena, this perspective doesn’t explain why only a subset of males behave in this way. We argue that a clearer understanding of sexist behaviour can be gained through an evolutionary perspective that considers evolved differences in intra-sexual competition. We hypothesised that female-initiated disruption of a male hierarchy incites hostile behaviour from poor performing males who stand to lose the most status. To test this hypothesis, we used an online first-person shooter video game that removes signals of dominance but provides information on gender, individual performance, and skill. We show that lower-skilled players were more hostile towards a female-voiced teammate, especially when performing poorly. In contrast, lower-skilled players behaved submissively towards a male-voiced player in the identical scenario. This difference in gender-directed behaviour became more extreme with poorer focal-player performance. We suggest that low-status males increase female-directed hostility to minimize the loss of status as a consequence of hierarchical reconfiguration resulting from the entrance of a woman into the competitive arena. Higher-skilled players, in contrast, were more positive towards a female relative to a male teammate. As higher-skilled players have less to fear from hierarchical reorganization, we argue that these males behave more positively in an attempt to support and garner a female player’s attention. Our results provide the clearest picture of inter-sexual competition to date, highlighting the importance of considering an evolutionary perspective when exploring the factors that affect male hostility towards women. PMID:26176699

  19. Exposure to Free-Play Modes in Simulated Online Gaming Increases Risk-Taking in Monetary Gambling.

    PubMed

    Frahn, Tahnee; Delfabbro, Paul; King, Daniel L

    2015-12-01

    This study examined the behavioral effects of practice modes in simulated slot machine gambling. A sample of 128 participants predominantly aged 18-24 years were randomly allocated to 1 of 4 pre-exposure conditions: control (no practice), standard 90% return to player, inflated return to player and inflated return with pop-up messages. Participants in all conditions engaged in monetary gambling using a realistic online simulation of a slot machine. As predicted, the results showed that those players exposed to inflated or 'profit' demonstration modes placed significantly higher bets in the real-play mode as compared to the other groups. However, the groups did not differ in relation to how long they persisted in the real-play mode. Pop-up messages had no significant effect on monetary gambling behavior. The results of this study confirm that exposure to inflated practice or "demo" modes lead to short-term increases in risk-taking. These findings highlight the need for careful regulation and monitoring of internet gambling sites, as well as further research on the potential risks of simulated gambling activities for vulnerable segments of the gambling population.

  20. Selene: A Videogame for Learning about the Moon

    NASA Astrophysics Data System (ADS)

    Wood, C. A.; Reese, D. D.

    2008-06-01

    The Selene game-based, metaphor-enhanced (GaME) learning object prepares players with concrete knowledge of basic lunar geology processes. Selene is embedded within an online research environment studying learning and assessment within videogames.

  1. The Influence of an Educational Course on Language Expression and Treatment of Gaming Addiction for Massive Multiplayer Online Role-Playing Game (MMORPG) Players

    ERIC Educational Resources Information Center

    Kim, Pyoung Won; Kim, Seo Young; Shim, Miseon; Im, Chang-Hwan; Shon, Young-Min

    2013-01-01

    Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called narrative, or story, gamers create for themselves while playing. This study investigated how…

  2. Psychological predictors of problematic involvement in massively multiplayer online role-playing games: illustration in a sample of male cybercafé players.

    PubMed

    Billieux, Joël; Chanal, Julien; Khazaal, Yasser; Rochat, Lucien; Gay, Philippe; Zullino, Daniele; Van der Linden, Martial

    2011-01-01

    Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of players interact with one another in a persistent virtual world. MMORPGs can become problematic and result in negative outcomes in daily living (e.g. loss of control on gaming behaviors, compromised social and individual quality of life). The aim of the present study is to investigate psychological predictors of problematic involvement in MMORPGs. Fifty-four males who played MMORPGs regularly were recruited in cybercafés and screened using the UPPS Impulsive Behavior Scale (which assesses 4 facets of impulsivity) and the Motivation to Play Online Questionnaire (which assesses personal motives to play online). Negative consequences due to excessive time spent on the Internet were assessed with the Internet Addiction Test. Multiple regression analysis showed that problematic use of MMORPGs is significantly predicted by: (1) high urgency (b = 0.45), and (2) a motivation to play for immersion (b = 0.35). This study showed that, for certain individuals (who are characterized by a proneness to act rashly in emotional contexts and motivated to play to be immersed in a virtual world), involvement in MMORPGs can become problematic and engender tangible negative consequences in daily life. Copyright © 2011 S. Karger AG, Basel.

  3. Design of an online EEG based neurofeedback game for enhancing attention and memory.

    PubMed

    Thomas, Kavitha P; Vinod, A P; Guan, Cuntai

    2013-01-01

    Brain-Computer Interface (BCI) is an alternative communication and control channel between brain and computer which finds applications in neuroprosthetics, brain wave controlled computer games etc. This paper proposes an Electroencephalogram (EEG) based neurofeedback computer game that allows the player to control the game with the help of attention based brain signals. The proposed game protocol requires the player to memorize a set of numbers in a matrix, and to correctly fill the matrix using his attention. The attention level of the player is quantified using sample entropy features of EEG. The statistically significant performance improvement of five healthy subjects after playing a number of game sessions demonstrates the effectiveness of the proposed game in enhancing their concentration and memory skills.

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

    NASA Astrophysics Data System (ADS)

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

    2018-03-01

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

  5. Alcohol affects video lottery terminal (VLT) gambling behaviors and cognitions differently.

    PubMed

    Ellery, Michael; Stewart, Sherry H

    2014-03-01

    People frequently combine alcohol use and gambling. However, our understanding of the effects of alcohol on gambling behavior is limited, both in terms of what the effects are and how they occur. The effects of a moderately intoxicating dose of alcohol (i.e., a blood alcohol concentration of .06 g%) on the video lottery terminal (VLT) gambling behaviors and cognitions of community-recruited nonpathological (n = 30) and probable pathological gamblers (n = 30) were compared. Alcohol increased the rate of double up betting (i.e., choosing to play a bonus game, after a winning video poker hand, which involves trying to pick a higher ranked card than the dealer's card from among 5 face down cards) of probable pathological gamblers, but did not influence their irrational beliefs about VLT play. Alcohol maintained the irrational beliefs about VLT play of nonpathological gamblers, but did not influence their gambling behaviors. Results are consistent with a growing body of research finding that gambling cognitions have an equivocal role in explaining actual gambling behaviors. Potential mechanisms for the observed effects are discussed. Applied implications discussed include: educating regular VLT players about the effects of alcohol on irrational gambling cognitions; reconsidering policies and practices that make alcohol available where machine gambling takes place; and targeting even moderate alcohol use in the treatment of gambling problems.

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

    Komhyr, W.D.; Quincy, D.M.; Grass, R.D.

    This report describes work to improve the quality of total ozone and Umkehr data obtained in the past at the NOAA Climate Monitoring and Diagnostics Laboratory and the Dobson spectrophotometer ozone observatories. The authors present results of total ozone data re-evaluations for ten stations: Byrd, Antarctica; Fairbanks, Alaska; Hallett, Antarctica; Huancayo, Peru; Haute Provence, France; Lauder, New Zealand; Perth, Australia; Poker Flat, Alaska; Puerto Montt, Chile; and South Pole, Antarctica. The improved data will be submitted in early 1996 to the World Meteorological Organization (WMO) World Ozone Data Center (WODC), and the Atmospheric Environment Service for archiving. Considerable work hasmore » been accomplished, also, in reevaluating Umkehr data from seven of the stations, viz., Huancayo, Haute Provence, Lauder, Perth, Poker Flat, Boulder, Colorado; and Mauna Loa, Hawaii.« less

  7. "Martian Boneyards": Sustained Scientific Inquiry in a Social Digital Game

    NASA Astrophysics Data System (ADS)

    Asbell-Clarke, Jordis

    Social digital gaming is an explosive phenomenon where youth and adults are engaged in inquiry for the sake of fun. The complexity of learning evidenced in social digital games is attracting the attention of educators. Martian Boneyards is a proof-of-concept game designed to study how a community of voluntary gamers can be enticed to engage in sustained, high-quality scientific inquiry. Science educators and game designers worked together to create an educational game with the polish and intrigue of a professional-level game, striving to attract a new audience to scientific inquiry. Martian Boneyards took place in the high-definition, massively multiplayer online environment, Blue Mars, where players spent an average of 30 hours in the game over the 4-month implementation period, with some exceeding 200 hours. Most of the players' time was spent in scientific inquiry activities and about 30% of the players' in-game interactions were in the analysis and theory-building phases of inquiry. Female players conducted most of the inquiry, in particular analysis and theory building. The quality of scientific inquiry processes, which included extensive information gathering by players, and the resulting content were judged to be very good by a team of independent scientists. This research suggests that a compelling storyline, a highly aesthetic environment, and the emergent social bonds among players and between players and the characters played by designers were all responsible for sustaining high quality inquiry among gamers in this free-choice experience. The gaming environment developed for Martian Boneyards is seen as an evolving ecosystem with interactions among design, players' activity, and players' progress.

  8. Ionospheric ion temperature forecasting in multiples of 27 days

    NASA Astrophysics Data System (ADS)

    Sojka, Jan J.; Schunk, Robert W.; Nicolls, Michael J.

    2014-03-01

    The ionospheric variability found at auroral locations is usually assumed to be unpredictable. The magnetosphere, which drives this ionospheric variability via storms and substorms, is at best only qualitatively describable. In this study we demonstrate that over a 3 year period, ionospheric variability observed from Poker Flat, Alaska, has, in fact, a high degree of long-term predictability. The observations used in this study are (a) the solar wind high speed stream velocity measured by the NASA Advanced Composition Explorer satellite, used to define the corotating interaction region (CIR), and (b) the ion temperature at 300 km altitude measured by the National Science Foundation Poker Flat Incoherent Scatter Radar over Poker Flat, Alaska. After determining a seasonal and diurnal climatology for the ion temperature, we show that the residual ion temperature heating events occur synchronously with CIR-geospace interactions. Furthermore, we demonstrate examples of ion temperature forecasting at 27, 54, and 81 days. A rudimentary operational forecasting scenario is described for forecasting recurrence 27 days ahead for the CIR-generated geomagnetic storms. These forecasts apply specifically to satellite tracking operations (thermospheric drag) and emergency HF-radio communications (ionospheric modifications) in the polar regions. The forecast is based on present-day solar and solar wind observations that can be used to uniquely identify the coronal hole and its CIR. From this CIR epoch, a 27 day forecast is then made.

  9. Human-Assisted Machine Information Exploitation: a crowdsourced investigation of information-based problem solving

    NASA Astrophysics Data System (ADS)

    Kase, Sue E.; Vanni, Michelle; Caylor, Justine; Hoye, Jeff

    2017-05-01

    The Human-Assisted Machine Information Exploitation (HAMIE) investigation utilizes large-scale online data collection for developing models of information-based problem solving (IBPS) behavior in a simulated time-critical operational environment. These types of environments are characteristic of intelligence workflow processes conducted during human-geo-political unrest situations when the ability to make the best decision at the right time ensures strategic overmatch. The project takes a systems approach to Human Information Interaction (HII) by harnessing the expertise of crowds to model the interaction of the information consumer and the information required to solve a problem at different levels of system restrictiveness and decisional guidance. The design variables derived from Decision Support Systems (DSS) research represent the experimental conditions in this online single-player against-the-clock game where the player, acting in the role of an intelligence analyst, is tasked with a Commander's Critical Information Requirement (CCIR) in an information overload scenario. The player performs a sequence of three information processing tasks (annotation, relation identification, and link diagram formation) with the assistance of `HAMIE the robot' who offers varying levels of information understanding dependent on question complexity. We provide preliminary results from a pilot study conducted with Amazon Mechanical Turk (AMT) participants on the Volunteer Science scientific research platform.

  10. 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.

  11. Calculating ellipse area by the Monte Carlo method and analysing dice poker with Excel at high school

    NASA Astrophysics Data System (ADS)

    Benacka, Jan

    2016-08-01

    This paper reports on lessons in which 18-19 years old high school students modelled random processes with Excel. In the first lesson, 26 students formulated a hypothesis on the area of ellipse by using the analogy between the areas of circle, square and rectangle. They verified the hypothesis by the Monte Carlo method with a spreadsheet model developed in the lesson. In the second lesson, 27 students analysed the dice poker game. First, they calculated the probability of the hands by combinatorial formulae. Then, they verified the result with a spreadsheet model developed in the lesson. The students were given a questionnaire to find out if they found the lesson interesting and contributing to their mathematical and technological knowledge.

  12. NASA Launches Rocket Into Active Auroras

    NASA Image and Video Library

    2017-12-08

    A test rocket is launched the night of Feb. 17 from the Poker Flat Research Range in Alaska. Test rockets are launched as part of the countdown to test out the radar tracking systems. NASA is launching five sounding rockets from the Poker Range into active auroras to explore the Earth's magnetic environment and its impact on Earth’s upper atmosphere and ionosphere. The launch window for the four remaining rockets runs through March 3. Credit: NASA/Terry Zaperach NASA image use policy. NASA Goddard Space Flight Center enables NASA’s mission through four scientific endeavors: Earth Science, Heliophysics, Solar System Exploration, and Astrophysics. Goddard plays a leading role in NASA’s accomplishments by contributing compelling scientific knowledge to advance the Agency’s mission. Follow us on Twitter Like us on Facebook Find us on Instagram

  13. Pathological and nonpathological gamblers: a survey in gambling settings.

    PubMed

    Oliveira, M P; Silva, M T

    2000-09-01

    In this first study on gambling in Brazil, pathological and non-pathological gamblers were surveyed at three bingo clubs, one video poker club, and one horse-racing club in São Paulo. The South Oaks Gambling Screen and a questionnaire were administered to 171 subjects. When compared to nonpathological gamblers, a significantly higher proportion of pathological gamblers played cards, horse races, video poker, and dice in their lifetime. The two groups were similar with respect to socially acceptable games such as lotteries, bingo, sports, and the stock market. No significant differences were observed in drug consumption except for a higher lifetime consumption of tobacco among pathological gamblers. Only 4.9% of the gamblers sought help for gambling-related problems, suggesting that gambling is not generally perceived as a mental health problem by these subjects.

  14. Risk factors for patellar tendinopathy in basketball and volleyball players: a cross-sectional study.

    PubMed

    van der Worp, H; van Ark, M; Zwerver, J; van den Akker-Scheek, I

    2012-12-01

    Patellar tendinopathy (PT) has a multifactorial etiology, and many possible risk factors have been described in the literature. The findings are conflicting, though, and most research has been conducted on elite athletes. The aim of the current study is to determine the risk factors for PT in a large representative sample of basketball and volleyball players. Separate risk factors for men and women, basketball and volleyball players, and athletes with unilateral and bilateral PT were identified. All basketball and volleyball players between ages 18 and 35 from the Dutch Basketball Association and the Dutch Volleyball Association were invited to complete an online questionnaire on knee complaints and risk factors for PT. The logistic regression analyses included 2224 subjects. The risk factors for PT were age, playing at the national level, being male and playing volleyball (compared with playing basketball). The risk factors for men and women were comparable. Among volleyball players, outside hitters and middle blockers/hitters had an increased risk compared with setters. For basketball players, no risk factors could be identified. No differences in the risk factors were found between athletes with unilateral and bilateral PT. These findings should be taken into account for prevention and rehabilitation purposes. © 2011 John Wiley & Sons A/S.

  15. Does Group Size Matter for Behavior in Online Trust Dilemmas?

    PubMed

    Artinger, Sabrina; Vulkan, Nir

    2016-01-01

    How does group size influence behavior in online trust dilemmas? We investigate cooperation in groups of 4 to 100 players. While overall levels of cooperation are stable across group sizes, we find significant gender differences: women increase cooperation with group size and cooperate significantly more than men in large groups. These results are robust when controlling for risk aversion, age, and other individual differences. They highlight the importance of studying behavior and gender differences in large groups.

  16. Laser Dentistry

    MedlinePlus

    ... geta poker friv Home InfoBites Find an AGD Dentist Your Family's Oral Health About the AGD Dental ... of using dental lasers? There are several advantages. Dentists may not need to use a drill or ...

  17. Taking Responsibility: A Chairperson at Mid-Career.

    ERIC Educational Resources Information Center

    McGowan, Martha

    1985-01-01

    Reflects on being selected as the first female head of the English department. Discusses the selection process (done at a poker game), women's academic advancement, power, and job related responsibilities. (EL)

  18. Minimally Invasive Dentistry

    MedlinePlus

    ... geta poker friv Home InfoBites Find an AGD Dentist Your Family's Oral Health About the AGD Dental ... structure. It focuses on prevention, remineralization, and minimal dentist intervention. Using scientific advances, minimally invasive dentistry allows ...

  19. Event-related potential effects of superior action anticipation in professional badminton players.

    PubMed

    Jin, Hua; Xu, Guiping; Zhang, John X; Gao, Hongwei; Ye, Zuoer; Wang, Pin; Lin, Huiyan; Mo, Lei; Lin, Chong-De

    2011-04-04

    The ability to predict the trajectory of a ball based on the opponent's body kinematics has been shown to be critical to high-performing athletes in many sports. However, little is known about the neural correlates underlying such superior ability in action anticipation. The present event-related potential study compared brain responses from professional badminton players and non-player controls when they watched video clips of badminton games and predicted a ball's landing position. Replicating literature findings, the players made significantly more accurate judgments than the controls and showed better action anticipation. Correspondingly, they showed enlarged amplitudes of two ERP components, a P300 peaking around 350ms post-stimulus with a parietal scalp distribution and a P2 peaking around 250ms with a posterior-occipital distribution. The P300 effect was interpreted to reflect primed access and/or directing of attention to game-related memory representations in the players facilitating their online judgment of related actions. The P2 effect was suggested to reflect some generic learning effects. The results identify clear neural responses that differentiate between different levels of action anticipation associated with sports expertise. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.

  20. 77 FR 59611 - Environmental Impacts Statements; Notice of Availability

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-09-28

    ...: Sandy Hurlocker 505-753-7331. EIS No. 20120308, Draft EIS (Tiering), NASA, AK, Sounding Rocket Program (SRP) at Poker Flat Research Range (PFRR), Continuing Sounding Rocket Launches, Alaska, Comment Period...

  1. Tracing the trajectory of skill learning with a very large sample of online game players.

    PubMed

    Stafford, Tom; Dewar, Michael

    2014-02-01

    In the present study, we analyzed data from a very large sample (N = 854,064) of players of an online game involving rapid perception, decision making, and motor responding. Use of game data allowed us to connect, for the first time, rich details of training history with measures of performance from participants engaged for a sustained amount of time in effortful practice. We showed that lawful relations exist between practice amount and subsequent performance, and between practice spacing and subsequent performance. Our methodology allowed an in situ confirmation of results long established in the experimental literature on skill acquisition. Additionally, we showed that greater initial variation in performance is linked to higher subsequent performance, a result we link to the exploration/exploitation trade-off from the computational framework of reinforcement learning. We discuss the benefits and opportunities of behavioral data sets with very large sample sizes and suggest that this approach could be particularly fecund for studies of skill acquisition.

  2. Fractal multi-level organisation of human groups in a virtual world.

    PubMed

    Fuchs, Benedikt; Sornette, Didier; Thurner, Stefan

    2014-10-06

    Humans are fundamentally social. They form societies which consist of hierarchically layered nested groups of various quality, size, and structure. The anthropologic literature has classified these groups as support cliques, sympathy groups, bands, cognitive groups, tribes, linguistic groups, and so on. Anthropologic data show that, on average, each group consists of approximately three subgroups. However, a general understanding of the structural dependence of groups at different layers is largely missing. We extend these early findings to a very large high-precision large-scale internet-based social network data. We analyse the organisational structure of a complete, multi-relational, large social multiplex network of a human society consisting of about 400,000 odd players of an open-ended massive multiplayer online game for which we know all about their various group memberships at different layers. Remarkably, the online players' society exhibits the same type of structured hierarchical layers as found in hunter-gatherer societies. Our findings suggest that the hierarchical organisation of human society is deeply nested in human psychology.

  3. Fractal multi-level organisation of human groups in a virtual world

    PubMed Central

    Fuchs, Benedikt; Sornette, Didier; Thurner, Stefan

    2014-01-01

    Humans are fundamentally social. They form societies which consist of hierarchically layered nested groups of various quality, size, and structure. The anthropologic literature has classified these groups as support cliques, sympathy groups, bands, cognitive groups, tribes, linguistic groups, and so on. Anthropologic data show that, on average, each group consists of approximately three subgroups. However, a general understanding of the structural dependence of groups at different layers is largely missing. We extend these early findings to a very large high-precision large-scale internet-based social network data. We analyse the organisational structure of a complete, multi-relational, large social multiplex network of a human society consisting of about 400,000 odd players of an open-ended massive multiplayer online game for which we know all about their various group memberships at different layers. Remarkably, the online players' society exhibits the same type of structured hierarchical layers as found in hunter-gatherer societies. Our findings suggest that the hierarchical organisation of human society is deeply nested in human psychology. PMID:25283998

  4. Fractal multi-level organisation of human groups in a virtual world

    NASA Astrophysics Data System (ADS)

    Fuchs, Benedikt; Sornette, Didier; Thurner, Stefan

    2014-10-01

    Humans are fundamentally social. They form societies which consist of hierarchically layered nested groups of various quality, size, and structure. The anthropologic literature has classified these groups as support cliques, sympathy groups, bands, cognitive groups, tribes, linguistic groups, and so on. Anthropologic data show that, on average, each group consists of approximately three subgroups. However, a general understanding of the structural dependence of groups at different layers is largely missing. We extend these early findings to a very large high-precision large-scale internet-based social network data. We analyse the organisational structure of a complete, multi-relational, large social multiplex network of a human society consisting of about 400,000 odd players of an open-ended massive multiplayer online game for which we know all about their various group memberships at different layers. Remarkably, the online players' society exhibits the same type of structured hierarchical layers as found in hunter-gatherer societies. Our findings suggest that the hierarchical organisation of human society is deeply nested in human psychology.

  5. The motivations of adolescents who are addicted to online games: a cognitive perspective.

    PubMed

    Wan, Chin-Sheng; Chiou, Wen-Bin

    2007-01-01

    This research explored, from the perspective of cognitive theory, the psychological motivations of Taiwanese adolescents who are addicted to online games. Study 1 focused on the differential motivations between the addicts and nonaddicts. The findings revealed that the addicts exhibited higher intrinsic than extrinsic motivation, whereas the nonaddicts showed an opposite relationship. The intrinsic motivation of the addicts was also higher than the nonaddicts. The results imply that intrinsic motivation plays a crucial role in gaming addiction. Study 2 was conducted to examine whether four factors that moderate the detrimental effect of extrinsic motivators on intrinsic motivation would function as predicted. Results indicated that extrinsic rewards would undermine intrinsic motivation when they were high expectancy, high relevance, tangible, and noncontingent. Thus, players' intrinsic motivation would be higher when extrinsic rewards were low expectancy, low relevance, intangible, and contingent. This article provides insights into the differential motivations of the addicted players and how to employ intrinsic motivators to affect their intrinsic motivation.

  6. The association between online gaming, social phobia, and depression: an internet survey

    PubMed Central

    2012-01-01

    Background Online gaming technology has developed rapidly within the past decade, and its related problems have received increasing attention. However, there are few studies on the psychiatric symptoms associated with excessive use of online games. The aim of this study is to investigate the characteristics of online gamers, and the association between online gaming hours, social phobia, and depression using an internet survey. Methods An online questionnaire was designed and posted on a popular online game websites, inviting the online gamers to participate the survey. The content of the questionnaire included demographic data, profiles of internet usage and online gaming, and self-rating scales of Depression and Somatic Symptoms Scale (DSSS), Social Phobia Inventory (SPIN), and Chen Internet Addiction Scale (CIAS). Results A total of 722 online gamers with a mean age of 21.8 ± 4.9 years completed the online survey within one month. 601 (83.2%) participants were male, and 121 (16.8%) were female. The mean weekly online gaming time was 28.2 ± 19.7 hours, which positively associated with history of online gaming (r = 0.245, p < 0.001), total DSSS (r = 0.210, p < 0.001), SPIN (r = 0.150, p < 0.001), and CIAS (r = 0.290, p < 0.001) scores. The female players had a shorter history of online gaming (6.0 ± 3.1 vs. 7.2 ± 3.6 years, p = 0.001) and shorter weekly online gaming hours (23.2 ± 17.0 vs. 29.2 ± 20.2 hours, p = 0.002), but had higher DSSS (13.0 ± 9.3 vs. 10.9 ± 9.7, p = 0.032) and SPIN (22.8 ± 14.3 vs. 19.6 ± 13.5, p = 0.019) scores than the male players. The linear regression model showed that higher DSSS scores were associated with female gender, higher SPIN scores, higher CIAS scores, and longer weekly online gaming hours, with controlling for age and years of education. Conclusion The online gamers with longer weekly gaming hours tended to have a longer history of online gaming, and more severe depressive, social phobic, and internet addiction symptoms. Female online gamers had fewer weekly online gaming hours and a shorter previous online gaming history, but tended to have more severe somatic, pain, and social phobic symptoms. The predictors for depression were higher social phobic symptom, higher internet addiction symptoms, longer online gaming hours, and female gender. PMID:22839747

  7. The association between online gaming, social phobia, and depression: an internet survey.

    PubMed

    Wei, Han-Ting; Chen, Mu-Hong; Huang, Po-Cheng; Bai, Ya-Mei

    2012-07-28

    Online gaming technology has developed rapidly within the past decade, and its related problems have received increasing attention. However, there are few studies on the psychiatric symptoms associated with excessive use of online games. The aim of this study is to investigate the characteristics of online gamers, and the association between online gaming hours, social phobia, and depression using an internet survey. An online questionnaire was designed and posted on a popular online game websites, inviting the online gamers to participate the survey. The content of the questionnaire included demographic data, profiles of internet usage and online gaming, and self-rating scales of Depression and Somatic Symptoms Scale (DSSS), Social Phobia Inventory (SPIN), and Chen Internet Addiction Scale (CIAS). A total of 722 online gamers with a mean age of 21.8 ± 4.9 years completed the online survey within one month. 601 (83.2%) participants were male, and 121 (16.8%) were female. The mean weekly online gaming time was 28.2 ± 19.7 hours, which positively associated with history of online gaming (r = 0.245, p < 0.001), total DSSS (r = 0.210, p < 0.001), SPIN (r = 0.150, p < 0.001), and CIAS (r = 0.290, p < 0.001) scores. The female players had a shorter history of online gaming (6.0 ± 3.1 vs. 7.2 ± 3.6 years, p = 0.001) and shorter weekly online gaming hours (23.2 ± 17.0 vs. 29.2 ± 20.2 hours, p = 0.002), but had higher DSSS (13.0 ± 9.3 vs. 10.9 ± 9.7, p = 0.032) and SPIN (22.8 ± 14.3 vs. 19.6 ± 13.5, p = 0.019) scores than the male players. The linear regression model showed that higher DSSS scores were associated with female gender, higher SPIN scores, higher CIAS scores, and longer weekly online gaming hours, with controlling for age and years of education. The online gamers with longer weekly gaming hours tended to have a longer history of online gaming, and more severe depressive, social phobic, and internet addiction symptoms. Female online gamers had fewer weekly online gaming hours and a shorter previous online gaming history, but tended to have more severe somatic, pain, and social phobic symptoms. The predictors for depression were higher social phobic symptom, higher internet addiction symptoms, longer online gaming hours, and female gender.

  8. 77 FR 76514 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-12-28

    ... the number of Video Gaming Machines from 76 to 816, and authorizes the operation of additional types of games including live poker and simulcast racing. The term of the Compact runs for 10 years from...

  9. Simple Models for Tough Concepts

    ERIC Educational Resources Information Center

    Cavagnoi, Richard M.; Barnett, Thomas

    1976-01-01

    Describes the construction of teaching models made from a variety of materials such as poker chips and cardboard that illustrate many chemical phenomena, including subatomic particles, molecular structure, solvation and dissociation, and enzyme-substrate interactions. (MLH)

  10. Semi-supervised Discriminative Structured Prediction

    DTIC Science & Technology

    2013-10-30

    16 5-CV Nursery 12960 5 8 5-CV Poker525k 525010/500000 10 11 test error Segmentation 210/2100 7 19 test error Waveform 5000 3 21 5-CV Yeast 1484 10 8 5...1.5) 74.03(2.0) Car 10.96(2.5) 4.75(1.0) 3.60(1.1) 2.78(0.8) Krkopt - 64.33(0.9) 26.55(0.4) 22.76(0.7) Letter - 24.94(0.9) 5.40(1.3) 4.89(0.3) Nursery ...0.3) 11.04(0.2) Letter 3.48(0.3) 3.1(0.1) 4.88(0.3) 3.37(0.2) 3.1(0.2) Nursery 0.12(0.1) 0.03(0.0) 0.16(0.1) 0.0(0.0) 0.0(0.0) Poker525k 30.19 2.01

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

    PubMed

    Tang, Wai Yen; Fox, Jesse

    2016-11-01

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

  12. Time perspective as a predictor of massive multiplayer online role-playing game playing.

    PubMed

    Lukavska, Katerina

    2012-01-01

    This article focuses on the relationship between the time perspective (TP) personality trait and massive multiplayer online role-playing game (MMORPG) playing. We investigate the question of frequency of playing. The TP was measured with Zimbardo's TP Inventory (ZTPI), which includes five factors-past negative, past positive, present hedonistic, present fatalistic, and future. The study used data from 154 MMORPG players. We demonstrated that TP partially explained differences within a group of players with respect to the frequency of playing. Significant positive correlations were found between present factors and the amount of time spent playing MMORPGs, and significant negative correlation was found between the future factor and the time spent playing MMORPGs. Our study also revealed the influence of future-present balance on playing time. Players who scored lower in future-present balance variables (their present score was relatively high compared with their future score) reported higher values in playing time. In contrast to referential studies on TP and drug abuse and gambling, present fatalistic TP was demonstrated to be a stronger predictor of extensive playing than present hedonistic TP, which opened the question of motivation for playing. The advantage of our study compared with other personality-based studies lies in the fact that TP is a stable but malleable personality trait with a direct link to playing behavior. Therefore, TP is a promising conceptual resource for excessive playing therapy.

  13. Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

    NASA Astrophysics Data System (ADS)

    Scacchi, Walt

    There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).

  14. Online gambling's moderators: how effective? Study protocol for a randomized controlled trial.

    PubMed

    Caillon, Julie; Grall-Bronnec, Marie; Hardouin, Jean-Benoit; Venisse, Jean-Luc; Challet-Bouju, Gaelle

    2015-05-30

    Online gambling has been legalized in France in 2010. Licenses are issued to gambling operators who demonstrate their ability to respect the legal framework (security, taxation, consumer protection, etc.). The preventive measures to protect vulnerable gamblers include an obligation to provide online gambling moderators. These moderators should allow gamblers to limit their bets, exclude themselves from the website for 7 days, and consult the balance of the gambler's account at any time. However, there are only a few published reports of empirical research investigating the effectiveness of Internet-based protective measures implemented by French law. Moreover, no empirical research has yet studied the impact of bonuses on gambling behaviors. This research is an experimental randomized controlled trial, risk prevention targeted. The research is divided into four sub-studies depending on the studied moderator: limiting bonuses, self-exclusion, self-limitation and information. The study sample consists of 485 volunteers. For each experimental condition and the control groups, the sample is composed of gamblers equally recruited from gamblers having preferences in each of the three major forms of games (lottery and scratch tickets, sports and horserace betting, and poker). For each form of gambling, the gamblers are recruited in order to obtain as many problem gamblers as non-problem gamblers. According to the randomization, the experimental session begins. The experimental session is a gambling situation on a computer in our research center. The gambler is invited to play on his favorite gambling site as usual, with his own gambler account and his own money. Data collected comprise sociodemographic characteristics, gambling habits, an interview about enjoyment and feeling out of control during the gambling session, moderator impact on gambling practice, statement of gambling parameters and questionnaires (BMIS, GRCS, CPGI, GACS). Moderator efficiency is assessed based on the two major characteristics of gambling behavior: money wagered and time spent in gambling. The results of this research will be important to prevent online problem gambling and influence policy-makers. NCT01789580. Registered 8 February 2013.

  15. Compulsive Gambling

    MedlinePlus

    Many people enjoy gambling, whether it's betting on a horse or playing poker on the Internet. Most people who gamble don't have a problem, but some lose control of their gambling. Signs of problem gambling include Always thinking about ...

  16. Behavioral and Network Origins of Wealth Inequality: Insights from a Virtual World

    PubMed Central

    Fuchs, Benedikt; Thurner, Stefan

    2014-01-01

    Almost universally, wealth is not distributed uniformly within societies or economies. Even though wealth data have been collected in various forms for centuries, the origins for the observed wealth-disparity and social inequality are not yet fully understood. Especially the impact and connections of human behavior on wealth could so far not be inferred from data. Here we study wealth data from the virtual economy of the massive multiplayer online game (MMOG) Pardus. This data not only contains every player's wealth at every point in time, but also all actions over a timespan of almost a decade. We find that wealth distributions in the virtual world are very similar to those in Western countries. In particular we find an approximate exponential distribution for low wealth levels and a power-law tail for high levels. The Gini index is found to be , which is close to the indices of many Western countries. We find that wealth-increase rates depend on the time when players entered the game. Players that entered the game early on tend to have remarkably higher wealth-increase rates than those who joined later. Studying the players' positions within their social networks, we find that the local position in the trade network is most relevant for wealth. Wealthy people have high in- and out-degrees in the trade network, relatively low nearest-neighbor degrees, and low clustering coefficients. Wealthy players have many mutual friendships and are socially well respected by others, but spend more time on business than on socializing. Wealthy players have few personal enemies, but show animosity towards players that behave as public enemies. We find that players that are not organized within social groups are significantly poorer on average. We observe that “political” status and wealth go hand in hand. PMID:25153072

  17. Behavioral and network origins of wealth inequality: insights from a virtual world.

    PubMed

    Fuchs, Benedikt; Thurner, Stefan

    2014-01-01

    Almost universally, wealth is not distributed uniformly within societies or economies. Even though wealth data have been collected in various forms for centuries, the origins for the observed wealth-disparity and social inequality are not yet fully understood. Especially the impact and connections of human behavior on wealth could so far not be inferred from data. Here we study wealth data from the virtual economy of the massive multiplayer online game (MMOG) Pardus. This data not only contains every player's wealth at every point in time, but also all actions over a timespan of almost a decade. We find that wealth distributions in the virtual world are very similar to those in Western countries. In particular we find an approximate exponential distribution for low wealth levels and a power-law tail for high levels. The Gini index is found to be g = 0.65, which is close to the indices of many Western countries. We find that wealth-increase rates depend on the time when players entered the game. Players that entered the game early on tend to have remarkably higher wealth-increase rates than those who joined later. Studying the players' positions within their social networks, we find that the local position in the trade network is most relevant for wealth. Wealthy people have high in- and out-degrees in the trade network, relatively low nearest-neighbor degrees, and low clustering coefficients. Wealthy players have many mutual friendships and are socially well respected by others, but spend more time on business than on socializing. Wealthy players have few personal enemies, but show animosity towards players that behave as public enemies. We find that players that are not organized within social groups are significantly poorer on average. We observe that "political" status and wealth go hand in hand.

  18. Return to Play and Performance After Jones Fracture in National Basketball Association Athletes.

    PubMed

    Begly, John P; Guss, Michael; Ramme, Austin J; Karia, Raj; Meislin, Robert J

    2016-07-01

    Basketball players are at risk for foot injuries, including Jones fractures. It is unknown how this injury affects the future play and performance of athletes. National Basketball Association (NBA) players who sustain Jones fractures of the base of the fifth metatarsal have high rates of return to play and do not experience a decrease in performance on return to competition when compared with preinjury and with control-matched peers. Retrospective cohort study. Level 5. Data on 26 elite basketball players with Jones fractures over 19 NBA seasons (1994-1995 to 2012-2013) were obtained from injury reports, press releases, player profiles, and online public databases. Variables included age, body mass index (BMI), player position, experience, and surgical treatment. Individual season statistics pre- and postinjury were collected. Twenty-six controls were identified by matched player position, age, and performance statistics. The mean age at the time of injury was 24.8 years, mean BMI was 24.7 kg/m(2), and the mean experience prior to injury was 4.1 NBA seasons. Return to previous level of competition was achieved by 85% of athletes. There was no change in player efficiency rating (PER) when pre- and postinjury performance was compared. When compared with controls, no decline in PER measured performance was identified. The majority of NBA players sustaining a Jones fracture return to their preinjury level of competition. These elite athletes demonstrate no decrease in performance on their return to play. Jones fractures are well-studied injuries in terms of etiology, diagnosis, and management. However, the effect of these injuries on future performance of athletes is unknown. Using the findings of our study, orthopaedic surgeons may be better prepared to counsel and educate elite athletes who sustain a Jones fracture. © 2015 The Author(s).

  19. Game-specific characteristics of sport-related concussions.

    PubMed

    Helmich, Ingo

    2018-01-01

    Concussions are common incidences in sports. However, game-specific characteristics such as tactics, field positions, etc. might positively/negatively contribute to the occurrence of mild traumatic brain injuries (mTBI) in various sports such as soccer, volleyball, handball, or basketball. Thus, the intention of this study was to analyze game-specific characteristics of concussive incidents in active players from the perspective of different sportive disciplines. Four sport-specific questionnaires for soccer, handball, volleyball and basketball were established using an online survey tool. A total of 3001 participants completed the questionnaires. 18% of the participants answered that they had experienced a concussion which significantly differed depending on the sport practiced (χ2(3)=56.868, P<0.001; soccer 25%, handball 24%, volleyball 13%, basketball 15%). Whereas handball and soccer players experienced most concussions on the amateur level, volleyball players experienced most on the professional level and basketball players during leisure play (χ2(9)=112.667, P<0.001). Soccer players experienced most concussions by a collision with another player, volleyball players instead experienced most concussions by hits from the ball (χ2(6)=211.260, P<0.001). In soccer, goalkeepers and defensive midfield players showed most concussive incidences (χ2(7)=19.638, P<0.01); in volleyball, the libero position and outside positions showed to be significantly affected from sport-related concussions (χ2(6)=13.617, P<0.05). The present results showed that factors critically contributing to the occurrence of concussions are sport-specific and particularly concern amateurs. This indicates that most concussions in ball games appear in situations, where medical care units are not necessarily present. Preventive measures should therefore especially address amateurs in ball sports.

  20. Changing Roles in Information Distribution. 1994 NFAIS Report Series, 1.

    ERIC Educational Resources Information Center

    Cunningham, Ann Marie, Ed.; Wicks, Wendy, Ed.

    This report tracks the evolution of information through the eyes of the five traditional "players"--author, primary publisher, secondary publisher, distributor, and information consumer. It maps the trajectory of publishing through the media landscape--from print to online to CD-ROM to networks. Representatives from each constituency…

  1. Non-Serious Serious Games

    ERIC Educational Resources Information Center

    Hudson, Matthew

    2016-01-01

    Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…

  2. Leadership in Multiplayer Online Gaming Environments

    ERIC Educational Resources Information Center

    Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E.

    2012-01-01

    With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…

  3. Building a Collaborative Online Literary Experience

    ERIC Educational Resources Information Center

    Essid, Joe; Wilde, Fran

    2011-01-01

    Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…

  4. Space-Derived Transparency: Players, Policies, Implications, and Synergies

    DTIC Science & Technology

    2001-06-01

    69 William J. Broad, �Spy Photos of Korea Missile Site Brings Dispute,� The New York Times, 11 January 2000. 70 Ibid. 71 Tabassum Zakaria...of international Associations: on-line, Internet, 31 March 2001, available from http://www.uia.org/ Zakaria, Tabassum . �US Group Puts N. Korea

  5. Six Suggestions for Research on Games in Cognitive Science.

    PubMed

    Chabris, Christopher F

    2017-04-01

    Games are more varied and occupy more of daily life than ever before. At the same time, the tools available to study game play and players are more powerful than ever, especially massive data sets from online platforms and computational engines that can accurately evaluate human decisions. This essay offers six suggestions for future cognitive science research on games: (1) Don't forget about chess, (2) Look beyond action games and chess, (3) Use (near)-optimal play to understand human play and players, (4) Investigate social phenomena, (5) Raise the standards for studies of games as treatments, (6) Talk to real experts. Copyright © 2017 Cognitive Science Society, Inc.

  6. GamTest: Psychometric Evaluation and the Role of Emotions in an Online Self-Test for Gambling Behavior.

    PubMed

    Jonsson, Jakob; Munck, Ingrid; Volberg, Rachel; Carlbring, Per

    2017-06-01

    Recent increases in the number of online gambling sites have made gambling more available, which may contribute to an increase in gambling problems. At the same time, online gambling provides opportunities to introduce measures intended to prevent problem gambling. GamTest is an online test of gambling behavior that provides information that can be used to give players individualized feedback and recommendations for action. The aim of this study is to explore the dimensionality of GamTest and validate it against the Problem Gambling Severity Index (PGSI) and the gambler's own perceived problems. A recent psychometric approach, exploratory structural equation modeling (ESEM) is used. Well-defined constructs are identified in a two-step procedure fitting a traditional exploratory factor analysis model as well as a so-called bifactor model. Using data collected at four Nordic gambling sites in the autumn of 2009 (n = 10,402), the GamTest ESEM analyses indicate high correspondence with the players' own understanding of their problems and with the PGSI, a validated measure of problem gambling. We conclude that GamTest captures five dimensions of problematic gambling (i.e., overconsumption of money and time, and monetary, social and emotional negative consequences) with high reliability, and that the bifactor approach, composed of a general factor and specific residual factors, reproduces all these factors except one, the negative consequences emotional factor, which contributes to the dominant part of the general factor. The results underscore the importance of tailoring feedback and support to online gamblers with a particular focus on how to handle emotions in relation to their gambling behavior.

  7. Biology Notes.

    ERIC Educational Resources Information Center

    School Science Review, 1982

    1982-01-01

    Describes laboratory procedures, demonstrations, and classroom materials, including "diet poker" (nutrition game); an experiment on enzyme characteristics; demonstrations of yeast anaerobic respiration and color preference in Calliphora larvae; method to extract eugenol from clove oil to show antibiotic properties; and Benedict's test.…

  8. A study of gravity-wave spectra in the troposphere and stratosphere at 5-min to 5-day periods with the Poker Flat MST radar

    NASA Technical Reports Server (NTRS)

    Bemra, R. S.; Rastogi, P. K.; Balsley, B. B.

    1986-01-01

    An analysis of frequency spectra at periods of about 5 days to 5 min from two 20-day sets of velocity measurements in the stratosphere and troposphere region obtained with the Poker Flat mesosphere-stratosphere-troposphere (MST) radar during January and June, 1984 is presented. A technique based on median filtering and averaged order statistics for automatic editing, smoothing and spectral analysis of velocity time series contaminated with spurious data points or outliers is outlined. The validity of this technique and its effects on the inferred spectral index was tested through simulation. Spectra obtained with this technique are discussed. The measured spectral indices show variability with season and height, especially across the tropopause. The discussion briefly outlines the need for obtaining better climatologies of velocity spectra and for the refinements of the existing theories to explain their behavior.

  9. Active Player Modeling in the Iterated Prisoner's Dilemma

    PubMed Central

    Park, Hyunsoo; Kim, Kyung-Joong

    2016-01-01

    The iterated prisoner's dilemma (IPD) is well known within the domain of game theory. Although it is relatively simple, it can also elucidate important problems related to cooperation and trust. Generally, players can predict their opponents' actions when they are able to build a precise model of their behavior based on their game playing experience. However, it is difficult to make such predictions based on a limited number of games. The creation of a precise model requires the use of not only an appropriate learning algorithm and framework but also a good dataset. Active learning approaches have recently been introduced to machine learning communities. The approach can usually produce informative datasets with relatively little effort. Therefore, we have proposed an active modeling technique to predict the behavior of IPD players. The proposed method can model the opponent player's behavior while taking advantage of interactive game environments. This experiment used twelve representative types of players as opponents, and an observer used an active modeling algorithm to model these opponents. This observer actively collected data and modeled the opponent's behavior online. Most of our data showed that the observer was able to build, through direct actions, a more accurate model of an opponent's behavior than when the data were collected through random actions. PMID:26989405

  10. Active Player Modeling in the Iterated Prisoner's Dilemma.

    PubMed

    Park, Hyunsoo; Kim, Kyung-Joong

    2016-01-01

    The iterated prisoner's dilemma (IPD) is well known within the domain of game theory. Although it is relatively simple, it can also elucidate important problems related to cooperation and trust. Generally, players can predict their opponents' actions when they are able to build a precise model of their behavior based on their game playing experience. However, it is difficult to make such predictions based on a limited number of games. The creation of a precise model requires the use of not only an appropriate learning algorithm and framework but also a good dataset. Active learning approaches have recently been introduced to machine learning communities. The approach can usually produce informative datasets with relatively little effort. Therefore, we have proposed an active modeling technique to predict the behavior of IPD players. The proposed method can model the opponent player's behavior while taking advantage of interactive game environments. This experiment used twelve representative types of players as opponents, and an observer used an active modeling algorithm to model these opponents. This observer actively collected data and modeled the opponent's behavior online. Most of our data showed that the observer was able to build, through direct actions, a more accurate model of an opponent's behavior than when the data were collected through random actions.

  11. Interevent time distributions of human multi-level activity in a virtual world

    NASA Astrophysics Data System (ADS)

    Mryglod, O.; Fuchs, B.; Szell, M.; Holovatch, Yu.; Thurner, S.

    2015-02-01

    Studying human behavior in virtual environments provides extraordinary opportunities for a quantitative analysis of social phenomena with levels of accuracy that approach those of the natural sciences. In this paper we use records of player activities in the massive multiplayer online game Pardus over 1238 consecutive days, and analyze dynamical features of sequences of actions of players. We build on previous work where temporal structures of human actions of the same type were quantified, and provide an empirical understanding of human actions of different types. This study of multi-level human activity can be seen as a dynamic counterpart of static multiplex network analysis. We show that the interevent time distributions of actions in the Pardus universe follow highly non-trivial distribution functions, from which we extract action-type specific characteristic 'decay constants'. We discuss characteristic features of interevent time distributions, including periodic patterns on different time scales, bursty dynamics, and various functional forms on different time scales. We comment on gender differences of players in emotional actions, and find that while males and females act similarly when performing some positive actions, females are slightly faster for negative actions. We also observe effects on the age of players: more experienced players are generally faster in making decisions about engaging in and terminating enmity and friendship, respectively.

  12. RELM: developing a serious game to teach evidence-based medicine in an academic health sciences setting.

    PubMed

    Gleason, Ann Whitney

    2015-01-01

    Gaming as a means of delivering online education continues to gain in popularity. Online games provide an engaging and enjoyable way of learning. Gaming is especially appropriate for case-based teaching, and provides a conducive environment for adult independent learning. With funding from the National Network of Libraries of Medicine, Pacific Northwest Region (NN/LM PNR), the University of Washington (UW) Health Sciences Library, and the UW School of Medicine are collaborating to create an interactive, self-paced online game that teaches players to employ the steps in practicing evidence-based medicine. The game encourages life-long learning and literacy skills and could be used for providing continuing medical education.

  13. Is sports safety policy being translated into practice: what can be learnt from the Australian rugby union Mayday procedure?

    PubMed

    Poulos, Roslyn G; Donaldson, Alex

    2012-06-01

    To investigate the level of translation of the Australian Rugby Union 'Mayday' safety procedure into practice among community rugby union coaches in New South Wales (Australia). All registered coaches of senior community rugby union teams in five zones/associations in the north-eastern region of the state were invited to complete a short online questionnaire at the end of the 2010 rugby season. The questionnaire was designed around the five RE-AIM dimensions and assessed: Reach, perceived Effectiveness, Adoption, Implementation and Maintenance of the Mayday procedure. Seventy (39%) coaches participated. There was a high level of awareness of the Mayday procedure, and most coaches believed it was effective in preventing injuries. The majority reported training their players in the procedure, although training was generally infrequent. Coaches were confident that their own players could implement the procedure appropriately if required to do so, but less confident that other teams or referees could do so. Barriers to providing training included not enough players at training, players not taking training seriously and technical difficulties (eg, verbalisation of instructions for physical tasks). The findings suggest that the translation of the Mayday 'policy' could be improved by building individual coach, and club or zone organisational capacity by ensuring that coaches have the resources and skills in 'how' to train their players to complement their existing knowledge on 'what' to train them; setting expectations that encourage coaches to provide regular training for players; and regular monitoring of player competency to perform the procedure appropriately.

  14. Clinicopathological Evaluation of Chronic Traumatic Encephalopathy in Players of American Football.

    PubMed

    Mez, Jesse; Daneshvar, Daniel H; Kiernan, Patrick T; Abdolmohammadi, Bobak; Alvarez, Victor E; Huber, Bertrand R; Alosco, Michael L; Solomon, Todd M; Nowinski, Christopher J; McHale, Lisa; Cormier, Kerry A; Kubilus, Caroline A; Martin, Brett M; Murphy, Lauren; Baugh, Christine M; Montenigro, Phillip H; Chaisson, Christine E; Tripodis, Yorghos; Kowall, Neil W; Weuve, Jennifer; McClean, Michael D; Cantu, Robert C; Goldstein, Lee E; Katz, Douglas I; Stern, Robert A; Stein, Thor D; McKee, Ann C

    2017-07-25

    Players of American football may be at increased risk of long-term neurological conditions, particularly chronic traumatic encephalopathy (CTE). To determine the neuropathological and clinical features of deceased football players with CTE. Case series of 202 football players whose brains were donated for research. Neuropathological evaluations and retrospective telephone clinical assessments (including head trauma history) with informants were performed blinded. Online questionnaires ascertained athletic and military history. Participation in American football at any level of play. Neuropathological diagnoses of neurodegenerative diseases, including CTE, based on defined diagnostic criteria; CTE neuropathological severity (stages I to IV or dichotomized into mild [stages I and II] and severe [stages III and IV]); informant-reported athletic history and, for players who died in 2014 or later, clinical presentation, including behavior, mood, and cognitive symptoms and dementia. Among 202 deceased former football players (median age at death, 66 years [interquartile range, 47-76 years]), CTE was neuropathologically diagnosed in 177 players (87%; median age at death, 67 years [interquartile range, 52-77 years]; mean years of football participation, 15.1 [SD, 5.2]), including 0 of 2 pre-high school, 3 of 14 high school (21%), 48 of 53 college (91%), 9 of 14 semiprofessional (64%), 7 of 8 Canadian Football League (88%), and 110 of 111 National Football League (99%) players. Neuropathological severity of CTE was distributed across the highest level of play, with all 3 former high school players having mild pathology and the majority of former college (27 [56%]), semiprofessional (5 [56%]), and professional (101 [86%]) players having severe pathology. Among 27 participants with mild CTE pathology, 26 (96%) had behavioral or mood symptoms or both, 23 (85%) had cognitive symptoms, and 9 (33%) had signs of dementia. Among 84 participants with severe CTE pathology, 75 (89%) had behavioral or mood symptoms or both, 80 (95%) had cognitive symptoms, and 71 (85%) had signs of dementia. In a convenience sample of deceased football players who donated their brains for research, a high proportion had neuropathological evidence of CTE, suggesting that CTE may be related to prior participation in football.

  15. Anterior Cruciate Ligament Injuries in National Football League Athletes From 2010 to 2013: A Descriptive Epidemiology Study.

    PubMed

    Dodson, Christopher C; Secrist, Eric S; Bhat, Suneel B; Woods, Daniel P; Deluca, Peter F

    2016-03-01

    There is a high incidence of anterior cruciate ligament (ACL) injuries among National Football League (NFL) athletes; however, the incidence of reinjury in this population is unknown. This retrospective epidemiological study analyzed all publicly disclosed ACL tears occurring in NFL players between 2010 and 2013 to characterize injury trends and determine the incidence of reinjury. Descriptive epidemiological study. A comprehensive online search identified any NFL player who had suffered an ACL injury from 2010 to 2013. Position, playing surface, activity, and date were recorded. Each player was researched for any history of previous ACL injury. The NFL games database from USA Today was used to determine the incidence of ACL injuries on artificial turf and grass fields. Databases from Pro Football Focus and Pro Football Reference were used to determine the injury rate for each position. NFL players suffered 219 ACL injuries between 2010 and 2013. Forty players (18.3%) had a history of previous ACL injury, with 27 (12.3%) retears and 16 (7.3%) tears contralateral to a previous ACL injury. Five players (2.28%) suffered their third ACL tear. Receivers (wide receivers and tight ends) and backs (linebackers, fullbacks, and halfbacks) had significantly greater injury risk than the rest of the NFL players, while perimeter linemen (defensive ends and offensive tackles) had significantly lower injury risk than the rest of the players. Interior linemen (offensive guards, centers, and defensive tackles) had significantly greater injury risk compared with perimeter linemen. ACL injury rates per team games played were 0.050 for grass and 0.053 for turf fields (P > .05). In this retrospective epidemiological study of ACL tears in NFL players, retears and ACL tears contralateral to a previously torn ACL constituted a substantial portion (18.3%) of total ACL injuries. The significant majority of ACL injuries in players with a history of previous ACL injury were retears. Skilled offensive players and linebackers had the greatest injury risk, and significantly more ACL tears occurred among interior linemen than perimeter linemen. The month of August had the highest incidence of ACL injuries, probably because of expanded roster sizes at that point in the NFL season.

  16. Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study.

    PubMed

    Wong, Fiona Y

    2017-02-22

    The prevalence of overweight is increasing and the effectiveness of various weight management and exercise programs varied. An augmented reality smartphone game, Pokémon Go, appears to increase activity levels of players. This study assessed the players and ex-players' frequencies and durations of staying outdoors, and walking/jogging before and during the time they played Pokémon Go, evaluated the physical activity levels of players, ex-players and non-players, and investigated the potential factors which determined their play statuses. Students in a university answered an online-questionnaire survey. The IPAQ-short form was incorporated to measure vigorous-intensity activities, moderate-intensity activities and walking. Chi square tests were used to compare frequencies and durations of staying outdoors and walking/jogging, health discomforts and physical activity levels between players, ex-players and non-players. Wilcoxon signed ranks tests were performed to assess the changes prior to and during the time when the players and ex-players played Pokémon Go. Logistic regression analyses were performed to assess factors contributing to playing, quitting or not playing Pokémon Go. 644 university students answered the questionnaire. Compared with the ex-players, the players were significantly more frequent to stay outdoors when playing Pokémon Go (P < 0.001), walk/jog to a location to catch Pokémon, to Pokéstops or Gyms (P < 0.005), as well as walking/jogging to hatch eggs (P < 0.001). Players who never or rarely walked/jogged before spent a mean of 108.19 ± 158.21 min/week to walk/jog in order to play the game which is equivalent to burning 357 kcal/week for a 60-kg person walking a moderate pace. Compared with the non-players, players were more likely to be aged 18-25 years [OR (95% CI) 3.28 (1.28-8.40), P = 0.013], never [OR (95% CI) 10.51 (1.12-98.57), P = 0.039] or rarely [OR (95% CI) 4.00 (1.95-8.23), P < 0.001] stayed outdoors and rarely walked/jogged prior to playing the game [OR (95% CI) 3.88 (1.86-8.05), P < 0.001]. However, there was no significant difference in physical activity levels between the three groups (P = 0.573). Players who used to be sedentary benefited the most from Pokémon Go. The game can be used as a starting point for sedentary people to begin an active lifestyle. The impact of Pokémon Go on physical activity can provide insights to public health workers in using novel strategies in health promotion.

  17. Effects of Social Network Exposure on Nutritional Learning: Development of an Online Educational Platform.

    PubMed

    Dagan, Noa; Beskin, Daniel; Brezis, Mayer; Reis, Ben Y

    2015-10-05

    Social networking sites (SNSs) such as Facebook have the potential to enhance online public health interventions, in part, as they provide social exposure and reinforcement. The objective of the study was to evaluate whether social exposure provided by SNSs enhances the effects of online public health interventions. As a sample intervention, we developed Food Hero, an online platform for nutritional education in which players feed a virtual character according to their own nutritional needs and complete a set of virtual sport challenges. The platform was developed in 2 versions: a "private version" in which a user can see only his or her own score, and a "social version" in which a user can see other players' scores, including preexisting Facebook friends. We assessed changes in participants' nutritional knowledge using 4 quiz scores and 3 menu-assembly scores. Monitoring feeding and exercising attempts assessed engagement with the platform. The 2 versions of the platform were randomly assigned between a study group (30 members receiving the social version) and a control group (33 members, private version). The study group's performance on the quizzes gradually increased over time, relative to that of the control group, becoming significantly higher by the fourth quiz (P=.02). Furthermore, the study group's menu-assembly scores improved over time compared to the first score, whereas the control group's performance deteriorated. Study group members spent an average of 3:40 minutes assembling each menu compared to 2:50 minutes in the control group, and performed an average of 1.58 daily sport challenges, compared to 1.21 in the control group (P=.03). This work focused on isolating the SNSs' social effects in order to help guide future online interventions. Our results indicate that the social exposure provided by SNSs is associated with increased engagement and learning in an online nutritional educational platform.

  18. An Approach to Scoring Collaboration in Online Game Environments

    ERIC Educational Resources Information Center

    Scoular, Claire; Care, Esther; Awwal, Nafisa

    2017-01-01

    With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…

  19. Collaborative Virtual Gaming Worlds in Higher Education

    ERIC Educational Resources Information Center

    Whitton, Nicola; Hollins, Paul

    2008-01-01

    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…

  20. Digital Devices Invade Campus, and Networks Feel the Strain

    ERIC Educational Resources Information Center

    New, Jake

    2013-01-01

    Inside campus libraries and dormitory rooms, thousands of students connect to the Internet not only to study with online systems like Blackboard but also to watch movies and TV shows on Netflix. Computers, smartphones, wireless printers, tablets, iPods, Xboxes, handheld gaming systems, e-readers, smart TVs, Blu-ray players--students now bring an…

  1. Is That All There Is? Taking Education to New Levels in the Social-Media Era

    ERIC Educational Resources Information Center

    Mandviwalla, Munir; Schuff, David; Chacko, Manoj; Miller, Laurel

    2013-01-01

    Higher education in the United States faces major challenges: increased competition from non-traditional players, online programs that are eroding regional monopolies, shifting demographics, the perceived irrelevance of some degrees, and the development of low-cost certification alternatives to those degrees. In other industries, information…

  2. LWIR signature from EXCEDE SPECTRAL

    NASA Astrophysics Data System (ADS)

    Bien, F.

    1984-03-01

    EXCEDE/SPECTRAL was launched from Poker Flat Research Range, Alaska, on 19 October 1979. This report presents selected LWIR data obtained both during electron gun operation and non-operation. It presents a simplified outgassing model and discusses CO2(v2) emissions measured.

  3. Exploring the enjoyment of playing browser games.

    PubMed

    Klimmt, Christoph; Schmid, Hannah; Orthmann, Julia

    2009-04-01

    Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discussed in terms of video game enjoyment and game addiction.

  4. Return to Play and Decreased Performance After Anterior Cruciate Ligament Reconstruction in National Football League Defensive Players.

    PubMed

    Read, Connor R; Aune, Kyle T; Cain, E Lyle; Fleisig, Glenn S

    2017-07-01

    Anterior cruciate ligament (ACL) injuries occur commonly in football. Recent work has reported ACL reconstruction (ACLR) as one of several orthopaedic procedures with unfavorable outcomes for professional athletes. The performance impact to defensive players after surgery has not been quantified. To quantify the effect of ACLR on the performance of defensive players by comparing them to a cohort of matched controls as well as to measure the effect of ACLR on athletes' career length in the National Football League (NFL). Case-control and cohort study; Level of evidence, 3. Thirty-eight NFL defensive players with a history of ACLR from 2006 to 2012 were identified. For each injured player, a matched control player was identified. Demographic and performance statistics were collected from the online NFL player database. Players who returned after ACLR (n = 23) were compared with players who did not return (n = 15) using t tests and chi-squared analyses. Similarly, players who returned after ACLR (n = 23) were compared with their matched controls with t tests and chi-squared analyses. Two-way repeated-measures analysis of variance was utilized to test for significant differences between performance before and after the season of the injury for the players in the ACLR group who returned (n = 23) and for their matched controls. Kaplan-Meier analysis was performed to test for differences in the rate of retirement between the groups. For all analyses, P values <.05 were considered significant. Approximately 74% (28/38) of athletes who underwent ACLR returned to play at least 1 NFL game, and 61% (23/38) successfully returned to play at least half a season (ie, 8 games). Athletes in the ACLR group who returned retired from the NFL significantly sooner and more often after surgery than their matched controls. In the seasons leading up to their injury, athletes who successfully returned to play started a greater percentage of their games (81%) and made more solo tackles per game (3.44 ± 1.47) compared with athletes in the ACLR group who did not return to play (54% and 1.82 ± 1.17, respectively) and compared with healthy control players (52% and 1.77 ± 1.19, respectively). After the season of surgery, athletes in the ACLR group who returned to play decreased to 57% games started and 2.38 ± 1.24 solo tackles per game, while their matched controls suffered no significant decreases. Players who successfully returned were above-average NFL players before their injury but comparatively average after their return.

  5. Experiences of time loss among videogame players: an empirical study.

    PubMed

    Wood, Richard T A; Griffiths, Mark D; Parke, Adrian

    2007-02-01

    Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.

  6. Clarifying the Links Among Online Gaming, Internet Use, Drinking Motives, and Online Pornography Use.

    PubMed

    Bőthe, Beáta; Tóth-Király, István; Orosz, Gábor

    2015-04-01

    This study was aimed at investigating the links between online gaming and online pornography use by considering gender, problematic Internet use, and different motives for alcohol drinking. University students (n=512; mean age=22.11 years; standard deviation=2.43 years; 64.06 percent women) filled in the Cyber Pornography Use Inventory, Hungarian version, the Problematic Online Gaming Questionnaire, Hungarian version (POGQ-HU), the Problematic Internet Use Questionnaire, Hungarian version (PIUQ-HU), and the Drinking Motive Questionnaire Revised Short Form, Hungarian version (DMQ-R-HU SF) questionnaires. According to hierarchical multiple regression analyses, the neglect factor of PIUQ-HU, the conformity factor of DMQ-R-HU SF, and the immersion and preoccupation factors of POGQ-HU have a significant predictive value on one's online pornography use, but gender does not. This research shows that independently from the effect of Internet and alcohol use dimensions, immersion and preoccupation factors of online gaming have significant effects on online pornography use. However, preoccupation has a negative effect on pornography use. Players scoring high on this subscale may think about gaming as the only interesting activity that rates higher than even pornography.

  7. Gaze Behavior in Basketball Shooting: Further Evidence for Online Visual Control

    ERIC Educational Resources Information Center

    de Oliveira, Rita F.; Oudejans, Raoul R. D.; Beek, Peter J.

    2008-01-01

    The aim of the present study was to help resolve conflicting findings and interpretations regarding the visual control of basketball shooting by examining the looking behavior of 6 expert basketball players (3 with a low shooting style and 3 with a high shooting style) executing both free throws and jump shots. Based on previous findings, they…

  8. Global Channels of Evidence for Learning and Assessment in Complex Game Environments

    ERIC Educational Resources Information Center

    Nelson, Brian C.; Erlandson, Benjamin; Denham, Andre

    2011-01-01

    In this paper, we take a designer's look at how the activities and data of learning and assessment can be structured in immersive virtual game environments called Massively Multi-Player Online Games (MMOG). In doing so, we examine the channels of evidence through which learning and assessment activities are derived in MMOGs, offering examples of…

  9. An Alternate Reality for Education? Lessons to Be Learned from Online Immersive Games

    ERIC Educational Resources Information Center

    Moseley, Alex

    2012-01-01

    Drawing on a participatory study of the Perplex City alternate reality game, this paper considers the data obtained through participation and a detailed survey of the most engaged players, in order to determine the most engaging features and suggest methods for their transfer to educational contexts. Originally presented at a conference in 2008,…

  10. Understanding Virtual Epidemics: Children's Folk Conceptions of a Computer Virus

    ERIC Educational Resources Information Center

    Kafai, Yasmin B.

    2008-01-01

    Our work investigates the annual outbreak of Whypox, a virtual epidemic in Whyville.net, a virtual world with over 1.2 million registered players ages 8-16. We examined online and classroom participants' understanding of a computer virus using surveys and design activities. Our analyses reveal that students have a mostly naive understanding of a…

  11. Things to Do in Duskwood When You're Dead: English Lessons from "World of Warcraft"

    ERIC Educational Resources Information Center

    Moon, Brian

    2008-01-01

    "World of Warcraft" is an online computer game with over nine million players, many of them technically-minded young males. A proportion of these young males engage in spontaneous creative writing about their game adventures. They enjoy highly formulaic genres, such as the epic poem, with its complex technical requirements. This has…

  12. Rewired: Understanding the generation and the Way They Learn

    ERIC Educational Resources Information Center

    Rosen, Larry D.

    2010-01-01

    Look around at today's youth and you can see how technology has changed their lives. They lie on their beds and study while listening to mp3 players, texting and chatting online with friends, and reading and posting Facebook messages. How does the new, charged-up, multitasking generation respond to traditional textbooks and lectures? Are we…

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

    ERIC Educational Resources Information Center

    Ventura, Matthew; Shute, Valerie; Zhao, Weinan

    2013-01-01

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

  14. A Framework for Gamified Activities Based on Mobile Games Played by Portuguese University Students

    ERIC Educational Resources Information Center

    Carvalho, Ana Amélia; Araújo, Inês; Zagalo, Nelson

    2014-01-01

    This paper starts by reporting the findings of a survey of Portuguese university students concerning their game habits and preferences. An online questionnaire was developed and 1101 answers were collected, 626 were mobile game players. The results from the survey indicate that the games most played by university students are essentially casual…

  15. Effects of gender and game type on autonomic nervous system physiological parameters in long-hour online game players.

    PubMed

    Lin, Tung-Cheng

    2013-11-01

    Online game playing may induce physiological effects. However, the physical mechanisms that cause these effects remain unclear. The purpose of this study was to examine the physiological effects of long-hour online gaming from an autonomic nervous system (ANS) perspective. Heart rate variability (HRV), a valid and noninvasive electrocardiographic method widely used to investigate ANS balance, was used to measure physiological effect parameters. This study used a five-time, repeated measures, mixed factorial design. Results found that playing violent games causes significantly higher sympathetic activity and diastolic blood pressure than playing nonviolent games. Long-hour online game playing resulted in the gradual dominance of the parasympathetic nervous system due to physical exhaustion. Gaming workload was found to modulate the gender effects, with males registering significantly higher sympathetic activity and females significantly higher parasympathetic activity in the higher gaming workload group.

  16. Daily Fantasy Sports Players: Gambling, Addiction, and Mental Health Problems.

    PubMed

    Nower, Lia; Caler, Kyle R; Pickering, Dylan; Blaszczynski, Alex

    2018-01-19

    Studies point to a relationship between fantasy sports/daily fantasy sports (DFS) play and gambling behavior. However, little is known about the nature of those relationships, particularly regarding the development of gambling problems. This study investigates the nature, frequency, and preferences of gambling behavior as well as problem gambling severity and comorbid conditions among DFS players. Data were collected from an epidemiologic survey of 3634 New Jersey residents on gambling and leisure activities. Participants were contacted by phone (land-line and cell) and online to obtain a representative, cross-sectional sample of non-institutionalized adults, aged 18 years or older. Excluding non-gamblers, the remaining 2146 participants, included in these analyses, indicated they had either played DFS (n = 299) or had gambled but not played DFS (1847) in the past year. Univariate comparisons and multiple logistic regression analyses were performed to identify the most significant characteristics and predictors of DFS players. Overall, a higher number of gambling activities, high frequency gambling, male gender, and reports of suicidal thoughts in the past year were most predictive of DFS players. Being Hispanic (vs. Caucasian) and/or single (vs. married or living with a partner) also doubled the odds of DFS play. Findings suggest that DFS players are characterized by high gambling frequency and problem severity and comorbid problems, notably suicidal ideation. Future research should examine the motivations and possible etiological sub-types of DFS players and the nature and course of DFS play, particularly in relation to gambling behavior and the development of gambling and other problems.

  17. Impact of visors on eye and orbital injuries in the National Hockey League.

    PubMed

    Micieli, Jonathan A; Zurakowski, David; Ahmed, Iqbal Ike K

    2014-06-01

    Eye and orbital injuries are a significant risk to professional hockey league players and have resulted in career-ending injuries. The goal of this study was to determine the incidence, value lost, mechanism, and effect of visors on eye and orbital injuries over the last 10 National Hockey League (NHL) seasons: 2002-2003 to 2012-2013. Retrospective case-control study. Participants were 8741 NHL players who had played at least 1 game during the last 10 seasons. Using The Sports Network (TSN), ProSportsTransactions, and the Sporting News Hockey Register, NHL players were searched to identify eye and orbital injuries. The mechanism of injury was obtained from media reports and direct observation from online videos. The number of players wearing visors each year was obtained from The Hockey News annual visor survey. A total of 149 eye or orbital injuries over the last 10 seasons resulted in an overall incidence of 2.48 per 10 000 athlete exposures. A total of 1120 missed games led to a lost financial value of more than $33 million. Visor use among players grew from 32% in 2002-2003 to 73% in 2012-2013, and there was a significantly increased risk for having an eye or orbital injury when a visor was not worn (OR 4.23, 95% CI 2.84-6.30). Most injuries were a result of being hit by a deflected or direct puck (37%) followed by being struck by a high stick (28%). Players who did not wear a visor were found to be involved in more fights, hits, and penalty minutes (p < 0.001). Eye and orbital injuries are mostly accidental in nature and represent a significant risk and cost to the NHL and its players. Eye and orbital injuries are significantly more likely in players who do not wear visors. Copyright © 2014 Canadian Ophthalmological Society. Published by Elsevier Inc. All rights reserved.

  18. Return to Play and Performance After Jones Fracture in National Basketball Association Athletes

    PubMed Central

    Begly, John P.; Guss, Michael; Ramme, Austin J.; Karia, Raj; Meislin, Robert J.

    2015-01-01

    Background: Basketball players are at risk for foot injuries, including Jones fractures. It is unknown how this injury affects the future play and performance of athletes. Hypothesis: National Basketball Association (NBA) players who sustain Jones fractures of the base of the fifth metatarsal have high rates of return to play and do not experience a decrease in performance on return to competition when compared with preinjury and with control-matched peers. Study Design: Retrospective cohort study. Level of Evidence: Level 5. Methods: Data on 26 elite basketball players with Jones fractures over 19 NBA seasons (1994-1995 to 2012-2013) were obtained from injury reports, press releases, player profiles, and online public databases. Variables included age, body mass index (BMI), player position, experience, and surgical treatment. Individual season statistics pre- and postinjury were collected. Twenty-six controls were identified by matched player position, age, and performance statistics. Results: The mean age at the time of injury was 24.8 years, mean BMI was 24.7 kg/m2, and the mean experience prior to injury was 4.1 NBA seasons. Return to previous level of competition was achieved by 85% of athletes. There was no change in player efficiency rating (PER) when pre- and postinjury performance was compared. When compared with controls, no decline in PER measured performance was identified. Conclusion: The majority of NBA players sustaining a Jones fracture return to their preinjury level of competition. These elite athletes demonstrate no decrease in performance on their return to play. Clinical Relevance: Jones fractures are well-studied injuries in terms of etiology, diagnosis, and management. However, the effect of these injuries on future performance of athletes is unknown. Using the findings of our study, orthopaedic surgeons may be better prepared to counsel and educate elite athletes who sustain a Jones fracture. PMID:26627111

  19. Clinicopathological Evaluation of Chronic Traumatic Encephalopathy in Players of American Football

    PubMed Central

    Mez, Jesse; Daneshvar, Daniel H.; Kiernan, Patrick T.; Abdolmohammadi, Bobak; Alvarez, Victor E.; Huber, Bertrand R.; Alosco, Michael L.; Solomon, Todd M.; Nowinski, Christopher J.; McHale, Lisa; Cormier, Kerry A.; Kubilus, Caroline A.; Martin, Brett M.; Murphy, Lauren; Baugh, Christine M.; Montenigro, Phillip H.; Chaisson, Christine E.; Tripodis, Yorghos; Kowall, Neil W.; Weuve, Jennifer; McClean, Michael D.; Cantu, Robert C.; Goldstein, Lee E.; Katz, Douglas I.; Stern, Robert A.; Stein, Thor D.; McKee, Ann C.

    2018-01-01

    IMPORTANCE Players of American football may be at increased risk of long-term neurological conditions, particularly chronic traumatic encephalopathy (CTE). OBJECTIVE To determine the neuropathological and clinical features of deceased football players with CTE. DESIGN, SETTING, AND PARTICIPANTS Case series of 202 football players whose brains were donated for research. Neuropathological evaluations and retrospective telephone clinical assessments (including head trauma history) with informants were performed blinded. Online questionnaires ascertained athletic and military history. EXPOSURES Participation in American football at any level of play. MAIN OUTCOMES AND MEASURES Neuropathological diagnoses of neurodegenerative diseases, including CTE, based on defined diagnostic criteria; CTE neuropathological severity (stages I to IV or dichotomized into mild [stages I and II] and severe [stages III and IV]); informant-reported athletic history and, for players who died in 2014 or later, clinical presentation, including behavior, mood, and cognitive symptoms and dementia. RESULTS Among 202 deceased former football players (median age at death, 66 years [interquartile range, 47–76 years]), CTE was neuropathologically diagnosed in 177 players (87%; median age at death, 67 years [interquartile range, 52–77 years]; mean years of football participation, 15.1 [SD, 5.2]), including 0 of 2 pre–high school, 3 of 14 high school (21%), 48 of 53 college (91%), 9 of 14 semiprofessional (64%), 7 of 8 Canadian Football League (88%), and 110 of 111 National Football League (99%) players. Neuropathological severity of CTE was distributed across the highest level of play, with all 3 former high school players having mild pathology and the majority of former college (27 [56%]), semiprofessional (5 [56%]), and professional (101 [86%]) players having severe pathology. Among 27 participants with mild CTE pathology, 26 (96%) had behavioral or mood symptoms or both, 23 (85%) had cognitive symptoms, and 9 (33%) had signs of dementia. Among 84 participants with severe CTE pathology, 75 (89%) had behavioral or mood symptoms or both, 80 (95%) had cognitive symptoms, and 71 (85%) had signs of dementia. CONCLUSIONS AND RELEVANCE In a convenience sample of deceased football players who donated their brains for research, a high proportion had neuropathological evidence of CTE, suggesting that CTE may be related to prior participation in football. PMID:28742910

  20. Anterior Cruciate Ligament Injuries in National Football League Athletes From 2010 to 2013

    PubMed Central

    Dodson, Christopher C.; Secrist, Eric S.; Bhat, Suneel B.; Woods, Daniel P.; Deluca, Peter F.

    2016-01-01

    Background: There is a high incidence of anterior cruciate ligament (ACL) injuries among National Football League (NFL) athletes; however, the incidence of reinjury in this population is unknown. Purpose: This retrospective epidemiological study analyzed all publicly disclosed ACL tears occurring in NFL players between 2010 and 2013 to characterize injury trends and determine the incidence of reinjury. Study Design: Descriptive epidemiological study. Methods: A comprehensive online search identified any NFL player who had suffered an ACL injury from 2010 to 2013. Position, playing surface, activity, and date were recorded. Each player was researched for any history of previous ACL injury. The NFL games database from USA Today was used to determine the incidence of ACL injuries on artificial turf and grass fields. Databases from Pro Football Focus and Pro Football Reference were used to determine the injury rate for each position. Results: NFL players suffered 219 ACL injuries between 2010 and 2013. Forty players (18.3%) had a history of previous ACL injury, with 27 (12.3%) retears and 16 (7.3%) tears contralateral to a previous ACL injury. Five players (2.28%) suffered their third ACL tear. Receivers (wide receivers and tight ends) and backs (linebackers, fullbacks, and halfbacks) had significantly greater injury risk than the rest of the NFL players, while perimeter linemen (defensive ends and offensive tackles) had significantly lower injury risk than the rest of the players. Interior linemen (offensive guards, centers, and defensive tackles) had significantly greater injury risk compared with perimeter linemen. ACL injury rates per team games played were 0.050 for grass and 0.053 for turf fields (P > .05). Conclusion: In this retrospective epidemiological study of ACL tears in NFL players, retears and ACL tears contralateral to a previously torn ACL constituted a substantial portion (18.3%) of total ACL injuries. The significant majority of ACL injuries in players with a history of previous ACL injury were retears. Skilled offensive players and linebackers had the greatest injury risk, and significantly more ACL tears occurred among interior linemen than perimeter linemen. The month of August had the highest incidence of ACL injuries, probably because of expanded roster sizes at that point in the NFL season. PMID:26998501

  1. Graph Design via Convex Optimization: Online and Distributed Perspectives

    NASA Astrophysics Data System (ADS)

    Meng, De

    Network and graph have long been natural abstraction of relations in a variety of applications, e.g. transportation, power system, social network, communication, electrical circuit, etc. As a large number of computation and optimization problems are naturally defined on graphs, graph structures not only enable important properties of these problems, but also leads to highly efficient distributed and online algorithms. For example, graph separability enables the parallelism for computation and operation as well as limits the size of local problems. More interestingly, graphs can be defined and constructed in order to take best advantage of those problem properties. This dissertation focuses on graph structure and design in newly proposed optimization problems, which establish a bridge between graph properties and optimization problem properties. We first study a new optimization problem called Geodesic Distance Maximization Problem (GDMP). Given a graph with fixed edge weights, finding the shortest path, also known as the geodesic, between two nodes is a well-studied network flow problem. We introduce the Geodesic Distance Maximization Problem (GDMP): the problem of finding the edge weights that maximize the length of the geodesic subject to convex constraints on the weights. We show that GDMP is a convex optimization problem for a wide class of flow costs, and provide a physical interpretation using the dual. We present applications of the GDMP in various fields, including optical lens design, network interdiction, and resource allocation in the control of forest fires. We develop an Alternating Direction Method of Multipliers (ADMM) by exploiting specific problem structures to solve large-scale GDMP, and demonstrate its effectiveness in numerical examples. We then turn our attention to distributed optimization on graph with only local communication. Distributed optimization arises in a variety of applications, e.g. distributed tracking and localization, estimation problems in sensor networks, multi-agent coordination. Distributed optimization aims to optimize a global objective function formed by summation of coupled local functions over a graph via only local communication and computation. We developed a weighted proximal ADMM for distributed optimization using graph structure. This fully distributed, single-loop algorithm allows simultaneous updates and can be viewed as a generalization of existing algorithms. More importantly, we achieve faster convergence by jointly designing graph weights and algorithm parameters. Finally, we propose a new problem on networks called Online Network Formation Problem: starting with a base graph and a set of candidate edges, at each round of the game, player one first chooses a candidate edge and reveals it to player two, then player two decides whether to accept it; player two can only accept limited number of edges and make online decisions with the goal to achieve the best properties of the synthesized network. The network properties considered include the number of spanning trees, algebraic connectivity and total effective resistance. These network formation games arise in a variety of cooperative multiagent systems. We propose a primal-dual algorithm framework for the general online network formation game, and analyze the algorithm performance by the competitive ratio and regret.

  2. The development of the Problematic Online Gaming Questionnaire (POGQ).

    PubMed

    Demetrovics, Zsolt; Urbán, Róbert; Nagygyörgy, Katalin; Farkas, Judit; Griffiths, Mark D; Pápay, Orsolya; Kökönyei, Gyöngyi; Felvinczi, Katalin; Oláh, Attila

    2012-01-01

    Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. The aim of this study was to uncover and operationalize the components of problematic online gaming. A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions--preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal--the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.

  3. Evolutionary game analysis and regulatory strategies for online group-buying based on system dynamics

    NASA Astrophysics Data System (ADS)

    Jiang, Zhong-Zhong; He, Na; Qin, Xuwei; Ip, W. H.; Wu, C. H.; Yung, K. L.

    2018-07-01

    The emergence of online group-buying provides a new consumption pattern for consumers in e-commerce era. However, many consumers realize that their own interests sometimes can't be guaranteed in the group-buying market due to the lack of being regulated. This paper aims to develop effective regulation strategies for online group-buying market. To the best of our knowledge, most existing studies assume that three parties in online group-buying market, i.e. the retailer, the group-buying platform and the consumer, are perfectly rational. To better understand the decision process, in this paper, we incorporate the concept of bounded rationality into consideration. Firstly, a three-parties evolutionary game model is established to study each player's game strategy based on bounded rationality. Secondly, the game model is simulated as a whole by adopting system dynamics to analyze its stability. Finally, theoretical analysis and extensive computational experiments are conducted to obtain the managerial insights and regulation strategies for online group-buying market. Our results clearly demonstrate that a suitable bonus-penalty measure can promote the healthy development of online group-buying market.

  4. Physical Forces between Humans and How Humans Attract and Repel Each Other Based on Their Social Interactions in an Online World

    PubMed Central

    Thurner, Stefan; Fuchs, Benedikt

    2015-01-01

    Physical interactions between particles are the result of the exchange of gauge bosons. Human interactions are mediated by the exchange of messages, goods, money, promises, hostilities, etc. While in the physical world interactions and their associated forces have immediate dynamical consequences (Newton’s laws) the situation is not clear for human interactions. Here we quantify the relative acceleration between humans who interact through the exchange of messages, goods and hostilities in a massive multiplayer online game. For this game we have complete information about all interactions (exchange events) between about 430,000 players, and about their trajectories (movements) in the metric space of the game universe at any point in time. We use this information to derive “interaction potentials" for communication, trade and attacks and show that they are harmonic in nature. Individuals who exchange messages and trade goods generally attract each other and start to separate immediately after exchange events end. The form of the interaction potential for attacks mirrors the usual “hit-and-run" tactics of aggressive players. By measuring interaction intensities as a function of distance, velocity and acceleration, we show that “forces" between players are directly related to the number of exchange events. We find an approximate power-law decay of the likelihood for interactions as a function of distance, which is in accordance with previous real world empirical work. We show that the obtained potentials can be understood with a simple model assuming an exchange-driven force in combination with a distance-dependent exchange rate. PMID:26196505

  5. Physical Forces between Humans and How Humans Attract and Repel Each Other Based on Their Social Interactions in an Online World.

    PubMed

    Thurner, Stefan; Fuchs, Benedikt

    2015-01-01

    Physical interactions between particles are the result of the exchange of gauge bosons. Human interactions are mediated by the exchange of messages, goods, money, promises, hostilities, etc. While in the physical world interactions and their associated forces have immediate dynamical consequences (Newton's laws) the situation is not clear for human interactions. Here we quantify the relative acceleration between humans who interact through the exchange of messages, goods and hostilities in a massive multiplayer online game. For this game we have complete information about all interactions (exchange events) between about 430,000 players, and about their trajectories (movements) in the metric space of the game universe at any point in time. We use this information to derive "interaction potentials" for communication, trade and attacks and show that they are harmonic in nature. Individuals who exchange messages and trade goods generally attract each other and start to separate immediately after exchange events end. The form of the interaction potential for attacks mirrors the usual "hit-and-run" tactics of aggressive players. By measuring interaction intensities as a function of distance, velocity and acceleration, we show that "forces" between players are directly related to the number of exchange events. We find an approximate power-law decay of the likelihood for interactions as a function of distance, which is in accordance with previous real world empirical work. We show that the obtained potentials can be understood with a simple model assuming an exchange-driven force in combination with a distance-dependent exchange rate.

  6. Avatar's neurobiological traces in the self-concept of massively multiplayer online role-playing game (MMORPG) addicts.

    PubMed

    Dieter, Julia; Hill, Holger; Sell, Madlen; Reinhard, Iris; Vollstädt-Klein, Sabine; Kiefer, Falk; Mann, Karl; Leménager, Tagrid

    2015-02-01

    Psychometric studies suggest that observed self-concept deficits in addicted massively multiplayer online role-playing game (MMORPG) are compensated through the replacement of their ideal (i.e., how an individual would like to be) by their own avatar (i.e., graphical agent in the virtual world). Neurobiological studies indicate that increased identification with their own avatar in regular MMORPG gamers is possibly reflected by enhanced avatar-referential brain activation in the left angular gyrus (AG). However, the neurobiological correlates reflecting the relations of the avatar to addicted gamers' self and ideal are still unexplored. Therefore, we compare these relations between addicted and nonaddicted MMORPG gamers. A sample of n = 15 addicted and n = 17 nonaddicted players underwent functional MRI (fMRI) while completing a Giessen-Test (GT)-derived paradigm assessing self-, ideal-, and avatar-related self-concept domains. Neurobiological analyses included the comparisons avatar versus self, avatar versus ideal, and avatar versus self, ideal. Psychometrically, addicts showed significantly lower scores on the self-concept subscale of 'social resonance,' that is, social popularity. In all avatar-related contrasts, within-group comparisons showed addicted players to exhibit significantly higher brain activations in the left AG. The between-groups comparisons revealed avatar-related left AG hyperactivations in addicts. Our results may suggest that addicted MMORPG players identify significantly more with their avatar than nonaddicted gamers. The concrete avatar might increasingly replace the rather abstract ideal in the transition from normal- controlled to addictive-compulsive MMORPG usage. PsycINFO Database Record (c) 2015 APA, all rights reserved.

  7. Fourteen Thousand Solar Systems and Growing: Results From the Starchitect Online Game at One Year

    NASA Astrophysics Data System (ADS)

    Harold, J. B.

    2015-12-01

    Starchitect (www.starchitect.net) is an online, end-to-end stellar and planetary evolution game designed to teach players about a variety of astronomy and planetary topics. Supported by NASA and NSF, and developed at the National Center for Interactive Learning at the Space Science Institute, the game uses the "sporadic play" model of games such as Farmville, where players might only take actions a few times a day, but continue playing for months. This framework is a natural fit for teaching about the evolution of stars and planets. Starchitect's systems evolve at a million years a minute, so that while massive stars will supernova almost immediately, lower mass stars like our sun will live for weeks of game time, possibly evolving life before passing through a red giant stage and ending their lives as white dwarfs. The game has now been live for over a year, playable both on Facebook and externally, and over 14,000 solar systems have been created by over 11,000 players. Since the game itself is heavily instrumented we now have access to a wealth of data that can be used to examine how people are playing the game and what tasks they are successfully engaging with. Through an embedded quiz game we are even in the position to assess the prior knowledge of our audience and execute pre/post assessments tied to game play. This paper will briefly describe the game and its educational strategies, then summarize some of our current results.

  8. Active fantasy sports: rationale and feasibility of leveraging online fantasy sports to promote physical activity.

    PubMed

    Moller, Arlen C; Majewski, Sara; Standish, Melanie; Agarwal, Pooja; Podowski, Aleksandra; Carson, Rebecca; Eyesus, Biruk; Shah, Aakash; Schneider, Kristin L

    2014-11-25

    The popularity of active video games (AVGs) has skyrocketed over the last decade. However, research suggests that the most popular AVGs, which rely on synchronous integration between players' activity and game features, fail to promote physical activity outside of the game or for extended periods of engagement. This limitation has led researchers to consider AVGs that involve asynchronous integration of players' ongoing physical activity with game features. Rather than build an AVG de novo, we selected an established sedentary video game uniquely well suited for the incorporation of asynchronous activity: online fantasy sports. The primary aim of this study was to explore the feasibility of a new asynchronous AVG-active fantasy sports-designed to promote physical activity. We conducted two pilot studies of an active fantasy sports game designed to promote physical activity. Participants wore a low cost triaxial accelerometer and participated in an online fantasy baseball (Study 1, n=9, 13-weeks) or fantasy basketball (Study 2, n=10, 17-weeks) league. Privileges within the game were made contingent on meeting weekly physical activity goals (eg, averaging 10,000 steps/day). Across the two studies, the feasibility of integrating physical activity contingent features and privileges into online fantasy sports games was supported. Participants found the active fantasy sports game enjoyable, as or more enjoyable than traditional (sedentary) online fantasy sports (Study 1: t8=4.43, P<.01; Study 2: t9=2.09, P=.07). Participants in Study 1 increased their average steps/day, t8=2.63, P<.05, while participants in Study 2 maintained (ie, did not change) their activity, t9=1.57, P=.15). In postassessment interviews, social support within the game was cited as a key motivating factor for increasing physical activity. Preliminary evidence supports potential for the active fantasy sports system as a sustainable and scalable intervention for promoting adult physical activity.

  9. Do Social Casino Gamers Migrate to Online Gambling? An Assessment of Migration Rate and Potential Predictors.

    PubMed

    Kim, Hyoun S; Wohl, Michael J A; Salmon, Melissa M; Gupta, Rina; Derevensky, Jeffrey

    2015-12-01

    Social casino games (i.e., free-to-play online gambling games) are enjoyed by millions of players worldwide on a daily basis. Despite being free to play, social casino games share many similarities to traditional casino games. As such, concerns have been raised as to whether social casino games influences the migration to online gambling among people who have not engaged in such activity (see Griffiths in World Online Gambl 9:12-13, 2010). To date, however, no empirical research has assessed this possibility. Thus, the purpose of the present research was to assess the extent to which social casino gamers migrate to online gambling and potential predictors (time spent on social casino games, skill building, enhancement and micro-transactions) of such migration. To this end, social casino gamers who never gambled online (N = 409) completed a questionnaire battery assessing our variables of interest and were re-contacted 6-months later to see if they had engaged in online gambling during the intervening months. Approximately 26% of social casino gamers reported having migrated to online gambling. Importantly, engagement in micro-transactions was the only unique predictor of migration from social casino gaming to online gambling. The implications for the potential harms associated with social casino gaming are discussed.

  10. Arithmetic Procedures are Induced from Examples.

    DTIC Science & Technology

    1985-08-13

    concrete numerals (eg. coins. Dienes blocks, poker chips. Montessori rods etc Analogy is included as a third hypothesis even though it is not particularly...collections of coins. Diennes blocks. Montessori rods and so forth. This is a mapping between two kinds of numerals. and not two procedures Later. this

  11. Multirelational organization of large-scale social networks in an online world

    PubMed Central

    Szell, Michael; Lambiotte, Renaud; Thurner, Stefan

    2010-01-01

    The capacity to collect fingerprints of individuals in online media has revolutionized the way researchers explore human society. Social systems can be seen as a nonlinear superposition of a multitude of complex social networks, where nodes represent individuals and links capture a variety of different social relations. Much emphasis has been put on the network topology of social interactions, however, the multidimensional nature of these interactions has largely been ignored, mostly because of lack of data. Here, for the first time, we analyze a complete, multirelational, large social network of a society consisting of the 300,000 odd players of a massive multiplayer online game. We extract networks of six different types of one-to-one interactions between the players. Three of them carry a positive connotation (friendship, communication, trade), three a negative (enmity, armed aggression, punishment). We first analyze these types of networks as separate entities and find that negative interactions differ from positive interactions by their lower reciprocity, weaker clustering, and fatter-tail degree distribution. We then explore how the interdependence of different network types determines the organization of the social system. In particular, we study correlations and overlap between different types of links and demonstrate the tendency of individuals to play different roles in different networks. As a demonstration of the power of the approach, we present the first empirical large-scale verification of the long-standing structural balance theory, by focusing on the specific multiplex network of friendship and enmity relations. PMID:20643965

  12. Multirelational organization of large-scale social networks in an online world.

    PubMed

    Szell, Michael; Lambiotte, Renaud; Thurner, Stefan

    2010-08-03

    The capacity to collect fingerprints of individuals in online media has revolutionized the way researchers explore human society. Social systems can be seen as a nonlinear superposition of a multitude of complex social networks, where nodes represent individuals and links capture a variety of different social relations. Much emphasis has been put on the network topology of social interactions, however, the multidimensional nature of these interactions has largely been ignored, mostly because of lack of data. Here, for the first time, we analyze a complete, multirelational, large social network of a society consisting of the 300,000 odd players of a massive multiplayer online game. We extract networks of six different types of one-to-one interactions between the players. Three of them carry a positive connotation (friendship, communication, trade), three a negative (enmity, armed aggression, punishment). We first analyze these types of networks as separate entities and find that negative interactions differ from positive interactions by their lower reciprocity, weaker clustering, and fatter-tail degree distribution. We then explore how the interdependence of different network types determines the organization of the social system. In particular, we study correlations and overlap between different types of links and demonstrate the tendency of individuals to play different roles in different networks. As a demonstration of the power of the approach, we present the first empirical large-scale verification of the long-standing structural balance theory, by focusing on the specific multiplex network of friendship and enmity relations.

  13. Flash Platform Examination

    DTIC Science & Technology

    2011-03-01

    than would be performed in software”[108]. Uro Tinic, one of the Flash player’s engineers, further clarifies exactly what Flash player 10 hardware...www.adobe.com/products/flashplayer/features/ (Access date: 28 Sep 2009). [109] Uro , T. What Does GPU Acceleration Mean? (online), http...133] Shorten, A. (2009), Design to Development: Flash Catalyst to Flash Builder, In Proceedings of Adobe Max 2009, Los Angeles, CA. 142 DRDC

  14. The Impact of Science Education Games on Prescription Drug Abuse Attitudes among Teens: A Case Study

    ERIC Educational Resources Information Center

    Klisch, Yvonne; Bowling, Kristi G.; Miller, Leslie M.; Ramos, Miguel A.

    2013-01-01

    Two online science education games, in which players learn about the risks of prescription drug abuse in the context of investigating crimes, were evaluated to determine shifts of prescription drug abuse attitudes attributable to game exposure. High school students from grades 11 and 12 (n = 179) were assigned to one of the games and participated…

  15. A Comprehensive Analysis of the Quality of Online Health-Related Information regarding Schizophrenia

    ERIC Educational Resources Information Center

    Guada, Joseph; Venable, Victoria

    2011-01-01

    Social workers are major mental health providers and, thus, can be key players in guiding consumers and their families to accurate information regarding schizophrenia. The present study, using the WebMedQual scale, is a comprehensive analysis across a one-year period at two different time points of the top for-profit and nonprofit sites that…

  16. Norm-Aware Socio-Technical Systems

    NASA Astrophysics Data System (ADS)

    Savarimuthu, Bastin Tony Roy; Ghose, Aditya

    The following sections are included: * Introduction * The Need for Norm-Aware Systems * Norms in human societies * Why should software systems be norm-aware? * Case Studies of Norm-Aware Socio-Technical Systems * Human-computer interactions * Virtual environments and multi-player online games * Extracting norms from big data and software repositories * Norms and Sustainability * Sustainability and green ICT * Norm awareness through software systems * Where To, From Here? * Conclusions

  17. Net profits.

    PubMed

    Menduno, M

    1999-03-01

    As Web traffic surges, health care has become a speed zone all its own. Sixth in Internet content, health sites draw two-thirds of all online users at least once. That's set off a race among the developers of specialized hubs aiming to organize it all--and cash in. "It's a land grab," says one player. "All of a sudden everyone woke up and said, 'We gotta do this.'"

  18. Online Digital Archives Technology That Supports Rich, Student-Centered Learning Experiences

    ERIC Educational Resources Information Center

    Hofer, Mark

    2004-01-01

    Today's students watch the newest movie trailers on the Web, share music files, play video games with other players over the Internet, and swap digital pictures of the latest teen idols. Donald Tapscott points out in his book Growing Up Digital that as this rich multimedia experience becomes more a part of students' lives outside of school, they…

  19. Testing Sleep Consolidation in Skill Learning: A Field Study Using an Online Game.

    PubMed

    Stafford, Tom; Haasnoot, Erwin

    2017-04-01

    Using an observational sample of players of a simple online game (n > 1.2 million), we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night's sleep and those whose breaks in practice probably did not contain a night's sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, but it fails to find any additional benefit of sleeping during a break from practice. We discuss reasons why the well-established phenomenon of sleep consolidation might not manifest in an observational study of skill development. We put the spacing effect into the context of the other known influences on skill learning: improvement with practice, and individual differences in initial performance. Analysis of performance data from games allows experimental results to be demonstrated outside of the lab and for experimental phenomenon to be put in the context of the performance of the whole task. Copyright © 2016 Cognitive Science Society, Inc.

  20. Prototyping Tool for Web-Based Multiuser Online Role-Playing Game

    NASA Astrophysics Data System (ADS)

    Okamoto, Shusuke; Kamada, Masaru; Yonekura, Tatsuhiro

    This letter proposes a prototyping tool for Web-based Multiuser Online Role-Playing Game (MORPG). The design goal is to make this tool simple and powerful. The tool is comprised of a GUI editor, a translator and a runtime environment. The GUI editor is used to edit state-transition diagrams, each of which defines the behavior of the fictional characters. The state-transition diagrams are translated into C program codes, which plays the role of a game engine in RPG system. The runtime environment includes PHP, JavaScript with Ajax and HTML. So the prototype system can be played on the usual Web browser, such as Fire-fox, Safari and IE. On a click or key press by a player, the Web browser sends it to the Web server to reflect its consequence on the screens which other players are looking at. Prospected users of this tool include programming novices and schoolchildren. The knowledge or skill of any specific programming languages is not required to create state-transition diagrams. Its structure is not only suitable for the definition of a character behavior but also intuitive to help novices understand. Therefore, the users can easily create Web-based MORPG system with the tool.

  1. Complexities of Counting.

    ERIC Educational Resources Information Center

    Stake, Bernadine Evans

    This document focuses on one child's skip counting methods. The pupil, a second grade student at Steuben School, in Kankakee, Illinois, was interviewed as she made several attempts at counting twenty-five poker chips on a circular piece of paper. The interview was part of a larger study of "Children's Conceptions of Number and Numeral,"…

  2. Symptoms and risk factors of depression during and after the football career of elite female players

    PubMed Central

    Prinz, Birgit; Dvořák, Jiří; Junge, Astrid

    2016-01-01

    Background The mental health of elite athletes has received increasing attention in recent years, but no study has evaluated the career–time prevalence of depression, and very few have analysed risk factors of mental health problems during or after the career. Methods 157 (response rate 64.1%) female players who played in the German First League answered an anonymous online survey on details of their football career, stressful and helpful conditions, depression and need of psychotherapeutic support during and after the football career. Results The career–time prevalence of depression symptoms was 32.3%. Significant differences in the average depression score were observed for playing positions (F=2.75; p<0.05) and levels of play (F=3.53; p<0.01). About half of the players (49.7%) stated ‘conflicts with coach/management’ as an important reason for their low in moods, followed by ‘low in performance/injury’ (48.4%) and ‘too little support/acknowledgement by the coach’ (40.0%). ‘Psychological strain/stress’ (46.5%) was (after injury) the second most important reason for lows in performance. During their career, almost 40% of players wanted or needed psychological support, but only 10% received it. After their career, the percentage of players wanting or needing psychological support decreased to 24%, of whom 90% received it. Conclusions The high prevalence of depression symptoms in combination with low use of psychotherapy during the career shows the need for de-stigmatisation of mental health issues in elite football. Furthermore, it seems very important to educate coaches, physicians, physiotherapists and club managers to recognise and prevent mental health problems of their players. PMID:27900184

  3. The incidence, prevalence, severity, mechanism and body region of injury in elite junior Australian football players: A prospective cohort study over one season.

    PubMed

    Lathlean, Timothy J H; Gastin, Paul B; Newstead, Stuart V; Finch, Caroline F

    2018-03-14

    To describe the incidence, prevalence, severity, mechanism and body region of injuries in elite junior Australian football (AF) players over one competitive season in order to help inform injury prevention interventions. Prospective cohort, data collected during the 2014 playing season. Player and staff-reported injuries sustained by 562 players from an under-18 state league were entered into an online sports injury surveillance system. An injury was recorded if it led to a missed training session or match. Injury incidence was calculated as the number of injuries per 1000h of training and competition. Injury severity was defined by the number of days players missed training or competition. Injury mechanism was identified as either contact, non-contact or overuse. There were 1192 football-related injuries sustained during the season; the majority (n=1041, 87.3%) were new, occurred during competition (n=954, 86%) and led to 4-7 missed days in severity (n=429, 46%). Injury incidence was 37.2 injuries per 1000h of exposure. Over half of injuries were contact in mechanism (n=355, 51%). Most injuries were to the lower limb (n=720, 60%), with the thigh representing the highest proportion of these. This study provides key information as to the aetiology of injury in this level of competition and provides a stronger foundation from which injury prevention studies could be carried out. Future research is well-placed to develop an understanding of the injury risk factors in the elite junior cohort, whilst also reducing injury risk once players transition to the AFL. Crown Copyright © 2018. Published by Elsevier Ltd. All rights reserved.

  4. Online Learning of Genetic Network Programming and its Application to Prisoner’s Dilemma Game

    NASA Astrophysics Data System (ADS)

    Mabu, Shingo; Hirasawa, Kotaro; Hu, Jinglu; Murata, Junichi

    A new evolutionary model with the network structure named Genetic Network Programming (GNP) has been proposed recently. GNP, that is, an expansion of GA and GP, represents solutions as a network structure and evolves it by using “offline learning (selection, mutation, crossover)”. GNP can memorize the past action sequences in the network flow, so it can deal with Partially Observable Markov Decision Process (POMDP) well. In this paper, in order to improve the ability of GNP, Q learning (an off-policy TD control algorithm) that is one of the famous online methods is introduced for online learning of GNP. Q learning is suitable for GNP because (1) in reinforcement learning, the rewards an agent will get in the future can be estimated, (2) TD control doesn’t need much memory and can learn quickly, and (3) off-policy is suitable in order to search for an optimal solution independently of the policy. Finally, in the simulations, online learning of GNP is applied to a player for “Prisoner’s dilemma game” and its ability for online adaptation is confirmed.

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

    PubMed

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

    2010-01-01

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

  6. Multiple player tracking in sports video: a dual-mode two-way bayesian inference approach with progressive observation modeling.

    PubMed

    Xing, Junliang; Ai, Haizhou; Liu, Liwei; Lao, Shihong

    2011-06-01

    Multiple object tracking (MOT) is a very challenging task yet of fundamental importance for many practical applications. In this paper, we focus on the problem of tracking multiple players in sports video which is even more difficult due to the abrupt movements of players and their complex interactions. To handle the difficulties in this problem, we present a new MOT algorithm which contributes both in the observation modeling level and in the tracking strategy level. For the observation modeling, we develop a progressive observation modeling process that is able to provide strong tracking observations and greatly facilitate the tracking task. For the tracking strategy, we propose a dual-mode two-way Bayesian inference approach which dynamically switches between an offline general model and an online dedicated model to deal with single isolated object tracking and multiple occluded object tracking integrally by forward filtering and backward smoothing. Extensive experiments on different kinds of sports videos, including football, basketball, as well as hockey, demonstrate the effectiveness and efficiency of the proposed method.

  7. Approximate N-Player Nonzero-Sum Game Solution for an Uncertain Continuous Nonlinear System.

    PubMed

    Johnson, Marcus; Kamalapurkar, Rushikesh; Bhasin, Shubhendu; Dixon, Warren E

    2015-08-01

    An approximate online equilibrium solution is developed for an N -player nonzero-sum game subject to continuous-time nonlinear unknown dynamics and an infinite horizon quadratic cost. A novel actor-critic-identifier structure is used, wherein a robust dynamic neural network is used to asymptotically identify the uncertain system with additive disturbances, and a set of critic and actor NNs are used to approximate the value functions and equilibrium policies, respectively. The weight update laws for the actor neural networks (NNs) are generated using a gradient-descent method, and the critic NNs are generated by least square regression, which are both based on the modified Bellman error that is independent of the system dynamics. A Lyapunov-based stability analysis shows that uniformly ultimately bounded tracking is achieved, and a convergence analysis demonstrates that the approximate control policies converge to a neighborhood of the optimal solutions. The actor, critic, and identifier structures are implemented in real time continuously and simultaneously. Simulations on two and three player games illustrate the performance of the developed method.

  8. The Efficacy of Exergames Played Proximally and over the Internet on Cognitive Functioning for Online Physical Education

    ERIC Educational Resources Information Center

    Kooiman, Brian J.; Sheehan, Dwayne P.

    2014-01-01

    Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…

  9. Blogging Is So Last Year--Now Podcasting Is Hot. Online Treasures

    ERIC Educational Resources Information Center

    Balas, Janet L.

    2005-01-01

    This column describes the latest innovation in iPod use, podcasts, which are audio files that can be downloaded and played either through a computer or an MP3 player such as an iPod. Because they are feeds, users can subscribe to podcasts and have them downloaded automatically to their computers. The author discusses ways in which podcasts may be…

  10. Fans, homophobia and masculinities in association football: evidence of a more inclusive environment.

    PubMed

    Cashmore, Ellis; Cleland, Jamie

    2012-06-01

    This article draws on 3,500 responses from fans and professionals involved in association football (soccer) to an anonymous online survey posted from June 2010 to October 2010 regarding their views towards gay footballers. The overall findings are that, contrary to assumptions of homophobia, there is evidence of rapidly decreasing homophobia within the culture of football fandom. The results advance inclusive masculinity theory with 93 per cent of fans of all ages stating that there is no place for homophobia within football. Fans blame agents and clubs for the lack of openness and challenge football's governing organizations to oppose the culture of secrecy surrounding gay players and to provide a more inclusive environment to support players who want to come out. © London School of Economics and Political Science 2012.

  11. Prevalence of Ulnar Collateral Ligament Surgery in Professional Baseball Players.

    PubMed

    Conte, Stan A; Fleisig, Glenn S; Dines, Joshua S; Wilk, Kevin E; Aune, Kyle T; Patterson-Flynn, Nancy; ElAttrache, Neal

    2015-07-01

    While the high rate of ulnar collateral ligament (UCL) injuries in professional baseball is widely discussed in the media and medical literature, the actual prevalence of UCL reconstruction has not been documented. The prevalence of UCL reconstruction will be higher among pitchers than nonpitchers, and Major League Baseball (MLB) pitchers will have a higher prevalence than will minor league pitchers. Descriptive epidemiology study. An online questionnaire was distributed to all 30 MLB organizations. Certified athletic trainers from each team administered the questionnaire to all players in the organization, including major league players and 6 levels of minor league players. Demographic data were compared between major and minor league players. Continuous variables (age, years of professional baseball, country of origin, etc) were compared with Student t tests (P < .05). Categorical variables (level, position, etc) were compared using chi-square analysis (P < .05). A total of 5088 professional baseball players (722 major league and 4366 minor league) participated in the survey. Pitchers represented 53% of all players, and 497 players reported at least 1 UCL reconstruction, demonstrating a prevalence rate of 10% (497 of 5088). Pitchers reported a significantly higher prevalence of UCL reconstruction (16%; 437 of 2706) than nonpitchers (3%; 60 of 2382; P < .001). Among major league pitchers, 25% (96 of 382) had a history of UCL reconstruction, while minor league pitchers showed a 15% (341 of 2324) prevalence (P < .001). Major league pitchers were also significantly older (28.8 ± 3.9 years) than minor league pitchers (22.8 ± 3.0; P < .001). The majority of major leaguers (86%) had their UCL reconstruction as professional pitchers, whereas the majority of minor league pitchers (61%) underwent their UCL reconstruction during high school and college (P < .001). The rates of UCL revision, prior elbow surgery, prior shoulder surgery, and types of UCL graft were similar between the major league and minor league pitchers. No difference in prevalence was shown between pitchers born in the United States versus Latin American countries. Pitchers have a high prevalence of UCL reconstruction in professional baseball, with 25% of major league pitchers and 15% of minor league pitchers having a history of the surgery. © 2015 The Author(s).

  12. The Development of the Problematic Online Gaming Questionnaire (POGQ)

    PubMed Central

    Demetrovics, Zsolt; Urbán, Róbert; Nagygyörgy, Katalin; Farkas, Judit; Griffiths, Mark D.; Pápay, Orsolya; Kökönyei, Gyöngyi; Felvinczi, Katalin; Oláh, Attila

    2012-01-01

    Background Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming. Methods A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. Results EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions – preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal – the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. Conclusions The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales. PMID:22590541

  13. Neural network based online simultaneous policy update algorithm for solving the HJI equation in nonlinear H∞ control.

    PubMed

    Wu, Huai-Ning; Luo, Biao

    2012-12-01

    It is well known that the nonlinear H∞ state feedback control problem relies on the solution of the Hamilton-Jacobi-Isaacs (HJI) equation, which is a nonlinear partial differential equation that has proven to be impossible to solve analytically. In this paper, a neural network (NN)-based online simultaneous policy update algorithm (SPUA) is developed to solve the HJI equation, in which knowledge of internal system dynamics is not required. First, we propose an online SPUA which can be viewed as a reinforcement learning technique for two players to learn their optimal actions in an unknown environment. The proposed online SPUA updates control and disturbance policies simultaneously; thus, only one iterative loop is needed. Second, the convergence of the online SPUA is established by proving that it is mathematically equivalent to Newton's method for finding a fixed point in a Banach space. Third, we develop an actor-critic structure for the implementation of the online SPUA, in which only one critic NN is needed for approximating the cost function, and a least-square method is given for estimating the NN weight parameters. Finally, simulation studies are provided to demonstrate the effectiveness of the proposed algorithm.

  14. The Role of Shoe Design in Ankle Sprain Rates Among Collegiate Basketball Players

    PubMed Central

    Curtis, Claudia K; Laudner, Kevin G; McLoda, Todd A; McCaw, Steven T

    2008-01-01

    Context: Much of the recent focus in shoe design and engineering has been on improving athletic performance. Currently, this improvement has been in the form of “cushioned column systems,” which are spring-like in design and located under the heel of the shoe in place of a conventional heel counter. Concerns have been raised about whether this design alteration has increased the incidence of ankle sprains. Objective: To examine the incidence of lateral ankle sprains in collegiate basketball players with regard to shoe design. Design: Prospective cohort study. Setting: Certified athletic trainers at 1014 National Collegiate Athletic Association (NCAA)-affiliated schools sponsoring basketball during the 2005–2006 regular season were notified of an online questionnaire. Athletic trainers at 22 of the 1014 schools participated. Patients or Other Participants: A total of 230 basketball players (141 males, 89 females; age  =  20.2 ± 1.5 years) from NCAA Division I–III basketball programs sustained lateral ankle sprains. Main Outcome Measure(s): Ankle sprain information and type of shoe worn (cushioned column or noncushioned column) were collected via online survey. The incidence of lateral ankle sprains and type of shoes worn were compared using a chi-square analysis. Results: No difference was noted in ankle sprain incidence between groups (χ2  =  2.44, P  =  .20, relative risk  =  1.47, 95% confidence interval [CI]  =  0.32, 6.86). The incidence of ankle sprains was 1.33 per 1000 exposures in the cushioned column group (95% CI  =  0.62, 3.51) and 1.96 per 1000 exposures in the noncushioned column group (95% CI  =  0.51, 4.22). Conclusions: No increased incidence of ankle sprains was associated with shoe design. PMID:18523571

  15. A Hands-On Activity to Introduce the Effects of Transmission by an Invasive Species

    ERIC Educational Resources Information Center

    May, Barbara Jean

    2013-01-01

    This activity engages students to better understand the impact of transmission by invasive species. Using dice, poker chips, and paper plates, an entire class mimics the spread of an invasive species within a geographic region. The activity can be modified and conducted at the K-16 levels.

  16. 76 FR 20715 - National Environmental Policy Act; Sounding Rockets Program; Poker Flat Research Range

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-04-13

    ...), and NASA's NEPA policy and procedures (14 CFR part 1216, subpart 1216.3), NASA intends to prepare an... to apprise interested agencies, organizations, tribal governments, and individuals of NASA's intent... significant environmental issues to be evaluated in the EIS. In cooperation with BLM, UAF, and USFWS, NASA...

  17. Stream dissolved organic matter bioavailability and composition in watersheds underlain with discontinuous permafrost

    Treesearch

    Kelly L. Balcarczyk; Jeremy B. Jones; Rudolf Jaffe; Nagamitsu Maie

    2009-01-01

    We examined the impact of permafrost on dissolved organic matter (DOM) composition in Caribou-Poker Creeks Research Watershed (CPCRW), a watershed underlain with discontinuous permafrost, in interior Alaska. The stream draining the high permafrost watershed had higher DOC and dissolved organic nitrogen (DON) concentrations, higher DOCDON and greater specific...

  18. 75 FR 19246 - Safety Zone; Desert Storm, Lake Havasu, AZ

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-04-14

    ...-AA00 Safety Zone; Desert Storm, Lake Havasu, AZ AGENCY: Coast Guard, DHS. ACTION: Temporary final rule... navigable waters of the Colorado River in Lake Havasu, Lake Havasu City, Arizona in support of the Desert.... Background and Purpose The Lake Racer LLC is sponsoring the Desert Storm Charity Poker Run and Exhibition Run...

  19. A computer model for high-latitude phase scintillation based on wideband satellite data from Poker Flat

    NASA Astrophysics Data System (ADS)

    Fremouw, E. J.; Lansinger, J. M.

    1981-02-01

    A mathematical model has been developed for describing plasma-density irregularities responsible for radiowave scintillation produced in the auroral ionosphere, and the model has been committed to an applications-oriented computer code, WBMOD. The model characterizes the three-dimensional configuration, gradient sharpness, and height-integrated strength of irregularities represented by a power-law spatial spectrum as functions of geomagnetic latitude, time of day, sunspot number, and planetary geomagnetic activity index. Program WBMOD permits calculation of the power-law index and spectral strength (at a fluctuation frequency of 1 Hz) of phase scintillation, together with scintillation indices (variances) for phase and intensity, using a phase-screen scattering theory. The model has been calibrated and iteratively tested against phase-scintillation data from the DNA Wideband Satellite Experiment, collected at Poker Flat, Alaska. It does not account for seasonal variations in high-latitude scintillation observed in other longitude sectors. The program contains a model for middle-latitude and equatorial irregularities as well as for auroral latitudes, but only the latter has been tested extensively against high-quality scintillation data.

  20. Pokémon GO and psychological distress, physical complaints, and work performance among adult workers: a retrospective cohort study.

    PubMed

    Watanabe, Kazuhiro; Kawakami, Norito; Imamura, Kotaro; Inoue, Akiomi; Shimazu, Akihito; Yoshikawa, Toru; Hiro, Hisanori; Asai, Yumi; Odagiri, Yuko; Yoshikawa, Etsuko; Tsutsumi, Akizumi

    2017-09-07

    The effects of Pokémon GO, a new mobile game application which utilizes augmented reality, on risky behavior and health have already been discussed in anecdotal evidence. However, there have been no studies about its effects on mental health. This study investigated the relationships between Pokémon GO and psychological distress from an existing workers' cohort in Japan. Online surveys were conducted to 3,915 full-time workers, at baseline (Nov 26, 2015-Feb 18, 2016) and at follow-up (Dec 1-4, 2016), using a self-report questionnaire. Pokémon GO players were defined as participants who had played Pokémon GO for one month or longer. Psychological distress was measured using validated scales. Of the completers, 246 (9.7%) had continued to play Pokémon GO. They were significantly younger than non-players. From the results of the general linear modeling, improvement in psychological distress was significantly greater among Pokémon GO players than among non-players (p = 0.025). Cohen's d for the difference in psychological distress was -0.20 (95% CI, -0.33, -0.07). Pokémon GO may be effective for improving psychological distress among workers. Although its effect size is small, the game could have positive effects on the mental health of the adult working population.

  1. ComVisMD - compact visualization of multidimensional data: experimenting with cricket players data

    NASA Astrophysics Data System (ADS)

    Dandin, Shridhar B.; Ducassé, Mireille

    2018-03-01

    Database information is multidimensional and often displayed in tabular format (row/column display). Presented in aggregated form, multidimensional data can be used to analyze the records or objects. Online Analytical database Processing (OLAP) proposes mechanisms to display multidimensional data in aggregated forms. A choropleth map is a thematic map in which areas are colored in proportion to the measurement of a statistical variable being displayed, such as population density. They are used mostly for compact graphical representation of geographical information. We propose a system, ComVisMD inspired by choropleth map and the OLAP cube to visualize multidimensional data in a compact way. ComVisMD displays multidimensional data like OLAP Cube, where we are mapping an attribute a (first dimension, e.g. year started playing cricket) in vertical direction, object coloring based on b (second dimension, e.g. batting average), mapping varying-size circles based on attribute c (third dimension, e.g. highest score), mapping numbers based on attribute d (fourth dimension, e.g. matches played). We illustrate our approach on cricket players data, namely on two tables Country and Player. They have a large number of rows and columns: 246 rows and 17 columns for players of one country. ComVisMD’s visualization reduces the size of the tabular display by a factor of about 4, allowing users to grasp more information at a time than the bare table display.

  2. Magical flight and monstrous stress: technologies of absorption and mental wellness in Azeroth.

    PubMed

    Snodgrass, Jeffrey G; Lacy, Michael G; Francois Dengah, H J; Fagan, Jesse; Most, David E

    2011-03-01

    Videogame players commonly report reaching deeply "immersive" states of consciousness, in some cases growing to feel like they actually are their characters and really in the game, with such fantastic characters and places potentially only loosely connected to offline selves and realities. In the current investigation, we use interview and survey data to examine the effects of such "dissociative" experiences on players of the popular online videogame, World of Warcraft (WoW). Of particular interest are ways in which WoW players' emotional identification with in-game second selves can lead either to better mental well-being, through relaxation and satisfying positive stress, or, alternatively, to risky addiction-like experiences. Combining universalizing and context-dependent perspectives, we suggest that WoW and similar games can be thought of as new "technologies of absorption"--contemporary practices that can induce dissociative states in which players attribute dimensions of self and experience to in-game characters, with potential psychological benefit or harm. We present our research as an empirically grounded exploration of the mental health benefits and risks associated with dissociation in common everyday contexts. We believe that studies such as ours may enrich existing theories of the health dynamics of dissociation, relying, as they often do, on data drawn either from Western clinical contexts involving pathological disintegrated personality disorders or from non-Western ethnographic contexts involving spiritual trance.

  3. Electronic Gaming Machine (EGM) Environments: Market Segments and Risk.

    PubMed

    Rockloff, Matthew; Moskovsky, Neda; Thorne, Hannah; Browne, Matthew; Bryden, Gabrielle

    2017-12-01

    This study used a marketing-research paradigm to explore gamblers' attraction to EGMs based on different elements of the environment. A select set of environmental features was sourced from a prior study (Thorne et al. in J Gambl Issues 2016b), and a discrete choice experiment was conducted through an online survey. Using the same dataset first described by Rockloff et al. (EGM Environments that contribute to excess consumption and harm, 2015), a sample of 245 EGM gamblers were sourced from clubs in Victoria, Australia, and 7516 gamblers from an Australian national online survey-panel. Participants' choices amongst sets of hypothetical gambling environments allowed for an estimation of the implied individual-level utilities for each feature (e.g., general sounds, location, etc.). K-means clustering on these utilities identified four unique market segments for EGM gambling, representing four different types of consumers. The segments were named according to their dominant features: Social, Value, High Roller and Internet. We found that the environments orientated towards the Social and Value segments were most conducive to attracting players with relatively few gambling problems, while the High Roller and Internet-focused environments had greater appeal for players with problems and vulnerabilities. This study has generated new insights into the kinds of gambling environments that are most consistent with safe play.

  4. The immediate and long-term effects of time perspective on Internet gaming disorder.

    PubMed

    Lukavská, Kateřina

    2018-03-01

    Backgrounds and aims This study focuses on the role of time perspective (TP) in Internet gaming disorder (IGD). An inventory-based study on 377 massive multiplayer online role playing game players was conducted, followed by a 3-year-follow-up in which 48 active players from the original sample participated. We proposed that TP factors (negative TP and future positive TP) will influence either the current presence of IGD symptoms or the further development of IGD over time. In other words, the effect of TP is stable. Finally, game usage patterns were analyzed in the sense of changes in playing time and IGD symptoms in gamers after 3 years. Methods To access the variables, two scales were administered through online inventory, the Zimbardo Time Perspective Inventory-short, and Charlton and Danforths' Core Addiction Scale, both in 2012 (N = 377) and 2015 (N = 48). The amount of time that gamers usually spent playing were obtained through self-reports. Results The study's primary presumptions were confirmed. Both negative TP and future positive TP were confirmed as significant predictors of the presence of IGD symptoms, either immediately or in the following 3 years. Data on game usage showed a significant decrease in playing time and IGD symptoms between year 0 and year 3 of the study.

  5. Pricing strategies, the strength of bidding intentions, and online auction performance: a cross-cultural study.

    PubMed

    Peng, Yu-Shu; Jan, Lih-Tsyr

    2009-10-01

    Over the past decade, electronic markets based on the Internet, particularly online auctions, have become popular venues for conducting business. Previous studies often focused on the construction of the best bidding model, while few studies have tried to integrate multiple pricing strategies to predict the probability of closing an auction and the price premium. This study constructs a mediated model to examine the relationship among pricing strategies, the strength of bidding intentions, and online auction performance. The sample consists of 1,055 auctions of iPod MP3 players from eBay Web sites in Hong Kong, Singapore, Belgium, and France. Empirical results show that the pricing strategies directly influence both the probability of closing an auction and the level of price premium. The pricing strategies also indirectly influence the price premium through the mediating effect of the strength of bidding intentions.

  6. A multimodal interface device for online board games designed for sight-impaired people.

    PubMed

    Caporusso, Nicholas; Mkrtchyan, Lusine; Badia, Leonardo

    2010-03-01

    Online games between remote opponents playing over computer networks are becoming a common activity of everyday life. However, computer interfaces for board games are usually based on the visual channel. For example, they require players to check their moves on a video display and interact by using pointing devices such as a mouse. Hence, they are not suitable for visually impaired people. The present paper discusses a multipurpose system that allows especially blind and deafblind people playing chess or other board games over a network, therefore reducing their disability barrier. We describe and benchmark a prototype of a special interactive haptic device for online gaming providing a dual tactile feedback. The novel interface of this proposed device is able to guarantee not only a better game experience for everyone but also an improved quality of life for sight-impaired people.

  7. Introducing B2B Service Level Measures via a Poker-Card Activity

    ERIC Educational Resources Information Center

    Chen, Chun-Miin; Bailey, Matthew D.

    2016-01-01

    To determine the appropriate level of product availability, most operations management textbooks introduce and define service level measures in a Business-to-Customer context. In other words, a retailer that wants to measure product availability in their store calculates the fill rate (FR) or cycle service level over an infinite review horizon.…

  8. Water quality and streamflow in the Caribou-Poker Creeks Research Watershed, central Alaska, 1978.

    Treesearch

    Jerry W. Hilgert; Charles W. Slaughter

    1983-01-01

    Baseline data from 1978 are presented on precipitation, streamflow, and chemical and biological water quality in a subarctic, taiga watershed. First-, second-, and third-order streams that drain undisturbed catchments embracing permafrost-underlain and permafrost-free landscapes were monitored; results are being used in analysis of the natural, undisturbed condition of...

  9. Water quality and streamflow in the Caribou-Poker Creeks Research Watershed, central Alaska, 1979.

    Treesearch

    Jerry W. Hilgert; Charles W. Slaughter

    1987-01-01

    Baseline data from 1979 are presented on precipitation, streamflow, occurrence of permafrost, and physical and chemical water quality in a subarctic, tiaga watershed. First- to third-order streams drain catchments embracing permafrost-underlain and permafrost-free landscapes in the undisturbed research watershed. The data are compared to those from a fourth-order...

  10. Gunslingers, poker players, and chickens 1: Decision making under physical performance pressure in elite athletes.

    PubMed

    Parkin, Beth L; Warriner, Katie; Walsh, Vincent

    2017-01-01

    The cognitive skills required during sport are highly demanding; accurate decisions based on the processing of dynamic environments are made in a fraction of a second (Walsh, 2014). Optimal decision-making abilities are crucial for success in sporting competition (Bar-Eli et al., 2011; Kaya, 2014). Moreover, for the elite athlete, decision making is required under conditions of intense mental and physical pressure (Anshel and Wells, 2000), yet much of the work in this area has largely ignored the highly stressful context in which athletes operate. A number of studies have shown that conditions of elevated pressure influence athletes' decision quality (Kinrade et al., 2015; Smith et al., 2016), response times (Hepler, 2015; Smith et al., 2016) and risk taking (Pighin et al., 2015). However, almost all of this work has been undertaken in nonelite athletes and participants who do not routinely operate under conditions of high stress. Thus, there is very little known about the influence of pressure on decision making in elite athletes. This study investigated the influence of physical performance pressure on decision making in a sample of world-class elite athletes. This allowed an examination of whether findings from the previous work in nonelite athletes extend to those who routinely operate under conditions of high stress. How this work could be applied to improve insight and understanding of decision making among sport professionals is examined. We sought to introduce a categorization of decision making useful to practitioners in sport: gunslingers, poker players, and chickens. Twenty-three elite athletes who compete and have frequent success at an international level (including six Olympic medal winners) performed tasks relating to three categories of decision making under conditions of low and high physical pressure. Decision making under risk was measured with performance on the Cambridge Gambling Task (CGT; Rogers et al., 1999), decision making under uncertainty with the Balloon Analogue Risk Task (BART; Lejuez et al., 2002), and fast reactive responses and interference with the Stroop Task (Stroop, 1935). Performance pressures of physical exhaustion was induced via an exercise protocol consisting of intervals of maximal exertion undertaken on a watt bike. At a group level, under physical pressure elite athletes were faster to respond to control trials on the Stroop Task and to simple probabilistic choices on the CGT. Physical pressure was also found to increase risk taking for decisions where probability outcomes were explicit (on the CGT), but did not affect risk taking when probability outcomes were unknown (on the BART). There were no significant correlations in the degree to which individuals' responses changed under pressure across the three tasks, suggesting that elite athletes did not show consistent responses to physical pressure across measures of decision making. When assessing the applicability of results based on group averages to individual athletes, none of the sample showed an "average" response (within 1 SD of the mean) to pressure across all three decision-making tasks. There are three points of conclusion. First, an immediate scientific point that highlights a failure of transfer of work reported from nonelite athletes to elite athletes in the area of decision making under pressure. Second, a practical conclusion with respect to the application of this work to the elite sporting environment, which highlights the limitations of statistical approaches based on group averages and thus the beneficial use of individualized profiling in feedback sessions. Third, the application of this work in a sports setting is described, in particular the development and implementation of a decision-making taxonomy as a framework to conceptualize and communicate psychological skills among elite sporting professionals. © 2017 Elsevier B.V. All rights reserved.

  11. Gambling pathology is associated with dampened cortisol response among men and women.

    PubMed

    Paris, J J; Franco, C; Sodano, R; Frye, C A; Wulfert, E

    2010-02-09

    Pathological gambling has many similarities to pharmacological addiction. Notably, both pathological gambling and drug addiction are characterized by aberrations in hypothalamic-pituitary-adrenal (HPA) axis responding. As well, there are indications that gender differences may play a role in these processes. Whether gender and/or HPA response are associated with pathological gambling was of interest. Recreational and pathological gamblers (15 men and 6 women per group) had the HPA factor, cortisol, assessed in saliva before and after watching a video of their preferred mode of gambling (slot machines, horse race betting, scratch-off tickets, blackjack, video poker, craps, sports betting, online casino games, or lottery tickets), and a video of neutral stimuli (a rollercoaster ride). Basal levels of salivary cortisol did not significantly differ among recreational and pathological gamblers. However, recreational gamblers demonstrated significantly increased salivary cortisol levels after the gambling and rollercoaster videos, whereas pathological gamblers demonstrated no salivary cortisol increase in response to either video stimulus. There was also a non-significant trend for women to have a greater cortisol response to video stimuli compared to men. These data suggest that pathological gambling is associated with hypoactive HPA response to gambling stimuli, similar to chronic drug exposure, and gender may contribute to this effect. Published by Elsevier Inc.

  12. A systematic review and meta-analysis of concussion in rugby union.

    PubMed

    Gardner, Andrew J; Iverson, Grant L; Williams, W Huw; Baker, Stephanie; Stanwell, Peter

    2014-12-01

    Rugby Union, a popular full-contact sport played throughout the world, has one of the highest rates of concussion of all full-contact sports. The aim of the current review was to systematically evaluate the available evidence on concussion in Rugby Union and to conduct a meta-analysis of findings regarding the incidence of concussion. Articles were retrieved via a number of online databases. The current review examined all articles published in English up to May 2014 pertaining to concussion in Rugby Union players. The key search terms included 'Rugby Union', 'rugby', 'union', and 'football', in combination with the injury terms 'athletic injuries', 'concussion', 'sports concussion', 'sports-related concussion', 'brain concussion', 'brain injury', 'brain injuries', 'mild traumatic brain injury', 'mTBI', 'traumatic brain injury', 'TBI', 'craniocerebral trauma', 'head injury', and 'brain damage'. The final search outcome following the eligibility screening process resulted in the inclusion of 96 articles for this review. The meta-analysis included a total of 37 studies. The results of the meta-analysis revealed an overall incidence of match-play concussion in men's rugby-15s of 4.73 per 1,000 player match hours. The incidence of concussion during training was 0.07 per 1,000 practice hours. The incidence of concussion in women's rugby-15s was 0.55 per 1,000 player match hours. In men's rugby-7s match-play, concussion incidence was 3.01 per 1,000 player match hours. The incidence of concussion varied considerably between levels of play, with elite level play recording a rate of 0.40 concussions per 1,000 player match hours, schoolboy level 0.62 concussions per 1,000 player match hours, and the community or sub-elite level recording a rate of 2.08 concussions per 1,000 player match hours. The incidence of concussion in men's rugby-15s as a function of playing position (forwards vs. backs) was 4.02 and 4.85 concussions per 1,000 player match hours, respectively. Concussion is a common injury sustained and reported in match play and to a lesser extent during practice by Rugby Union players. Based on the available published data, there appears to be a variation in risk of concussion across level of play, with the sub-elite level having the greatest incidence of injury. Future research focused on studying the acute consequences and best management strategies in current players, and the potential longer term outcomes of concussion in retired players, is needed. A focus on the areas of prevention, injury identification, and medical management, and risk for long-term outcomes will be of benefit to current athletes.

  13. Effect of position, time in the season, and playing surface on Achilles tendon ruptures in NFL games: a 2009-10 to 2016-17 review.

    PubMed

    Krill, Michael K; Borchers, James R; Hoffman, Joshua T; Krill, Matthew L; Hewett, Timothy E

    2017-09-01

    Achilles tendon (AT) ruptures are a potentially career-altering and ending injury. Achilles tendon ruptures have a below average return-to-play rate compared to other common orthopaedic procedures for National Football League (NFL) players. The objective of this study was to monitor the incidence and injury rates (IR) of AT ruptures that occurred during the regular season in order to evaluate the influence of player position, time of injury, and playing surface on rupture rates. A thorough online review was completed to identify published injury reports and public information regarding AT ruptures sustained during regular season and post-season games in the National Football League (NFL) during the 2009-10 to 2016-17 seasons. Team schedules, player position details and stadium information was used to determine period of the season of injury and playing surface. IRs were calculated per 100 team games (TG). Injury rate ratios (IRR) were utilized to compare IRs. During eight monitored seasons, there were 44 AT ruptures in NFL games. A majority of AT ruptures were sustained in the first eight games of the regular season (n = 32, 72.7%). There was a significant rate difference for the first and second four-game segments of the regular season compared to the last two four-game segments of the regular season. Defensive players suffered a majority of AT ruptures (n = 32, 72.7%). The IR on grass was 1.00 per 100 TG compared to 1.08 per 100 TG on artificial turf (IRR: 0.93, p = .80). A significant increase in AT ruptures occurred in the first and second four game segments of the regular season compared to the last two-four game segments of the regular season. Defensive players suffered a majority of AT ruptures compared to offensive or specialist players. There was no difference between AT rupture rates and playing surface in games.

  14. Formative Evaluation of a Massively Multi-Player Persistent (MMP) Environment for Asymmetric Warfare Exercises

    DTIC Science & Technology

    2008-04-01

    Initiative acknowledges the dearth of published research on Massively Multiplayer Online Games ((MMOGs), which are based on MMP technology) for...wanting help during the emergency, protesting insufficient aid being delivered in time, escalating to violence , including sniper attacks and attempted... multiplayer environment. The movement control systems were rated "moderately easy" to learn, and ease of movement after learning to use the controls was rated

  15. Why are some languages confused for others? Investigating data from the Great Language Game.

    PubMed

    Skirgård, Hedvig; Roberts, Seán G; Yencken, Lars

    2017-01-01

    In this paper we explore the results of a large-scale online game called 'the Great Language Game', in which people listen to an audio speech sample and make a forced-choice guess about the identity of the language from 2 or more alternatives. The data include 15 million guesses from 400 audio recordings of 78 languages. We investigate which languages are confused for which in the game, and if this correlates with the similarities that linguists identify between languages. This includes shared lexical items, similar sound inventories and established historical relationships. Our findings are, as expected, that players are more likely to confuse two languages that are objectively more similar. We also investigate factors that may affect players' ability to accurately select the target language, such as how many people speak the language, how often the language is mentioned in written materials and the economic power of the target language community. We see that non-linguistic factors affect players' ability to accurately identify the target. For example, languages with wider 'global reach' are more often identified correctly. This suggests that both linguistic and cultural knowledge influence the perception and recognition of languages and their similarity.

  16. The long term response of stream flow to climatic warming in headwater streams of interior Alaska

    Treesearch

    Jeremy B. Jones; Amanda J. Rinehart

    2010-01-01

    Warming in the boreal forest of interior Alaska will have fundamental impacts on stream ecosystems through changes in stream hydrology resulting from upslope loss of permafrost, alteration of availability of soil moisture, and the distribution of vegetation. We examined stream flow in three headwater streams of the Caribou-Poker Creeks Research Watershed (CPCRW) in...

  17. Using Pinochle to Motivate the Restricted Combinations with Repetitions Problem

    ERIC Educational Resources Information Center

    Gorman, Patrick S.; Kunkel, Jeffrey D.; Vasko, Francis J.

    2011-01-01

    A standard example used in introductory combinatoric courses is to count the number of five-card poker hands possible from a straight deck of 52 distinct cards. A more interesting problem is to count the number of distinct hands possible from a Pinochle deck in which there are multiple, but obviously limited, copies of each type of card (two…

  18. Observation and Modeling of the Generation Mechanism of Ion Upflow during Sudden Commencement

    NASA Astrophysics Data System (ADS)

    Zou, S.; Ozturk, D. S.; Li, C.; Varney, R. H.; Reimer, A.

    2017-12-01

    Sudden commencement (SC) induced by solar wind pressure enhancement can produce significant global impact on the coupled magnetosphere-ionosphere (MI) system, and its effects have been studied extensively using ground magnetometers and coherent scatter radars. However, very limited observations have been reported about the effects of SC on the ionospheric plasma. We study the ionosphere response to the SC using the Poker Flat incoherent scatter radar (PFISR) and numerical simulations. A detailed case study of SC during the 17 March 2015 storm was conducted. PFISR observed lifting of the F region ionosphere, transient field-aligned ion upflow, prompt but short-lived ion temperature increase, subsequent F region density decrease, and persistent electron temperature increase. A global magnetohydrodynamic (MHD) simulation has been carried out to characterize the SC-induced current, convection, and magnetic perturbations. Simulated magnetic perturbations at Poker Flat show a satisfactory agreement with observations. The simulation provides a global context for linking localized PFISR observations to large-scale dynamic processes in the MI system. Following the case study, we also perform a statistical study of the effects of SC on the ionosphere focusing on the magnetic local time and latitudinal asymmetries using PFISR and GPS TEC.

  19. First light from a kilometer-baseline Scintillation Auroral GPS Array.

    PubMed

    Datta-Barua, S; Su, Y; Deshpande, K; Miladinovich, D; Bust, G S; Hampton, D; Crowley, G

    2015-05-28

    We introduce and analyze the first data from an array of closely spaced Global Positioning System (GPS) scintillation receivers established in the auroral zone in late 2013 to measure spatial and temporal variations in L band signals at 100-1000 m and subsecond scales. The seven receivers of the Scintillation Auroral GPS Array (SAGA) are sited at Poker Flat Research Range, Alaska. The receivers produce 100 s scintillation indices and 100 Hz carrier phase and raw in-phase and quadrature-phase samples. SAGA is the largest existing array with baseline lengths of the ionospheric diffractive Fresnel scale at L band. With an initial array of five receivers, we identify a period of simultaneous amplitude and phase scintillation. We compare SAGA power and phase data with collocated 630.0 nm all-sky images of an auroral arc and incoherent scatter radar electron precipitation measurements, to illustrate how SAGA can be used in multi-instrument observations for subkilometer-scale studies. A seven-receiver Scintillation Auroral GPS Array (SAGA) is now at Poker Flat, Alaska SAGA is the largest subkilometer array to enable phase/irregularities studies Simultaneous scintillation, auroral arc, and electron precipitation are observed.

  20. First light from a kilometer-baseline Scintillation Auroral GPS Array

    PubMed Central

    Datta-Barua, S; Su, Y; Deshpande, K; Miladinovich, D; Bust, G S; Hampton, D; Crowley, G

    2015-01-01

    We introduce and analyze the first data from an array of closely spaced Global Positioning System (GPS) scintillation receivers established in the auroral zone in late 2013 to measure spatial and temporal variations in L band signals at 100–1000 m and subsecond scales. The seven receivers of the Scintillation Auroral GPS Array (SAGA) are sited at Poker Flat Research Range, Alaska. The receivers produce 100 s scintillation indices and 100 Hz carrier phase and raw in-phase and quadrature-phase samples. SAGA is the largest existing array with baseline lengths of the ionospheric diffractive Fresnel scale at L band. With an initial array of five receivers, we identify a period of simultaneous amplitude and phase scintillation. We compare SAGA power and phase data with collocated 630.0 nm all-sky images of an auroral arc and incoherent scatter radar electron precipitation measurements, to illustrate how SAGA can be used in multi-instrument observations for subkilometer-scale studies. Key Points A seven-receiver Scintillation Auroral GPS Array (SAGA) is now at Poker Flat, Alaska SAGA is the largest subkilometer array to enable phase/irregularities studies Simultaneous scintillation, auroral arc, and electron precipitation are observed PMID:26709318

  1. Climatology of tropospheric vertical velocity spectra

    NASA Technical Reports Server (NTRS)

    Ecklund, W. L.; Gage, K. S.; Balsley, B. B.; Carter, D. A.

    1986-01-01

    Vertical velocity power spectra obtained from Poker Flat, Alaska; Platteville, Colorado; Rhone Delta, France; and Ponape, East Caroline Islands using 50-MHz clear-air radars with vertical beams are given. The spectra were obtained by analyzing the quietest periods from the one-minute-resolution time series for each site. The lengths of available vertical records ranged from as long as 6 months at Poker Flat to about 1 month at Platteville. The quiet-time vertical velocity spectra are shown. Spectral period ranging from 2 minutes to 4 hours is shown on the abscissa and power spectral density is given on the ordinate. The Brunt-Vaisala (B-V) periods (determined from nearby sounding balloons) are indicated. All spectra (except the one from Platteville) exhibit a peak at periods slightly longer than the B-V period, are flat at longer periods, and fall rapidly at periods less than the B-V period. This behavior is expected for a spectrum of internal waves and is very similar to what is observed in the ocean (Eriksen, 1978). The spectral amplitudes vary by only a factor of 2 or 3 about the mean, and show that under quiet conditions vertical velocity spectra from the troposphere are very similar at widely different locations.

  2. Effectiveness and cost-effectiveness of an injury prevention programme for adult male amateur soccer players: design of a cluster-randomised controlled trial

    PubMed Central

    Krist, Mark R; Schmikli, Sandor L; Stubbe, Janine H; de Wit, G Ardine; Inklaar, Han; van de Port, Ingrid G L; Backx, Frank J G

    2010-01-01

    Background and aims Approximately 16% of all sports injuries in the Netherlands are caused by outdoor soccer. A cluster-randomised controlled trial has been designed to investigate the effectiveness and cost-effectiveness of an injury prevention programme (‘The11’) for male amateur soccer players. The injury prevention programme The11, developed with the support of the World Football Association FIFA, aims to reduce the impact of intrinsic injury risk factors in soccer. Methods Teams playing at first-class amateur level in two districts in the Netherlands are participating in the study. Teams in the intervention group were instructed to apply The11 during each practice session throughout the 2009–10 season. All participants of the control group continued their practice sessions as usual. All soccer-related injuries and related costs for each team were systematically reported online by a member of the medical staff. Player exposure to practice sessions and matches was reported weekly by the coaches. Also the use of The11 during the season after the intervention season will be monitored. Discussion Our hypothesis is that integrating the The11 exercises in the warm-up for each practice session is effective in terms of injury incidence, injury severity, healthcare use, and its associated costs and/or absenteeism. Prevention of soccer injuries is expected to be beneficial to adult soccer players, soccer clubs, the Royal Dutch Football Association (KNVB), health insurance companies and society. PMID:21177664

  3. Evolution of optimal Lévy-flight strategies in human mental searches

    NASA Astrophysics Data System (ADS)

    Radicchi, Filippo; Baronchelli, Andrea

    2012-06-01

    Recent analysis of empirical data [Radicchi, Baronchelli, and Amaral, PloS ONE1932-620310.1371/journal.pone.0029910 7, e029910 (2012)] showed that humans adopt Lévy-flight strategies when exploring the bid space in online auctions. A game theoretical model proved that the observed Lévy exponents are nearly optimal, being close to the exponent value that guarantees the maximal economical return to players. Here, we rationalize these findings by adopting an evolutionary perspective. We show that a simple evolutionary process is able to account for the empirical measurements with the only assumption that the reproductive fitness of the players is proportional to their search ability. Contrary to previous modeling, our approach describes the emergence of the observed exponent without resorting to any strong assumptions on the initial searching strategies. Our results generalize earlier research, and open novel questions in cognitive, behavioral, and evolutionary sciences.

  4. Culture-dependent strategies in coordination games.

    PubMed

    Jackson, Matthew O; Xing, Yiqing

    2014-07-22

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

  5. Increased Diels-Alderase activity through backbone remodeling guided by Foldit players.

    PubMed

    Eiben, Christopher B; Siegel, Justin B; Bale, Jacob B; Cooper, Seth; Khatib, Firas; Shen, Betty W; Players, Foldit; Stoddard, Barry L; Popovic, Zoran; Baker, David

    2012-01-22

    Computational enzyme design holds promise for the production of renewable fuels, drugs and chemicals. De novo enzyme design has generated catalysts for several reactions, but with lower catalytic efficiencies than naturally occurring enzymes. Here we report the use of game-driven crowdsourcing to enhance the activity of a computationally designed enzyme through the functional remodeling of its structure. Players of the online game Foldit were challenged to remodel the backbone of a computationally designed bimolecular Diels-Alderase to enable additional interactions with substrates. Several iterations of design and characterization generated a 24-residue helix-turn-helix motif, including a 13-residue insertion, that increased enzyme activity >18-fold. X-ray crystallography showed that the large insertion adopts a helix-turn-helix structure positioned as in the Foldit model. These results demonstrate that human creativity can extend beyond the macroscopic challenges encountered in everyday life to molecular-scale design problems.

  6. "I'm attached, and I'm a good guy/gal!": how character attachment influences pro- and anti-social motivations to play massively multiplayer online role-playing games.

    PubMed

    Bowman, Nicholas David; Schultheiss, Daniel; Schumann, Christina

    2012-03-01

    One's feelings of intimacy and connectedness with distal, fictional media characters are referred to as parasocial interactions. Video games have challenged this concept, as the distance between game players and characters is greatly reduced, if not completely removed, in virtual environments. Games encourage the internalization and psychological merging of a player's and a character's mind, a multidimensional concept known as character attachment (CA). Data from our study suggest that dimensions of CA are useful in understanding both pro- and anti-social gaming motivations. Pro-social gamers feel a greater sense of control over their characters, while anti-social gamers are more likely to suspend their disbelief of the game environment and not take responsibility for their virtual actions. Pro-social gaming was more prevalent in older gamers, and younger male game characters were motivated by anti-social reasons.

  7. Human punishment is not primarily motivated by inequality.

    PubMed

    Marczyk, Jesse

    2017-01-01

    Previous theorizing about punishment has suggested that humans desire to punish inequality per se. However, the research supporting such an interpretation contains important methodological confounds. The main objective of the current experiment was to remove those confounds in order to test whether generating inequality per se is punished. Participants were recruited from an online market to take part in a wealth-alteration game with an ostensible second player. The participants were given an option to deduct from the other player's payment as punishment for their behavior during the game. The results suggest that human punishment does not appear to be motivated by inequality per se, as inequality that was generated without inflicting costs on others was not reliably punished. Instead, punishment seems to respond primarily to the infliction of costs, with inequality only becoming relevant as a secondary input for punishment decisions. The theoretical significance of this finding is discussed in the context of its possible adaptive value.

  8. Center for Intelligent Control Systems

    DTIC Science & Technology

    1992-12-01

    difficult than anyone expected 50 years ago, and it now seems that it will require inputs from such diver fields as brain and cognitive sience ...9/147 Wilisky. A.S. 17 Fleming, W.H. P Two-Player. Zero-Sum Differential Games 5/1/87 Sougmnidis, PS. 18 Gemnan, S-A. P Ststistical Methods for...Mansour, Y. Shavit, N. 175 Tshsiklis, J.N. P Extremal Properties of Likelihood-Ratio Quantizers 11/1/89 176 Awerbuch, B. P Online Tracking of Mobile

  9. Impaired decision-making and impulse control in Internet gaming addicts: evidence from the comparison with recreational Internet game users.

    PubMed

    Wang, Yifan; Wu, Lingdan; Wang, Lingxiao; Zhang, Yifen; Du, Xiaoxia; Dong, Guangheng

    2017-11-01

    Although Internet games have been proven to be addictive, only a few game players develop online gaming addiction. A large number of players play online games recreationally without being addicted to it. These individuals are defined as recreational Internet gaming users (RGU). So far, no research has investigated decision-making and impulse control in RGU. In the current study, we used delay discounting (DD) task and probabilistic discounting (PD) task to examine decision-making and impulse control in 20 healthy controls, 20 subjects with Internet gaming disorder (IGD) and 23 RGU during fMRI scanning. At the behavioral level, RGU showed lower DD rate and higher PD rate than subjects with IGD and there was no significant difference between RGU and healthy controls on the DD and PD rates. At the neural level, RGU showed increased neural response in the parahippocampal gyrus, the anterior cingulate cortex, the medial frontal gyrus and the inferior frontal gyrus as compared with subjects with IGD. These brain regions may play an important role in preventing RGU from developing addiction. The results suggest that the RGU are capable of inhibiting impulse due to additional cognitive endeavor and the subjects with IGD have deficit in decision-making and impulsive control, which are associated with brain dysfunction. © 2016 Society for the Study of Addiction.

  10. 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.

  11. 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

  12. PFISR nightside observations of naturally enhanced ion acoustic lines, and their relation to boundary auroral features

    NASA Astrophysics Data System (ADS)

    Michell, R. G.; Lynch, K. A.; Heinselman, C. J.; Stenbaek-Nielsen, H. C.

    2008-11-01

    We present results from a coordinated camera and radar study of the auroral ionosphere conducted during March of 2006 from Poker Flat, Alaska. The campaign was conducted to coincide with engineering tests of the first quarter installation of the Poker Flat Incoherent Scatter Radar (PFISR). On 31 March 2006, a moderately intense auroral arc, (~10 kR at 557.7 nm), was located in the local magnetic zenith at Poker Flat. During this event the radar observed 7 distinct periods of abnormally large backscattered power from the F-region. These were only observed in the field-aligned radar beam, and radar spectra from these seven times show naturally enhanced ion-acoustic lines (NEIALs), the first observed with PFISR. These times corresponded to (a) when the polar cap boundary of the auroral oval passed through the magnetic zenith, and (b) when small-scale filamentary dark structures were visible in the magnetic zenith. The presence of both (a) and (b) was necessary for their occurrence. Soft electron precipitation occurs near the magnetic zenith during these same times. The electron density in the vicinity where NEIALs have been observed by previous studies is roughly between 5 and 30×1010 m-3. Broad-band extremely low frequency (BBELF) wave activity is observed in situ by satellites and sounding rockets to occur with similar morphology, during active auroral conditions, associated with the poleward edge of the aurora and soft electron precipitation. The observations presented here suggest further investigation of the idea that NEIALs and BBELF wave activity are differently-observed aspects of the same wave phenomenon. If a connection between NEIALs and BBELF can be established with more data, this could provide a link between in situ measurements of downward current regions (DCRs) and dynamic aurora, and ground-based observations of dark auroral structures and NEIALs. Identification of in situ processes, namely wave activity, in ground-based signatures could have many implications. One specific example of interest is identifying and following the temporal and spatial evolution of regions of potential ion outflow over large spatial and temporal scales using ground-based optical observations.

  13. Betting is Loving and Bettors are Predators: A Conceptual Metaphor Approach to Online Sports Betting Advertising.

    PubMed

    Lopez-Gonzalez, Hibai; Guerrero-Solé, Frederic; Estévez, Ana; Griffiths, Mark

    2017-10-30

    The legalisation of online gambling in multiple territories has caused a growth in the exposure of consumers to online sports betting (OSB) advertising. While some efforts have been made to understand the visible structure of betting promotional messages, little is known about the latent components of OSB advertisements. The present study sought to address this issue by examining the metaphorical conceptualisation of OSB advertising. A sample of Spanish and British television OSB advertisements from 2014 to 2016 was analysed (N = 133). Following Lakoff and Johnson's conceptual metaphor theory, four main structural metaphors that shaped how OSB advertising can be understood were identified: betting as (1) an act of love, (2) a market, (3) a sport, and (4) a natural environment. In general, these metaphors, which were found widely across 29 different betting brands, facilitated the perception of bettors as active players, with an executive role in the sport events bet upon, and greater control over bet outcomes.

  14. At the Intersection of Networks and Highly Interactive Online Games

    NASA Astrophysics Data System (ADS)

    Armitage, Grenville

    The game industry continues to evolves its techniques for extracting the most realistic 'immersion' experience for players given the vagaries on best-effort Internet service. A key challenge for service providers is understanding the characteristics of traffic imposed on networks by games, and their service quality requirements. Interactive online games are particularly susceptible to the side effects of other non-interactive (or delay- and loss-tolerant) traffic sharing next- generation access links. This creates challenges out toward the edges, where high-speed home LANs squeeze through broadband consumer access links to reach the Internet. In this chapter we identify a range of research work exploring many issues associated with the intersection of highly interactive games and the Internet, and hopefully stimulate some further thinking along these lines.

  15. Glossary of bioinformatics terms.

    PubMed

    2007-06-01

    This collection of terms and definitions commonly encountered in the bioinformatics literature will be updated periodically as Current Protocols in Bioinformatics grows. In addition, an extensive glossary of genetic terms can be found on the Web site of the National Human Genome Research Institute (http://www.genome.gov/glossary.cfm). The entries in that online glossary provide a brief written definition of the term; the user can also listen to an informative explanation of the term using RealAudio or the Windows Media Player.

  16. Business Models for Successfully Maintaining Games for Health.

    PubMed

    Baranowski, Moderator Tom; Isaac, Participants Fikry; Ashford, Chris; Goldman, Ron; Lenihan, David J; Poole, Brent; Buday, Richard; van Rijswijk, Jurriaan

    2013-04-01

    Videogames for health provide innovative, exciting, and possibly highly effective new media for helping players change their behaviors or otherwise benefit their health. Getting the right videogames into the hands of players who can benefit most in a way that pays for the continued innovation and creation of such games is a current challenge. Entertainment videogame companies, which create games primarily to enhance players' enjoyment, have used the general business marketplace (e.g., online stores, walk-in stores, app stores) to deliver their products directly to consumers and earn enough capital to invest in making new products. No one believes, however, that enough kids or adults would use the general business marketplace to purchase games for health in sufficient volume to provide the down payment for the innovation and creation of new games for health. A successful business model is critical to the financial future of games for health. We asked members of our Editorial Board who are in health-related companies (Fikry Isaac, MD, MPH), in several game development companies (Chris Ashford, Ron Goldman, David J. Lenihan, Brent Poole, and Richard Buday, FAIA), and the head of the Games for Health Europe Foundation (Jurriaan van Rijswijk, MSc) to address questions in a roundtable about the current and possible future business models for games for health.

  17. Predictors of excessive use of social media and excessive online gaming in Czech teenagers.

    PubMed

    Spilková, Jana; Chomynová, Pavla; Csémy, Ladislav

    2017-12-01

    Background and aims Young people's involvement in online gaming and the use of social media are increasing rapidly, resulting in a high number of excessive Internet users in recent years. The objective of this paper is to analyze the situation of excessive Internet use among adolescents in the Czech Republic and to reveal determinants of excessive use of social media and excessive online gaming. Methods Data from secondary school students (N = 4,887) were collected within the 2015 European School Survey Project on Alcohol and Other Drugs. Logistic regression models were constructed to describe the individual and familial discriminative factors and the impact of the health risk behavior of (a) excessive users of social media and (b) excessive players of online games. Results The models confirmed important gender-specific distinctions - while girls are more prone to online communication and social media use, online gaming is far more prevalent among boys. The analysis did not indicate an influence of family composition on both the excessive use of social media and on excessive online gaming, and only marginal effects for the type of school attended. We found a connection between the excessive use of social media and binge drinking and an inverse relation between excessive online gaming and daily smoking. Discussion and conclusion The non-existence of significant associations between family environment and excessive Internet use confirmed the general, widespread of this phenomenon across the social and economic strata of the teenage population, indicating a need for further studies on the topic.

  18. A Pilot Study of Pokémon Go and Players' Physical Activity.

    PubMed

    Liu, Wei; Ligmann-Zielinska, Arika

    2017-12-01

    Pokémon Go is a mobile game released in 2016 that gained great popularity. The goals of this pilot study were to investigate player's game-related behavior pattern, to evaluate Pokémon Go's impact on players' physical activity (PA) and game enjoyment, and to examine the influence of neighborhood environment on game behavior. Forty-seven valid online surveys were collected. Participants were asked questions from five aspects regarding their (1) game status, (2) demographic background and pre-game physical activity, (3) game enjoyment and socializing motivations, (4) perceived game impact on their post-game physical activity, and (5) neighborhood environment's influence on their choice of game location. We examined the first four aspects through descriptive statistics and t-tests, and we investigated the neighborhood impact using logistic regression. Sixty-four percent of participants felt that Pokémon Go made them exercise more than before, about three more times, 3 additional hours, and 5.6 extra miles of PA in total per week. This impact did not vary by gender or body weight status. However, 78.7% participants started to quit or reduce game time by the time of the survey. We also found that players' choice of playing Pokémon Go in the neighborhood is positively associated with the perceived safety level and the walk score of their neighborhood, but negatively associated with the number of Pokéstops near home. Pokémon Go as a location-based mobile game is a promising tool for promoting PA, but more research is needed to prolong its positive impact.

  19. Addiction and Engagement: An Explorative Study Toward Classification Criteria for Internet Gaming Disorder.

    PubMed

    Lehenbauer-Baum, Mario; Klaps, Armin; Kovacovsky, Zuzana; Witzmann, Karolin; Zahlbruckner, Raphaela; Stetina, Birgit U

    2015-06-01

    The DSM-5 introduced Internet gaming disorder (IGD) as a condition needing more research. Proposed criteria include tolerance, preoccupation, deceiving, or continued excess despite psychosocial problems. However, studies suggest differences between addicted and engaged players. Therefore, this study investigated differences between engagement and addiction in a German-speaking sample of expert World of Warcraft players. Using an online-based questionnaire, 682 participants were surveyed (Mage=23.26 years; 84.9% male) from German-speaking areas. An adapted version of the "Asheron's call" questionnaire (which covers six addiction criteria, including salience, euphoria, and tolerance), the WHOQOL-BREF, the Gaming Motivation Scale, the BDI, the SPIN, and a brief version of the personality questionnaire BFI-10 were used. The average gamer in the sample played on level 87.93 and had been playing for 5.42 years. Addicted players had higher scores on the BDI and SPIN and significantly lower scores in all dimensions of quality of life. Addicted gamers played for 39.25 hours per week (engaged players: 11.93 hours per week) with significantly higher scores in items tapping achievement and immersion. There were differences regarding the BFI-10 in terms of "agreeableness," "conscientiousness," and "neuroticism." The results suggest that factors such as achievement and immersion set engaged and addicted users apart. Addiction seems to be significantly more connected to other psychopathologies such as depression and social anxiety. The results suggest that euphoria, tolerance, and cognitive salience should be handled with caution when it comes to a classification of IGD similar to (behavioral) addiction.

  20. Thresholds of probable problematic gambling involvement for the German population: Results of the Pathological Gambling and Epidemiology (PAGE) Study.

    PubMed

    Brosowski, Tim; Hayer, Tobias; Meyer, Gerhard; Rumpf, Hans-Jürgen; John, Ulrich; Bischof, Anja; Meyer, Christian

    2015-09-01

    Consumption measures in gambling research may help to establish thresholds of low-risk gambling as 1 part of evidence-based responsible gambling strategies. The aim of this study is to replicate existing Canadian thresholds of probable low-risk gambling (Currie et al., 2006) in a representative dataset of German gambling behavior (Pathological Gambling and Epidemiology [PAGE]; N = 15,023). Receiver-operating characteristic curves applied in a training dataset (60%) extracted robust thresholds of low-risk gambling across 4 nonexclusive definitions of gambling problems (1 + to 4 + Diagnostic and Statistical Manual for Mental Disorders-Fifth Edition [DSM-5] Composite International Diagnostic Interview [CIDI] symptoms), different indicators of gambling involvement (across all game types; form-specific) and different timeframes (lifetime; last year). Logistic regressions applied in a test dataset (40%) to cross-validate the heuristics of probable low-risk gambling incorporated confounding covariates (age, gender, education, migration, and unemployment) and confirmed the strong concurrent validity of the thresholds. Moreover, it was possible to establish robust form-specific thresholds of low-risk gambling (only for gaming machines and poker). Possible implications for early detection of problem gamblers in offline or online environments are discussed. Results substantiate international knowledge about problem gambling prevention and contribute to a German discussion about empirically based guidelines of low-risk gambling. (c) 2015 APA, all rights reserved).

  1. Poker, Blackjack, Rummy, and War: The Face of American Strategic Culture

    DTIC Science & Technology

    2006-03-15

    international relations. The result of this geographic advantage was the belief over time that “the need to fight 4 a war was a decision to be made... international relationships; political culture and ideology; military culture— military history, traditions, and education ; civil-military...Studies Degree. The U.S. Army War College is accredited by the Commission on Higher Education of the Middle States Association of Colleges and

  2. The Effect of Near-Miss Rate and Card Control when American Indians and Non-Indians Gamble in a Laboratory Situation: The Influence of Alcohol

    ERIC Educational Resources Information Center

    Whitton, Melissa; Weatherly, Jeffrey N.

    2009-01-01

    Twelve American Indian (AI) and 12 non-AI participants gambled on a slot-machine simulation and on video poker. Prior to the gambling sessions, half of the participants consumed alcohol while the other half consumed a placebo beverage. They then played the slot-machine simulation three times, with the percentage of programmed "near misses" varying…

  3. Manipulations of the features of standard video lottery terminal (VLT) games: effects in pathological and non-pathological gamblers.

    PubMed

    Loba, P; Stewart, S H; Klein, R M; Blackburn, J R

    2001-01-01

    The present study was conducted to identify game parameters that would reduce the risk of abuse of video lottery terminals (VLTs) by pathological gamblers, while exerting minimal effects on the behavior of non-pathological gamblers. Three manipulations of standard VLT game features were explored. Participants were exposed to: a counter which displayed a running total of money spent; a VLT spinning reels game where participants could no longer "stop" the reels by touching the screen; and sensory feature manipulations. In control conditions, participants were exposed to standard settings for either a spinning reels or a video poker game. Dependent variables were self-ratings of reactions to each set of parameters. A set of 2(3) x 2 x 2 (game manipulation [experimental condition(s) vs. control condition] x game [spinning reels vs. video poker] x gambler status [pathological vs. non-pathological]) repeated measures ANOVAs were conducted on all dependent variables. The findings suggest that the sensory manipulations (i.e., fast speed/sound or slow speed/no sound manipulations) produced the most robust reaction differences. Before advocating harm reduction policies such as lowering sensory features of VLT games to reduce potential harm to pathological gamblers, it is important to replicate findings in a more naturalistic setting, such as a real bar.

  4. CrowdPhase: crowdsourcing the phase problem

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

    Jorda, Julien; Sawaya, Michael R.; Yeates, Todd O., E-mail: yeates@mbi.ucla.edu

    The idea of attacking the phase problem by crowdsourcing is introduced. Using an interactive, multi-player, web-based system, participants work simultaneously to select phase sets that correspond to better electron-density maps in order to solve low-resolution phasing problems. The human mind innately excels at some complex tasks that are difficult to solve using computers alone. For complex problems amenable to parallelization, strategies can be developed to exploit human intelligence in a collective form: such approaches are sometimes referred to as ‘crowdsourcing’. Here, a first attempt at a crowdsourced approach for low-resolution ab initio phasing in macromolecular crystallography is proposed. A collaborativemore » online game named CrowdPhase was designed, which relies on a human-powered genetic algorithm, where players control the selection mechanism during the evolutionary process. The algorithm starts from a population of ‘individuals’, each with a random genetic makeup, in this case a map prepared from a random set of phases, and tries to cause the population to evolve towards individuals with better phases based on Darwinian survival of the fittest. Players apply their pattern-recognition capabilities to evaluate the electron-density maps generated from these sets of phases and to select the fittest individuals. A user-friendly interface, a training stage and a competitive scoring system foster a network of well trained players who can guide the genetic algorithm towards better solutions from generation to generation via gameplay. CrowdPhase was applied to two synthetic low-resolution phasing puzzles and it was shown that players could successfully obtain phase sets in the 30° phase error range and corresponding molecular envelopes showing agreement with the low-resolution models. The successful preliminary studies suggest that with further development the crowdsourcing approach could fill a gap in current crystallographic methods by making it possible to extract meaningful information in cases where limited resolution might otherwise prevent initial phasing.« less

  5. Motivational correlates of mentally tough behaviours in tennis.

    PubMed

    Gucciardi, Daniel F; Jackson, Ben; Hanton, Sheldon; Reid, Machar

    2015-01-01

    The purpose of this study was to examine motivational correlates of mentally tough behaviours among adolescent tennis players. Two-phase study, involving the development of an informant-rated measure of mentally tough behaviours, followed by a cross-sectional survey including athlete and parent assessments of study variables. In Phase One, 17 adult, high-performance tennis coaches and 20 athletes participated in focus group interviews. Four scholars with expertise in performance psychology also completed a short, online survey. In Phase Two, a total of 347 adolescent tennis players (nmales=184; nfemales=163) aged 12-18 years (M=13.93, SD=1.47) and one respective parent took part in this study. An online multisection survey containing dimensions of passion, inspiration, fear of failure, and mentally tough behaviours was completed. Athletes self-reported all motivational variables, whereas parents rated their child solely on mentally tough behaviours. Structural equation modelling revealed that harmonious passion (β=.26, p<.01) and frequency of inspiration (β=.32, p<.001) were associated with significantly higher levels of mentally tough behaviours. In contrast, fear of failure (β=-.32, p<.001) and obsessive passion (β=-.15, p<.01) were inversely related to mentally tough behaviours. Inspiration intensity was not significantly associated with mentally tough behaviour (β=.13, p=.21). Motivational variables that are dispositional in nature, contextualised and contingent upon features of the environment, and concern one's identity are important considerations for understanding mentally tough behaviours. Crown Copyright © 2013. Published by Elsevier Ltd. All rights reserved.

  6. Speaking in Character: Voice Communication in Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Wadley, Greg; Gibbs, Martin R.

    This chapter summarizes 5 years of research on the implications of introducing voice communication systems to virtual worlds. Voice introduces both benefits and problems for players of fast-paced team games, from better coordination of groups and greater social presence of fellow players on the positive side, to negative features such as channel congestion, transmission of noise, and an unwillingness by some to use voice with strangers online. Similarly, in non-game worlds like Second Life, issues related to identity and impression management play important roles, as voice may build greater trust that is especially important for business users, yet it erodes the anonymity and ability to conceal social attributes like gender that are important for other users. A very different mixture of problems and opportunities exists when users conduct several simultaneous conversations in multiple text and voice channels. Technical difficulties still exist with current systems, including the challenge of debugging and harmonizing all the participants' voice setups. Different groups use virtual worlds for very different purposes, so a single modality may not suit all.

  7. Delay Discounting of Video Game Players: Comparison of Time Duration Among Gamers

    PubMed Central

    Sprong, Matthew E.; Lloyd, Daniel P.; Cutter, Christopher J.; Printz, Destiny M.B.; Sullivan, Ryan M.; Moore, Brent A.

    2017-01-01

    Abstract Video game addiction or Internet game disorder, as proposed by the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition), has similar criterion characteristics to other impulse control disorders. There is limited research examining video game addiction within a behavioral economic framework using delay discounting. The current study evaluated delay-discounting patterns of money and video game play by usual weekly hours of video game play. A total of 104 participants were split into 1 of 3 groups of video game players (low, medium, and high) and were asked to complete a monetary and video game discounting procedure through an online survey. Results showed significant differences between groups within both the monetary (p = 0.003) and video game discounting procedures (p = 0.004). Additionally, a positive linear relationship was noted between the groups across both procedures. The results of the current article reinforce previous findings that more hours of video game use are associated with greater impulsivity and provide implications for future research. PMID:28118044

  8. Delay Discounting of Video Game Players: Comparison of Time Duration Among Gamers.

    PubMed

    Buono, Frank D; Sprong, Matthew E; Lloyd, Daniel P; Cutter, Christopher J; Printz, Destiny M B; Sullivan, Ryan M; Moore, Brent A

    2017-02-01

    Video game addiction or Internet game disorder, as proposed by the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition), has similar criterion characteristics to other impulse control disorders. There is limited research examining video game addiction within a behavioral economic framework using delay discounting. The current study evaluated delay-discounting patterns of money and video game play by usual weekly hours of video game play. A total of 104 participants were split into 1 of 3 groups of video game players (low, medium, and high) and were asked to complete a monetary and video game discounting procedure through an online survey. Results showed significant differences between groups within both the monetary (p = 0.003) and video game discounting procedures (p = 0.004). Additionally, a positive linear relationship was noted between the groups across both procedures. The results of the current article reinforce previous findings that more hours of video game use are associated with greater impulsivity and provide implications for future research.

  9. Culture-dependent strategies in coordination games

    PubMed Central

    Jackson, Matthew O.; Xing, Yiqing

    2014-01-01

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

  10. Hydrology and Climatology of the Caribou-Poker Creeks Research Watershed, Alaska,

    DTIC Science & Technology

    1982-10-01

    system the watershed falls within the Inter- dense brush of willow, alder and dwarf birch in ior Alaska Forest ( Taiga ) designation. open forests near...and C.T. Cushwina (1973) Research stream flow characteristics in the discontinuous opportunities and needs in the Taiga of Alaska. permafrost zone of...edition. taiga research watershed. Institute of Water Re- linkenson, W.M. nB. Lotspeich and lW. Mueller sources, University of Alaska, Fairbanks, Alaska

  11. Doppler-shifting effects on frequency spectra of gravity waves observed near the summer mesopause at high latitude

    NASA Technical Reports Server (NTRS)

    Fritts, David C.; Wang, Ding-Yi

    1991-01-01

    Results are presented of radar observations of horizontal and vertical velocities near the summer mesopause at Poker Flat (Alaska), showing that the observed vertical velocity spectra were influenced strongly by Doppler-shifting effects. The horizontal velocity spectra, however, were relatively insensitive to horizontal wind speed. The observed spectra are compared with predicted spectra for various models of the intrinsic motion spectrum and degrees of Doppler shifting.

  12. CLIMANDES climate science e-learning course

    NASA Astrophysics Data System (ADS)

    Hunziker, Stefan; Giesche, Alena; Jacques-Coper, Martín; Brönnimann, Stefan

    2016-04-01

    Over the past three years, members of the Oeschger Centre for Climate Change Research (OCCR) and the Climatology group at the Institute of Geography at the University of Bern, have developed a new climate science e-learning course as part of the CLIMANDES project. This project is a collaboration between Peruvian and Swiss government, research, and education institutions. The aim of this e-learning material is to strengthen education in climate sciences at the higher education and professional level. The course was recently published in 2015 by Geographica Bernensia, and is hosted online by the Peruvian Servicio Nacional de Meteorología e Hidrología (SENAMHI): http://surmx.com/chamilo/climandes/e-learning/. The course is furthermore available for offline use through USB sticks, and a number of these are currently being distributed to regional training centers around the world by the WMO (World Meteorological Organization). There are eight individual modules of the course that each offer approximately 2 hours of individual learning material, featuring several additional learning activities, such as the online game "The Great Climate Poker" (http://www.climatepoker.unibe.ch/). Overall, over 50 hours of learning material are provided by this course. The modules can be integrated into university lectures, used as single units in workshops, or be combined to serve as a full course. This e-learning course presents a broad spectrum of topics in climate science, including an introduction to climatology, atmospheric and ocean circulation, climate forcings, climate observations and data, working with data products, and climate models. This e-learning course offers a novel approach to teaching climate science to students around the world, particularly through three important features. Firstly, the course is unique in its diverse range of learning strategies, which include individual reading material, video lectures, interactive graphics, responsive quizzes, as well as group activities and discussions that are led by a tutor. This combination of self-learning and group-based learning presents a new and more interactive style of online education. Secondly, the course provides links to many existing e-learning and other online learning resources for specific climate science topics. This makes the course a starting point for students looking to deepen their knowledge in specific areas. Lastly, the existing course template is available upon request, for teachers to add modules that they would like to offer in addition to the CLIMANDES course. This gives instructors an easy way to adapt the course to their needs and learn about the software needed to make more e-learning material.

  13. Cultures of Trust: Effects of Avatar Faces and Reputation Scores on German and Arab Players in an Online Trust-Game

    PubMed Central

    Bente, Gary; Dratsch, Thomas; Kaspar, Kai; Häßler, Tabea; Bungard, Oliver; Al-Issa, Ahmad

    2014-01-01

    Reputation systems as well as seller depictions (photos; avatars) have been shown to reduce buyer uncertainty and to foster trust in online trading. With the emergence of globalized e-markets, it remains an urgent question whether these mechanisms, found to be effective for Western cultures, also apply to other cultures. Hypothesizing that members of collectivistic cultures in contrast to those of individualistic cultures would rely more on visual social cues (seller faces) than on factual information (reputation scores), we compared buying decisions of Arab and German participants in an experimental trust game. Photo-realistic avatars were used instead of photos to control facial features and expressions. The results revealed significant main effects for both reputation scores and avatar faces. Moreover, both variables significantly affected the purchase behavior of Arab as well as German buyers, suggesting cross-cultural universals in the processing of trust cues. The results have implications for future cross-cultural studies in e-commerce as well as the design of online markets and shared virtual environments. PMID:24901696

  14. Cultures of trust: effects of avatar faces and reputation scores on German and Arab players in an online trust-game.

    PubMed

    Bente, Gary; Dratsch, Thomas; Kaspar, Kai; Häβler, Tabea; Bungard, Oliver; Al-Issa, Ahmad

    2014-01-01

    Reputation systems as well as seller depictions (photos; avatars) have been shown to reduce buyer uncertainty and to foster trust in online trading. With the emergence of globalized e-markets, it remains an urgent question whether these mechanisms, found to be effective for Western cultures, also apply to other cultures. Hypothesizing that members of collectivistic cultures in contrast to those of individualistic cultures would rely more on visual social cues (seller faces) than on factual information (reputation scores), we compared buying decisions of Arab and German participants in an experimental trust game. Photo-realistic avatars were used instead of photos to control facial features and expressions. The results revealed significant main effects for both reputation scores and avatar faces. Moreover, both variables significantly affected the purchase behavior of Arab as well as German buyers, suggesting cross-cultural universals in the processing of trust cues. The results have implications for future cross-cultural studies in e-commerce as well as the design of online markets and shared virtual environments.

  15. Do cell phones, iPods/MP3 players, siblings and friends matter? Predictors of child body mass in a U.S. Southern Border City Middle School.

    PubMed

    Ynalvez, Marcus Antonius; Ynalvez, Ruby; Torregosa, Marivic; Palacios, Horacio; Kilburn, John

    2012-01-01

    This study examines the association of children's (i) micro-social environment, specifically siblings [kin-friends] and friends from school and neighborhood [non-kin-friends], and (ii) ownership of information and communication technologies (ICT), specifically cell phones and iPod/MP3 players, with body mass index percentile (BMIp). Fifty-five randomly selected 6th graders with a mean age of 12 years, stratified by gender (23 boys and 32 girls), from a Texas middle school located in a city along the U.S. southern border. The linear regression of BMIp on number of siblings and of non-kin-friends, and ownership of cell phone and of iPod/MP3 player was examined using two models: M1 was based on the manual selection of predictors from a pool of potential predictors. M2 was derived from the predictors specified in M1 using backward elimination technique. Because sample size was small, the significance of regression coefficients was evaluated using robust standard errors to calculate t-values. Data for predictors were obtained through a survey. Height and weight were obtained through actual anthropometric measurements. BMIp was calculated using the on-line BMI calculator of the Center for Disease Control and Prevention. Findings reveal that children's social environment and ICT ownership predict BMIp; specifically, number of siblings (M2: β = -0.34, p-value < .001), and ownership of iPod/MP3 players (M2: β = 0.33, p-value < .001). These results underscore the importance of family in configuring, and of new personal technical devices (that encourage solitary, and oftentimes sedentary, activities) in predicting child body mass. © 2012 Asian Oceanian Association for the Study of Obesity . Published by Elsevier Ltd. All rights reserved.

  16. Recent and Long-Term Soccer Heading Exposure Is Differentially Associated With Neuropsychological Function in Amateur Players.

    PubMed

    Levitch, Cara F; Zimmerman, Molly E; Lubin, Naomi; Kim, Namhee; Lipton, Richard B; Stewart, Walter F; Kim, Mimi; Lipton, Michael L

    2018-02-01

    The present study examined the relative contribution of recent or long-term heading to neuropsychological function in amateur adult soccer players. Soccer players completed a baseline questionnaire (HeadCount-12m) to ascertain heading during the prior 12 months (long-term heading, LTH) and an online questionnaire (HeadCount-2w) every 3 months to ascertain heading during the prior 2 weeks (recent heading, RH). Cogstate, a battery of six neuropsychological tests, was administered to assess neuropsychological function. Generalized estimating equations were used to test if LTH or RH was associated with neuropsychological function while accounting for the role of recognized concussion. A total of 311 soccer players completed 630 HeadCount-2w. Participants had an average age of 26 years. Participants headed the ball a median of 611 times/year (mean=1,384.03) and 9.50 times/2 weeks (mean=34.17). High levels of RH were significantly associated with reduced performance on a task of psychomotor speed (p=.02), while high levels of LTH were significantly associated with poorer performance on tasks of verbal learning (p=.03) and verbal memory (p=.04). Significantly better attention (p=.02) was detectable at moderately high levels of RH, but not at the highest level of RH. One hundred and seven (34.4%) participants reported a lifetime history of concussion, but this was not related to neuropsychological function and did not modify the association of RH or LTH with neuropsychological function. High levels of both RH and LTH were associated with poorer neuropsychological function, but on different domains. The clinical manifestations following repetitive exposure to heading could change with chronicity of exposure. (JINS, 2018, 24, 147-155).

  17. CrowdPhase: crowdsourcing the phase problem

    PubMed Central

    Jorda, Julien; Sawaya, Michael R.; Yeates, Todd O.

    2014-01-01

    The human mind innately excels at some complex tasks that are difficult to solve using computers alone. For complex problems amenable to parallelization, strategies can be developed to exploit human intelligence in a collective form: such approaches are sometimes referred to as ‘crowdsourcing’. Here, a first attempt at a crowdsourced approach for low-resolution ab initio phasing in macromolecular crystallography is proposed. A collaborative online game named CrowdPhase was designed, which relies on a human-powered genetic algorithm, where players control the selection mechanism during the evolutionary process. The algorithm starts from a population of ‘individuals’, each with a random genetic makeup, in this case a map prepared from a random set of phases, and tries to cause the population to evolve towards individuals with better phases based on Darwinian survival of the fittest. Players apply their pattern-recognition capabilities to evaluate the electron-density maps generated from these sets of phases and to select the fittest individuals. A user-friendly interface, a training stage and a competitive scoring system foster a network of well trained players who can guide the genetic algorithm towards better solutions from generation to generation via gameplay. CrowdPhase was applied to two synthetic low-resolution phasing puzzles and it was shown that players could successfully obtain phase sets in the 30° phase error range and corresponding molecular envelopes showing agreement with the low-resolution models. The successful preliminary studies suggest that with further development the crowdsourcing approach could fill a gap in current crystallographic methods by making it possible to extract meaningful information in cases where limited resolution might otherwise prevent initial phasing. PMID:24914965

  18. Symptoms from repeated intentional and unintentional head impact in soccer players

    PubMed Central

    Stewart, Walter F.; Kim, Namhee; Ifrah, Chloe S.; Lipton, Richard B.; Bachrach, Tamar A.; Zimmerman, Molly E.; Kim, Mimi

    2017-01-01

    Objective: To determine the rate and differential contribution of heading vs unintentional head impacts (e.g., head to head, goal post) to CNS symptoms in adult amateur soccer players. Methods: Amateur soccer players completed baseline and serial on-line 2-week recall questionnaires (HeadCount) and reported (1) soccer practice and games, (2) heading and unintentional soccer head trauma, and (3) frequency and severity (mild to very severe) of CNS symptoms. For analysis, CNS symptoms were affirmed if one or more moderate, severe, or very severe episodes were reported in a 2-week period. Repeated measures logistic regression was used to assess if 2-week heading exposure (i.e., 4 quartiles) or unintentional head impacts (i.e., 0, 1, 2+) were associated with CNS symptoms. Results: A total of 222 soccer players (79% male) completed 470 HeadCount questionnaires. Mean (median) heading/2 weeks was 44 (18) for men and 27 (9.5) for women. One or more unintentional head impacts were reported by 37% of men and 43% of women. Heading-related symptoms were reported in 20% (93 out of 470) of the HeadCounts. Heading in the highest quartile was significantly associated with CNS symptoms (odds ratio [OR] 3.17, 95% confidence interval [CI] 1.57–6.37) when controlling for unintentional exposure. Those with 2+ unintentional exposures were at increased risk for CNS symptoms (OR 6.09, 95% CI 3.33–11.17) as were those with a single exposure (OR 2.98, 95% CI 1.69–5.26) when controlling for heading. Conclusions: Intentional (i.e., heading) and unintentional head impacts are each independently associated with moderate to very severe CNS symptoms. PMID:28148633

  19. The era of the robots is now?

    PubMed

    Fotis, Theo

    2016-03-01

    If you read the news either as hard copy or online I am sure that you notice reports about the presence and use of robots more frequently; and often these have a positive message related to the benefits and advantages of the use of robots. My most recent encounter with similar news was last week's reading about a robot in the US, called VGo, which helped to 'Diagnose concussion on the football field' of an American football player (Erikson 2016). Not to mention other titles such as "Robots are coming to grandma's nursing home" (Schiller 2016)!

  20. A citizen science approach to optimising computer aided detection (CAD) in mammography

    NASA Astrophysics Data System (ADS)

    Ionescu, Georgia V.; Harkness, Elaine F.; Hulleman, Johan; Astley, Susan M.

    2018-03-01

    Computer aided detection (CAD) systems assist medical experts during image interpretation. In mammography, CAD systems prompt suspicious regions which help medical experts to detect early signs of cancer. This is a challenging task and prompts may appear in regions that are actually normal, whilst genuine cancers may be missed. The effect prompting has on readers performance is not fully known. In order to explore the effects of prompting errors, we have created an online game (Bat Hunt), designed for non-experts, that mirrors mammographic CAD. This allows us to explore a wider parameter space. Users are required to detect bats in images of flocks of birds, with image difficulty matched to the proportions of screening mammograms in different BI-RADS density categories. Twelve prompted conditions were investigated, along with unprompted detection. On average, players achieved a sensitivity of 0.33 for unprompted detection, and sensitivities of 0.75, 0.83, and 0.92 respectively for 70%, 80%, and 90% of targets prompted, regardless of CAD specificity. False prompts distract players from finding unprompted targets if they appear in the same image. Player performance decreases when the number of false prompts increases, and increases proportionally with prompting sensitivity. Median lowest d' was for unprompted condition (1.08) and the highest for sensitivity 90% and 0.5 false prompts per image (d'=4.48).

  1. Gamifying quantum research: harnessing human intuition

    NASA Astrophysics Data System (ADS)

    Sherson, Jacob

    In the emerging field of citizen science ordinary citizens have already contributed to research in as diverse fields as astronomy, protein and RNA folding, and neuron mapping by playing online games. In the www.scienceathome.org project, we have extended this democratized research to the realm of quantum physics by gamifying a class of challenges related to optimization of gate operations in a quantum computer. The games have been played by more than 150,000 players and perhaps surprisingly we observe that a large fraction of the players outperform state-of-the-art optimization algorithms. With a palette of additional games within cognitive science, behavioral economics, and corporate innovation we investigate the general features of individual and collaborative problem solving to shed additional light on the process of human intuition and innovation and potentially develop novel models of artificial intelligence. We have also developed and tested in classrooms educational games within classical and quantum physics and mathematics at high-school and university level. The games provide individualized learning and enhance motivation for the core curriculum by actively creating links to modern research challenges, see eg. Finally, we have recently launched our new democratic lab: an easily accessible remote interface for our ultra-cold atoms experiment allowing amateur scientists, students, and research institutions world-wide to perform state-of-the-art quantum experimentation. In first tests, nearly a thousand players helped optimize the production of our BEC and discovered novel efficient strategies.

  2. The mixed health messages of Millsberry: a critical study of online child-targeted food advergaming.

    PubMed

    Thomson, Deborah M

    2011-06-01

    This paper offers a critical study of the contradictions of Millsberry.com, a General Mills (GM) advergaming website used to market GM's breakfast cereal brands to children. The paper takes a critical semiotic approach to argue that Millsberry.com sends players contradictory messages about health by simultaneously promoting nutritional wellness and consumption of high-sugar cereals, essentially conflating the two. Players on Millsberry.com create a virtual self (a Buddy) who lives in the fictional town of Millsberry, and a Buddy's health is tracked over time as players make nutritional choices for the Buddy. Health on Millsberry equates to eating from multiple food groups (nutritional balance) and eating only until full (caloric moderation). Yet both of these health messages are essentially undermined by play on the site. Nutritional balance is undermined by both the excessive promotion of high-sugar cereals and the differences between depictions of branded and unbranded foods. Caloric moderation is contradicted by digital advergames that operate on a logic of maximal consumption, by narratives of branded spokescharacters' endless appetites for cereal, and by giveaways of "free" boxes of virtual cereal that can be eaten by the Buddy in a single bite. The study concludes that such mixed messages about nutritional health are highly problematic, particularly given the alarming increase in diet and weight-related diseases among children.

  3. The Infrared Handbook

    DTIC Science & Technology

    1978-01-01

    wavelength, infrared range, SW1R, from 1.6 to 5.6 jum and in the long wavelength infrared, LWIR , from 7.0 to 23.0 fun. Figure 3-87 shows a profile of...si n n Wavelength (M ra) Fig. 3-86. Sample spectrum scan (vertical) from a LWIR spectrometer aboard a Black Brant rocket flown from Poker Flat...radiation of a finite cross-section. Laser, lidar, or search-light probes fall into this category. Because of the nonuniform illumination of the

  4. Momentum Flux Determination Using the Multi-beam Poker Flat Incoherent Scatter Radar

    NASA Technical Reports Server (NTRS)

    Nicolls, M. J.; Fritts, D. C.; Janches, Diego; Heinselman, C. J.

    2012-01-01

    In this paper, we develop an estimator for the vertical flux of horizontal momentum with arbitrary beam pointing, applicable to the case of arbitrary but fixed beam pointing with systems such as the Poker Flat Incoherent Scatter Radar (PFISR). This method uses information from all available beams to resolve the variances of the wind field in addition to the vertical flux of both meridional and zonal momentum, targeted for high-frequency wave motions. The estimator utilises the full covariance of the distributed measurements, which provides a significant reduction in errors over the direct extension of previously developed techniques and allows for the calculation of an error covariance matrix of the estimated quantities. We find that for the PFISR experiment, we can construct an unbiased and robust estimator of the momentum flux if sufficient and proper beam orientations are chosen, which can in the future be optimized for the expected frequency distribution of momentum-containing scales. However, there is a potential trade-off between biases and standard errors introduced with the new approach, which must be taken into account when assessing the momentum fluxes. We apply the estimator to PFISR measurements on 23 April 2008 and 21 December 2007, from 60-85 km altitude, and show expected results as compared to mean winds and in relation to the measured vertical velocity variances.

  5. French validation of the internet addiction test.

    PubMed

    Khazaal, Yasser; Billieux, Joël; Thorens, Gabriel; Khan, Riaz; Louati, Youssr; Scarlatti, Elisa; Theintz, Florence; Lederrey, Jerome; Van Der Linden, Martial; Zullino, Daniele

    2008-12-01

    The main goal of the present study is to investigate the psychometric properties of a French version of the Internet Addiction Test (IAT) and to assess its relationship with both time spent on Internet and online gaming. The French version of the Young's Internet Addiction Test (IAT) was administered to a sample of 246 adults. Exploratory and confirmatory analyses were carried out. We discovered that a one-factor model of the IAT has good psychometric properties and fits the data well, which is not the case of a six-factor model as found in previous studies using exploratory methods. Correlation analysis revealed positive significant relationships between IAT scores and both the daily duration of Internet use and the fact of being an online player. In addition, younger people scored higher on the IAT. The one-factor model found in this study has to be replicated in other IAT language versions.

  6. Longitudinal Study: Efficacy of Online Technology Tools for Instructional Use

    NASA Technical Reports Server (NTRS)

    Uenking, Michael D.

    2011-01-01

    Studies show that the student population (secondary and post secondary) is becoming increasingly more technologically savvy. Use of the internet, computers, MP3 players, and other technologies along with online gaming has increased tremendously amongst this population such that it is creating an apparent paradigm shift in the learning modalities of these students. Instructors and facilitators of learning can no longer rely solely on traditional lecture-based lesson formals. In order to achieve student academic success and satisfaction and to increase student retention, instructors must embrace various technology tools that are available and employ them in their lessons. A longitudinal study (January 2009-June 2010) has been performed that encompasses the use of several technology tools in an instructional setting. The study provides further evidence that students not only like the tools that are being used, but prefer that these tools be used to help supplement and enhance instruction.

  7. Results of 2 decades of injury surveillance and public release of data in the Australian Football League.

    PubMed

    Orchard, John W; Seward, Hugh; Orchard, Jessica J

    2013-04-01

    Injuries are common in all professional football codes (including soccer, rugby league and union, American football, Gaelic football, and Australian football). To report the epidemiology of injuries in the Australian Football League (AFL) from 1992-2012 and to identify changes in injury patterns during that period. Descriptive epidemiology study. The AFL commenced surveying injuries in 1992, with all teams and players included since 1996. An injury was defined as "any physical or medical condition that causes a player to miss a match in the regular season or finals (playoffs)." Administrative records of injury payments (which are compulsory as part of salary cap compliance) to players who do not play matches determined the occurrence of an injury. The seasonal incidence was measured in units of new injuries per club (of 40 players) per season (of 22 matches). There were 4492 players listed over the 21-year period who suffered 13,606 new injuries/illnesses and 1965 recurrent injuries/illnesses, which caused 51,919 matches to be missed. The lowest seasonal incidence was 30.3 new injuries per club per season recorded in 1993, and the highest was 40.3 recorded in 1998. The injury prevalence (missed matches through injury per club per season) varied from a low of 116.3 in 1994 to a high of 157.1 in 2011. The recurrence rate of injuries was highest at 25% in 1992 and lowest at 9% in 2012 and has steadily fallen across the 21 years (P < .01). The most frequent and prevalent injury was hamstring strain (average of 6 injuries per club per season, resulting in 20 missed matches per club per season; recurrence rate, 26%), although the rate of hamstring injuries has fallen in the past 2 seasons after a change to the structure of the interchange bench (P < .05). The rate of knee posterior cruciate ligament injuries fell in the years after a rule change to prevent knee-to-knee collisions in ruckmen (P < .01). Annual public reporting (by way of media release and reports available freely online) of injury rates, using units easily understood by laypeople, has been well received. It has also paved the way for rule changes with the primary goal of improving player safety.

  8. Emergence of good conduct, scaling and zipf laws in human behavioral sequences in an online world.

    PubMed

    Thurner, Stefan; Szell, Michael; Sinatra, Roberta

    2012-01-01

    We study behavioral action sequences of players in a massive multiplayer online game. In their virtual life players use eight basic actions which allow them to interact with each other. These actions are communication, trade, establishing or breaking friendships and enmities, attack, and punishment. We measure the probabilities for these actions conditional on previous taken and received actions and find a dramatic increase of negative behavior immediately after receiving negative actions. Similarly, positive behavior is intensified by receiving positive actions. We observe a tendency towards antipersistence in communication sequences. Classifying actions as positive (good) and negative (bad) allows us to define binary 'world lines' of lives of individuals. Positive and negative actions are persistent and occur in clusters, indicated by large scaling exponents α ~ 0.87 of the mean square displacement of the world lines. For all eight action types we find strong signs for high levels of repetitiveness, especially for negative actions. We partition behavioral sequences into segments of length n (behavioral 'words' and 'motifs') and study their statistical properties. We find two approximate power laws in the word ranking distribution, one with an exponent of κ ~ -1 for the ranks up to 100, and another with a lower exponent for higher ranks. The Shannon n-tuple redundancy yields large values and increases in terms of word length, further underscoring the non-trivial statistical properties of behavioral sequences. On the collective, societal level the timeseries of particular actions per day can be understood by a simple mean-reverting log-normal model.

  9. From the mouths of social media users: A focus group study exploring the social casino gaming-online gambling link.

    PubMed

    Kim, Hyoun S; Wohl, Michael J A; Gupta, Rina; Derevensky, Jeffrey

    2016-03-01

    Background and aims The potential link between social casino gaming and online gambling has raised considerable concerns among clinicians, researchers and policy makers. Unfortunately, however, there is a paucity of research examining this potential link, especially among young adults. This represents a significant gap given young adults are frequently exposed to and are players of social casino games. Methods To better understand the potential link between social casino games and online gambling, we conducted three focus groups (N = 30) at two large Canadian Universities with college students who were avid social media users (who are regularly exposed to social casino games). Results Many participants spontaneously mentioned that social casino games were a great opportunity to build gambling skills before playing for real money. Importantly, some participants expressed a belief that there is a direct progression from social casino gaming to online gambling. Conversely, others believed the transition to online gambling depended on a person's personality, rather than mere exposure to social casino games. While many young adults in our focus groups felt immune to the effects of social casino games, there was a general consensus that social casino games may facilitate the transition to online gambling among younger teenagers (i.e., 12-14 yr olds), due to the ease of accessibility and early exposure. Discussion The results of the present research point to the need for more study on the effects of social casino gambling as well as a discussion concerning regulation of social casino games in order to minimize their potential risks.

  10. From the mouths of social media users: A focus group study exploring the social casino gaming–online gambling link

    PubMed Central

    Kim, Hyoun S.; Wohl, Michael J. A.; Gupta, Rina; Derevensky, Jeffrey

    2016-01-01

    Background and aims The potential link between social casino gaming and online gambling has raised considerable concerns among clinicians, researchers and policy makers. Unfortunately, however, there is a paucity of research examining this potential link, especially among young adults. This represents a significant gap given young adults are frequently exposed to and are players of social casino games. Methods To better understand the potential link between social casino games and online gambling, we conducted three focus groups (N = 30) at two large Canadian Universities with college students who were avid social media users (who are regularly exposed to social casino games). Results Many participants spontaneously mentioned that social casino games were a great opportunity to build gambling skills before playing for real money. Importantly, some participants expressed a belief that there is a direct progression from social casino gaming to online gambling. Conversely, others believed the transition to online gambling depended on a person’s personality, rather than mere exposure to social casino games. While many young adults in our focus groups felt immune to the effects of social casino games, there was a general consensus that social casino games may facilitate the transition to online gambling among younger teenagers (i.e., 12–14 yr olds), due to the ease of accessibility and early exposure. Discussion The results of the present research point to the need for more study on the effects of social casino gambling as well as a discussion concerning regulation of social casino games in order to minimize their potential risks. PMID:28092197

  11. The gambling behavior of indigenous Australians.

    PubMed

    Hing, Nerilee; Breen, Helen; Gordon, Ashley; Russell, Alex

    2014-06-01

    The gambling activities of minority groups such as Indigenous peoples are usually culturally complex and poorly understood. To redress the scarcity of information and contribute to a better understanding of gambling by Indigenous people, this paper presents quantitative evidence gathered at three Australian Indigenous festivals, online and in several Indigenous communities. With support from Indigenous communities, the study collected and analyzed surveys from 1,259 self-selected Indigenous adults. Approximately 33 % of respondents gambled on card games while 80 % gambled on commercial gambling forms in the previous year. Gambling participation and involvement are high, particularly on electronic gaming machines (EGMs), the favorite and most regular form of gambling. Men are significantly more likely to participate in gambling and to gamble more frequently on EGMs, horse/dog races, sports betting and instant scratch tickets. This elevated participation and frequency of gambling on continuous forms would appear to heighten gambling risks for Indigenous men. This is particularly the case for younger Indigenous men, who are more likely than their older counterparts to gamble on EGMs, table games and poker. While distinct differences between the gambling behaviors of our Indigenous sample and non-Indigenous Australians are apparent, Australian Indigenous behavior appears similar to that of some Indigenous and First Nations populations in other countries. Although this study represents the largest survey of Indigenous Australian gambling ever conducted in New South Wales and Queensland, further research is needed to extend our knowledge of Indigenous gambling and to limit the risks from gambling for Indigenous peoples.

  12. The Fate and Effects of Crude Oil Spilled on Subarctic Permafrost Terrain in Interior Alaska,

    DTIC Science & Technology

    1980-12-01

    and Poker Creek, al soils are acidic , generally about pH 4 (Troth et guarding against inadvertent oil (ontamination al 1975, Riegeretal 1972) I2 - IV...of root mediately adjacent to surface oil. Deciduous nutrient uptake, 2) coating of the roots by a leaves turned brown and abscised before ever...Although spruce in the upper 2 m of the winter foliage became chlorotic, turned brown, and spill began dropping needles by mid-June, the abscised

  13. The Role of Neutral Atmospheric Dynamics in Cusp Density and Ionospheric Patch Formation

    DTIC Science & Technology

    2012-10-01

    J . Moen, K. Oksavik, C. P. Nielsen, I. W. McCrea, T . R. Pedersen, and P. Gallop, Direct observations of injection events of subauroral plasma into...reconnection events at high end (3km/s) of spectrum of typical plasma flow jet events. The doubling is attributed not t o any difference in the model, but...world (at Poker Flat in Alaska, and Mawson in Antarctica), both belonging to Dr Mark Conde at the University of Alaska, who pioneered the technique (e.g

  14. Effects of Career Duration, Concussion History, and Playing Position on White Matter Microstructure and Functional Neural Recruitment in Former College and Professional Football Athletes.

    PubMed

    Clark, Michael D; Varangis, Eleanna M L; Champagne, Allen A; Giovanello, Kelly S; Shi, Feng; Kerr, Zachary Y; Smith, J Keith; Guskiewicz, Kevin M

    2018-03-01

    Purpose To better understand the relationship between exposure to concussive and subconcussive head impacts, white matter integrity, and functional task-related neural activity in former U.S. football athletes. Materials and Methods Between 2011 and 2013, 61 cognitively unimpaired former collegiate and professional football players (age range, 52-65 years) provided informed consent to participate in this cross-sectional study. Participants were stratified across three crossed factors: career duration, concussion history, and primary playing position. Fractional anisotropy (FA) and blood oxygen level-dependent (BOLD) percent signal change (PSC) were measured with diffusion-weighted and task-related functional magnetic resonance imaging, respectively. Analyses of variance of FA and BOLD PSC were used to determine main or interaction effects of the three factors. Results A significant interaction between career duration and concussion history was observed; former college players with more than three concussions had lower FA in a broadly distributed area of white matter compared with those with zero to one concussion (t29 = 2.774; adjusted P = .037), and the opposite was observed for former professional players (t29 = 3.883; adjusted P = .001). A separate interaction between concussion history and position was observed: Nonspeed players with more than three concussions had lower FA in frontal white matter compared with those with zero to one concussion (t25 = 3.861; adjusted P = .002). Analysis of working memory-task BOLD PSC revealed a similar interaction between concussion history and position (all adjusted P < .004). Overall, former players with lower FA tended to have lower BOLD PSC across three levels of a working memory task. Conclusion Career duration and primary playing position seem to modify the effects of concussion history on white matter structure and neural recruitment. The differences in brain structure and function were observed in the absence of clinical impairment, which suggested that multimodal imaging may provide early markers of onset of traumatic neurodegenerative disease. © RSNA, 2017 Online supplemental material is available for this article.

  15. Problematic video game use: estimated prevalence and associations with mental and physical health.

    PubMed

    Mentzoni, Rune Aune; Brunborg, Geir Scott; Molde, Helge; Myrseth, Helga; Skouverøe, Knut Joachim Mår; Hetland, Jørn; Pallesen, Ståle

    2011-10-01

    A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.

  16. A monument to the player: preserving a landscape of socio-cultural capital in the transitional MMORPG

    NASA Astrophysics Data System (ADS)

    `Adrir'Scott, Michael

    2012-12-01

    Massively multiplayer online role-playing games (MMORPGs) produce dynamic socio-ludic worlds that nurture both culture and gameplay to shape experiences. Despite the persistent nature of these games, however, the virtual spaces that anchor these worlds may not always be able to exist in perpetuity. Encouraging a community to migrate from one space to another is a challenge now facing some game developers. This paper examines the case of Guild Wars® and its "Hall of Monuments", a feature that bridges the accomplishments of players from the current game to the forthcoming sequel. Two factor analyses describe the perspectives of 105 and 187 self-selected participants. The results reveal four factors affecting attitudes towards the feature, but they do not strongly correlate with existing motivational frameworks, and significant differences were found between different cultures within the game. This informs a discussion about the implications and facilitation of such transitions, investigating themes of capital, value perception and assumptive worlds. It is concluded that the way subcultures produce meaning needs to be considered when attempting to preserve the socio-cultural landscape.

  17. The myth of the team captain as principal leader: extending the athlete leadership classification within sport teams.

    PubMed

    Fransen, Katrien; Vanbeselaere, Norbert; De Cuyper, Bert; Vande Broek, Gert; Boen, Filip

    2014-01-01

    Although coaches and players recognise the importance of leaders within the team, research on athlete leadership is sparse. The present study expands knowledge of athlete leadership by extending the current leadership classification and exploring the importance of the team captain as formal leader of the team. An online survey was completed by 4,451 participants (31% females and 69% males) within nine different team sports in Flanders (Belgium). Players (N = 3,193) and coaches (N = 1,258) participated on all different levels in their sports. Results revealed that the proposed additional role of motivational leader was perceived as clearly distinct from the already established roles (task, social and external leader). Furthermore, almost half of the participants (44%) did not perceive their captain as the principal leader on any of the four roles. These findings underline the fact that the leadership qualities attributed to the captain as the team's formal leader are overrated. It can be concluded that leadership is spread throughout the team; informal leaders rather than the captain take the lead, both on and off the field.

  18. Putting brain training to the test.

    PubMed

    Owen, Adrian M; Hampshire, Adam; Grahn, Jessica A; Stenton, Robert; Dajani, Said; Burns, Alistair S; Howard, Robert J; Ballard, Clive G

    2010-06-10

    'Brain training', or the goal of improved cognitive function through the regular use of computerized tests, is a multimillion-pound industry, yet in our view scientific evidence to support its efficacy is lacking. Modest effects have been reported in some studies of older individuals and preschool children, and video-game players outperform non-players on some tests of visual attention. However, the widely held belief that commercially available computerized brain-training programs improve general cognitive function in the wider population in our opinion lacks empirical support. The central question is not whether performance on cognitive tests can be improved by training, but rather, whether those benefits transfer to other untrained tasks or lead to any general improvement in the level of cognitive functioning. Here we report the results of a six-week online study in which 11,430 participants trained several times each week on cognitive tasks designed to improve reasoning, memory, planning, visuospatial skills and attention. Although improvements were observed in every one of the cognitive tasks that were trained, no evidence was found for transfer effects to untrained tasks, even when those tasks were cognitively closely related.

  19. Studying the co-evolution of protein families with the Mirrortree web server.

    PubMed

    Ochoa, David; Pazos, Florencio

    2010-05-15

    The Mirrortree server allows to graphically and interactively study the co-evolution of two protein families, and investigate their possible interactions and functional relationships in a taxonomic context. The server includes the possibility of starting from single sequences and hence it can be used by non-expert users. The web server is freely available at http://csbg.cnb.csic.es/mtserver. It was tested in the main web browsers. Adobe Flash Player is required at the client side to perform the interactive assessment of co-evolution. pazos@cnb.csic.es Supplementary data are available at Bioinformatics online.

  20. Exploring the quantum speed limit with computer games

    NASA Astrophysics Data System (ADS)

    Sørensen, Jens Jakob W. H.; Pedersen, Mads Kock; Munch, Michael; Haikka, Pinja; Jensen, Jesper Halkjær; Planke, Tilo; Andreasen, Morten Ginnerup; Gajdacz, Miroslav; Mølmer, Klaus; Lieberoth, Andreas; Sherson, Jacob F.

    2016-04-01

    Humans routinely solve problems of immense computational complexity by intuitively forming simple, low-dimensional heuristic strategies. Citizen science (or crowd sourcing) is a way of exploiting this ability by presenting scientific research problems to non-experts. ‘Gamification’—the application of game elements in a non-game context—is an effective tool with which to enable citizen scientists to provide solutions to research problems. The citizen science games Foldit, EteRNA and EyeWire have been used successfully to study protein and RNA folding and neuron mapping, but so far gamification has not been applied to problems in quantum physics. Here we report on Quantum Moves, an online platform gamifying optimization problems in quantum physics. We show that human players are able to find solutions to difficult problems associated with the task of quantum computing. Players succeed where purely numerical optimization fails, and analyses of their solutions provide insights into the problem of optimization of a more profound and general nature. Using player strategies, we have thus developed a few-parameter heuristic optimization method that efficiently outperforms the most prominent established numerical methods. The numerical complexity associated with time-optimal solutions increases for shorter process durations. To understand this better, we produced a low-dimensional rendering of the optimization landscape. This rendering reveals why traditional optimization methods fail near the quantum speed limit (that is, the shortest process duration with perfect fidelity). Combined analyses of optimization landscapes and heuristic solution strategies may benefit wider classes of optimization problems in quantum physics and beyond.

  1. Exploring the quantum speed limit with computer games.

    PubMed

    Sørensen, Jens Jakob W H; Pedersen, Mads Kock; Munch, Michael; Haikka, Pinja; Jensen, Jesper Halkjær; Planke, Tilo; Andreasen, Morten Ginnerup; Gajdacz, Miroslav; Mølmer, Klaus; Lieberoth, Andreas; Sherson, Jacob F

    2016-04-14

    Humans routinely solve problems of immense computational complexity by intuitively forming simple, low-dimensional heuristic strategies. Citizen science (or crowd sourcing) is a way of exploiting this ability by presenting scientific research problems to non-experts. 'Gamification'--the application of game elements in a non-game context--is an effective tool with which to enable citizen scientists to provide solutions to research problems. The citizen science games Foldit, EteRNA and EyeWire have been used successfully to study protein and RNA folding and neuron mapping, but so far gamification has not been applied to problems in quantum physics. Here we report on Quantum Moves, an online platform gamifying optimization problems in quantum physics. We show that human players are able to find solutions to difficult problems associated with the task of quantum computing. Players succeed where purely numerical optimization fails, and analyses of their solutions provide insights into the problem of optimization of a more profound and general nature. Using player strategies, we have thus developed a few-parameter heuristic optimization method that efficiently outperforms the most prominent established numerical methods. The numerical complexity associated with time-optimal solutions increases for shorter process durations. To understand this better, we produced a low-dimensional rendering of the optimization landscape. This rendering reveals why traditional optimization methods fail near the quantum speed limit (that is, the shortest process duration with perfect fidelity). Combined analyses of optimization landscapes and heuristic solution strategies may benefit wider classes of optimization problems in quantum physics and beyond.

  2. "Fair Play": A Videogame Designed to Address Implicit Race Bias Through Active Perspective Taking.

    PubMed

    Gutierrez, Belinda; Kaatz, Anna; Chu, Sarah; Ramirez, Dennis; Samson-Samuel, Clem; Carnes, Molly

    2014-12-01

    Having diverse faculty in academic health centers will help diversify the healthcare workforce and reduce health disparities. Implicit race bias is one factor that contributes to the underrepresentation of Black faculty. We designed the videogame "Fair Play" in which players assume the role of a Black graduate student named Jamal Davis. As Jamal, players experience subtle race bias while completing "quests" to obtain a science degree. We hypothesized that participants randomly assigned to play the game would have greater empathy for Jamal and lower implicit race bias than participants randomized to read narrative text describing Jamal's experience. University of Wisconsin-Madison graduate students were recruited via e-mail and randomly assigned to play "Fair Play" or read narrative text through an online link. Upon completion, participants took an Implicit Association Test to measure implicit bias and answered survey questions assessing empathy toward Jamal and awareness of bias. As hypothesized, gameplayers showed the least implicit bias but only when they also showed high empathy for Jamal (P=0.013). Gameplayers did not show greater empathy than text readers, and women in the text condition reported the greatest empathy for Jamal (P=0.008). However, high empathy only predicted lower levels of implicit bias among those who actively took Jamal's perspective through gameplay (P=0.014). A videogame in which players experience subtle race bias as a Black graduate student has the potential to reduce implicit bias, possibly because of a game's ability to foster empathy through active perspective taking.

  3. Personality profiles associated with different motivations for playing World of Warcraft.

    PubMed

    Graham, Lindsay T; Gosling, Samuel D

    2013-03-01

    Gamers play massively multiplayer online role-playing games (MMORPGs) for a variety of reasons. For example, some gamers play primarily as a form of socialization, whereas others play to gain a sense of achievement. Past studies have shown that these motives are associated with individual differences such as gender and number of years spent playing online games. What other individual differences might affect why people play MMORPGs? Personality is known to be associated with in-game behaviors, raising the possibility of link between personality and gaming motives. The present study examines the relationship between gamers' Big Five personality traits and their motivations for playing World of Warcraft. Results reveal several links between a player's personality and gaming motivations. For instance, individuals playing to socialize tend to be high on extraversion, agreeableness, neuroticism, and openness, whereas individuals playing to gain a sense of achievement tend to be high on extraversion and neuroticism, but low on agreeableness and conscientiousness. Findings are discussed with respect to previous research on links between personality and motives in other MMORPGs and in terms of how and why the connections between personality and motives may differ across online and offline contexts.

  4. Massively multiplayer online role-playing game-induced seizures: a neglected health problem in Internet addiction.

    PubMed

    Chuang, Yao-Chung

    2006-08-01

    As the Internet has become rapidly and widely integrated into society, Internet addiction has become a growing psychosocial problem. However, epileptic seizure, another out-of-the-ordinary health problem, is often neglected in this regard. Ten patients who experienced epileptic seizures while playing the newest genre of electronic games -- Massively Multiplayer Online Role-Playing Games (MMORPGs) -- were investigated. Patients were predominantly male young adults, and most of the events were generalized tonic-clonic seizures, myoclonic seizures, and absences. These patients should be categorized into idiopathic generalized epilepsies. Even though photosensitivity was an important factor, behavioral and higher mental activities also seemed to be significant seizure precipitants. Results demonstrated that MMORPG-induced seizures were not analogous to the ordinary video game-induced seizures. Significantly, an epileptic seizure warning did not always appear on the websites of MMORPGs and instructions for the software. While the prevalence of MMORPG-induced seizures remains unknown, it may exceed our expectations and impact our society. Not only for clinical neurologists but also for the primary physicians, educators, sociologists, and global online game publishers, there should be an awareness of this special form of reflex seizures in order to provide an appropriate health warning to MMORPG players.

  5. Return to play after chondroplasty of the knee in National Football League athletes.

    PubMed

    Scillia, Anthony J; Aune, Kyle T; Andrachuk, John S; Cain, E Lyle; Dugas, Jeffrey R; Fleisig, Glenn S; Andrews, James R

    2015-03-01

    Knee injuries, including articular cartilage damage, are common in football players and are potentially career threatening. The rate of return to play (RTP) as well as the factors affecting return after arthroscopic chondroplasty of the knee is performed in National Football League (NFL) athletes are not known. To determine the rate of return to regular season NFL competition after arthroscopic knee surgery including chondroplasty of articular cartilage lesions. In addition, identification of factors that influence successful return was investigated. Case series; Level of evidence, 4. Athletes in the NFL who underwent arthroscopic chondroplasty at a single institution were identified. Retrospective chart review and review of the NFL online database were utilized to determine the rate of RTP and factors affecting an athlete's ability to return. Chi-square and Student t tests were used to assess differences among players who were and were not able to RTP, and logistic regression was employed to determine a player's odds of return. There were 52 patients (54 procedures) identified from the surgical database who met the inclusion criteria for the study operated on between August 1, 2001, and March 31, 2011. Of these players, 36 (67%) were able to return to regular season NFL game play at an average of 8.2 months, including 13 (24%) who were still active in the NFL. The average time to follow-up was 5.9 years, and all players were allowed at least 2 years of follow-up. There was no significant correlation of RTP to athlete age, lesion size, lesion location, position played, or round selected in the NFL draft. Players who underwent concomitant microfracture were 4.4 times less likely to return to the NFL than were those who did not undergo this procedure (95% CI, 1.3-15.5). Athletes who played more than 11.6 games per season were 4.7 times more likely to RTP than were those who played fewer games per season (95% CI, 1.4-16.6). Athletes who returned to play competed in 56 fewer games, 3.3 fewer seasons, and played in 3.2 fewer games per season compared with their level of competition before surgery. A majority (67%) of NFL players are able to RTP after arthroscopic knee surgery including chondroplasty of articular cartilage lesions. Athletes who play more games per season are more likely to RTP after chondroplasty of articular cartilage lesions of the knee, but those undergoing concomitant microfracture are less likely to return. No statistical significance was determined when comparing the athletes who returned to play with respect to age at surgery, lesion location, lesion size, lesion grade, position that the athlete played, or draft round. © 2015 The Author(s).

  6. Sensor emplacement testing at Poker Flat, Alaska

    NASA Astrophysics Data System (ADS)

    Reusch, A.; Beaudoin, B. C.; Anderson, K. E.; Azevedo, S.; Carothers, L.; Love, M.; Miller, P. E.; Parker, T.; Pfeifer, M.; Slad, G.; Thomas, D.; Aderhold, K.

    2013-12-01

    PASSCAL provides equipment and support for temporary seismic projects. Speed and efficiency of deployments are essential. A revised emplacement technique of putting broadband sensors directly into soil (aka direct burial) is being tested. The first phase (fall 2011 to spring 2013) comparing data quality and sensor stability between the direct burial and the traditional 1 m deep temporary PASSCAL-style vault in a wet and noisy site near San Antonio, NM is complete. Results suggest there is little or no difference in sensor performance in the relatively high-noise environment of this initial test. The second phase was started in November 2012 with the goal of making the same comparison, but at Poker Flat, Alaska, in a low-noise, high-signal, cold and wet environment, alongside a Transportable Array (TA) deployment to be used as a performance control. This location is in an accessible and secure area with very low site noise. In addition to benefiting future worldwide PASSCAL deployments, the Poker Flat experiment serves a secondary purpose of testing modifications necessary to successfully deploy and recover broadband stations in a cold environment with the limited logistics anticipated for remote Flexible Array (FA) and PASSCAL Program deployments in Alaska. Developing emplacement techniques that maintain high data quality and data return while minimizing logistics is critical to enable principle investigators to effectively and efficiently co-locate within the future TA Alaska footprint. Three Nanometrics sensors were installed in November 2012 in power-augered holes 76 cm in depth: a Trillium Compact Posthole (PH) and two Trillium 120PH units (one standard PH and one enhanced PHQ). The installations took less than 8 hours in -30°C conditions with 4 hours of usable daylight. The Compact PH and the 120PHQ are delivering data in realtime, while the 120PH is testing standalone power and data collection systems. Preliminary results compare favorably to each other as well as the nearby Trillium 240 in a traditional TA surface vault and a 120PH in a 5 m machine-drilled borehole. This summer, two Trillium 120PA sensors were installed at a depth of 54 cm in traditional PASSCAL-style vaults, adjacent to the Trillium Compact PH, Trillium 120PH and 120PHQ emplacements. Analysis of the data collected from these five sensors will include the use of probability density functions of power spectral density to examine temporal trends in noise, signal-to-noise ratios for local, regional, and teleseismic earthquakes, and coherence of both noise and earthquake signal recordings to compare the data quality of direct burial versus temporary PASSCAL-style vaults sensor emplacements.

  7. The Role of Habits in Massive Multiplayer Online Role-Playing Game Usage: Predicting Excessive and Problematic Gaming Through Players' Sensitivity to Situational Cues.

    PubMed

    Lukavská, Kateřina; Hrabec, Ondřej; Chrz, Vladimír

    2016-04-01

    We examined the effect of habitual regulation of massive multiplayer online role-playing game (MMORPG) playing on the problematic (addictive) usage and excessiveness of gaming (time that user spent playing weekly, per session, and in relation to his other leisure activities). We developed the approach to assess the strength of habitual regulation that was based on sensitivity to situational cues. We defined cues as real-life or in-game conditions (e.g., work to be done, activities with friends or family, need to relax, new game expansion) that usually promote gaming (proplay cues) or prevent it (contraplay cues). Using a sample of 377 MMORPG players, we analyzed relationships between variables through partial least squares path modeling. We found that proplay cues sensitivity significantly positively affected the excessiveness of gaming (playing time) as well as the occurrence of problematic usage symptoms. Conversely, contraplay cues sensitivity functioned as a protective factor from these conditions; significant negative effects were found for playing time and problematic usage. Playing time was confirmed to be a mediating variable, affected by cues sensitivity and at the same time affecting problematic usage symptoms. We obtained moderately strong coefficients of determination for both endogenous variables (R(2) = 0.28 for playing time; R(2) = 0.31 for problematic usage) suggesting that the proposed variables possess good explanatory power. Based on our results, we argue that the strength of habitual regulation within MMORPG usage has both positive and negative effects on excessive and problematic usage, which is a new and important finding within the area of Internet gaming addiction.

  8. High School Concussions in the 2008–2009 Academic Year

    PubMed Central

    Meehan, William P.; d’Hemecourt, Pierre; Comstock, R. Dawn

    2011-01-01

    Background An estimated 136 000 concussions occur per academic year in high schools alone. The effects of repetitive concussions and the potential for catastrophic injury have made concussion an injury of significant concern for young athletes. Purpose The objective of this study was to describe the mechanism of injury, symptoms, and management of sport-related concussions using the High School Reporting Information Online (HS RIO) surveillance system. Study Design Descriptive epidemiology study. Methods All concussions recorded by HS RIO during the 2008–2009 academic year were included. Analyses were performed using SPSS software. Chi-square analysis was performed for all categorical variables. Statistical significance was considered for P < .05. Results A total of 544 concussions were recorded. The most common mechanism (76.2%) was contact with another player, usually a head-to-head collision (52.7%). Headache was experienced in 93.4%; 4.6% lost consciousness. Most (83.4%) had resolution of their symptoms within 1 week. Symptoms lasted longer than 1 month in 1.5%. Computerized neuropsychological testing was used in 25.7% of concussions. When neuropsychological testing was used, athletes were less likely to return to play within 1 week than those for whom it was not used (13.6% vs 32.9%; P < .01). Athletes who had neuropsychological testing appeared less likely to return to play on the same day (0.8% vs 4.2%; P = .056). A greater proportion of injured, nonfootball athletes had computerized neuropsychological testing than injured football players (23% vs 32%; P = .02) Conclusion When computerized neuropsychological testing is used, high school athletes are less likely to be returned to play within 1 week of their injury. Concussed football players are less likely to have computerized neuropsychological testing than those participating in other sports. Loss of consciousness is relatively uncommon among high school athletes who sustain a sport-related concussion. The most common mechanism is contact with another player. Some athletes (1.5%) report symptoms lasting longer than 1 month. PMID:20716683

  9. An Epidemiological Comparison of Elbow Injuries Among United States High School Baseball and Softball Players, 2005-2006 Through 2014-2015.

    PubMed

    Pytiak, Andrew V; Kraeutler, Matthew J; Currie, Dustin W; McCarty, Eric C; Comstock, R Dawn

    Pitching is a common mechanism of injury in baseball, with known risk factors for elbow injuries among adolescent pitchers. Elbow injury rates and mechanisms will differ between high school baseball and softball players. Descriptive epidemiology study. Level 3. Baseball- and softball-related injury data from the 2005-2006 through 2014-2015 academic years were collected from the High School Reporting Information Online (RIO) Internet-based data collection tool. Athlete-exposure (AE) and injury data were collected by certified athletic trainers. Rate ratios (RRs) were calculated comparing injury rates in the 2 populations. Injury proportion ratios (IPRs) comparing elbow injuries in pitchers and nonpitchers were calculated as the proportion of all elbow injuries in pitchers divided by the proportion of all elbow injuries in nonpitchers. A total of 214 elbow injuries in male baseball players occurred over 2,327,774 AEs, for an overall elbow injury rate of 0.92 per 10,000 AEs. A total of 75 elbow injuries were reported in female softball players over 1,731,644 AEs, for an overall rate of 0.43 per 10,000 AEs. The rate of elbow injury was significantly higher for baseball than softball (RR, 2.12; 95% CI, 1.64-2.77). A significantly greater proportion of elbow injuries in baseball were pitching-related compared with those from softball, with 50.2% occurring while pitching in baseball versus 11.0% in softball (IPR, 4.58; 95% CI, 2.35-8.93). If all injuries occurring during pitching were removed from both sports, the difference in elbow injury rate for baseball and softball would no longer be significant (RR, 1.19; 95% CI, 0.88-1.62). The rate of elbow injuries is significantly higher in baseball than softball. This is attributable to differences in rates of pitching-related injuries between these 2 groups. These results demonstrate that overhand pitching increases risk of elbow injury in high school athletes.

  10. The World (of Warcraft) through the eyes of an expert.

    PubMed

    Marzouki, Yousri; Dusaucy, Valériane; Chanceaux, Myriam; Mathôt, Sebastiaan

    2017-01-01

    Negative correlations between pupil size and the tendency to look at salient locations were found in recent studies (e.g., Mathôt et al., 2015). It is hypothesized that this negative correlation might be explained by the mental effort put by participants in the task that leads in return to pupil dilation. Here we present an exploratory study on the effect of expertise on eye-movement behavior. Because there is no available standard tool to evaluate WoW players' expertise, we built an off-game questionnaire testing players' knowledge about WoW and acquired skills through completed raids, highest rated battlegrounds, Skill Points, etc. Experts ( N  = 4) and novices ( N  = 4) in the massively multiplayer online role-playing game World of Warcraft (WoW) viewed 24 designed video segments from the game that differ in regards with their content (i.e, informative locations) and visual complexity (i.e, salient locations). Consistent with previous studies, we found a negative correlation between pupil size and the tendency to look at salient locations (experts, r  =  - .17, p  < .0001, and novices, r  =  - .09, p  < .0001). This correlation has been interpreted in terms of mental effort: People are inherently biased to look at salient locations (sharp corners, bright lights, etc.), but are able (i.e., experts) to overcome this bias if they invest sufficient mental effort. Crucially, we observed that this correlation was stronger for expert WoW players than novice players ( Z  =  - 3.3, p  = .0011). This suggests that experts learned to improve control over eye-movement behavior by guiding their eyes towards informative, but potentially low-salient areas of the screen. These findings may contribute to our understanding of what makes an expert an expert.

  11. A review of vision-based motion analysis in sport.

    PubMed

    Barris, Sian; Button, Chris

    2008-01-01

    Efforts at player motion tracking have traditionally involved a range of data collection techniques from live observation to post-event video analysis where player movement patterns are manually recorded and categorized to determine performance effectiveness. Due to the considerable time required to manually collect and analyse such data, research has tended to focus only on small numbers of players within predefined playing areas. Whilst notational analysis is a convenient, practical and typically inexpensive technique, the validity and reliability of the process can vary depending on a number of factors, including how many observers are used, their experience, and the quality of their viewing perspective. Undoubtedly the application of automated tracking technology to team sports has been hampered because of inadequate video and computational facilities available at sports venues. However, the complex nature of movement inherent to many physical activities also represents a significant hurdle to overcome. Athletes tend to exhibit quick and agile movements, with many unpredictable changes in direction and also frequent collisions with other players. Each of these characteristics of player behaviour violate the assumptions of smooth movement on which computer tracking algorithms are typically based. Systems such as TRAKUS, SoccerMan, TRAKPERFORMANCE, Pfinder and Prozone all provide extrinsic feedback information to coaches and athletes. However, commercial tracking systems still require a fair amount of operator intervention to process the data after capture and are often limited by the restricted capture environments that can be used and the necessity for individuals to wear tracking devices. Whilst some online tracking systems alleviate the requirements of manual tracking, to our knowledge a completely automated system suitable for sports performance is not yet commercially available. Automatic motion tracking has been used successfully in other domains outside of elite sport performance, notably for surveillance in the military and security industry where automatic recognition of moving objects is achievable because identification of the objects is not necessary. The current challenge is to obtain appropriate video sequences that can robustly identify and label people over time, in a cluttered environment containing multiple interacting people. This problem is often compounded by the quality of video capture, the relative size and occlusion frequency of people, and also changes in illumination. Potential applications of an automated motion detection system are offered, such as: planning tactics and strategies; measuring team organisation; providing meaningful kinematic feedback; and objective measures of intervention effectiveness in team sports, which could benefit coaches, players, and sports scientists.

  12. Online video game therapy for mental health concerns: a review.

    PubMed

    Wilkinson, Nathan; Ang, Rebecca P; Goh, Dion H

    2008-07-01

    There has been research on the use of offline video games for therapeutic purposes but online video game therapy is still fairly under-researched. Online therapeutic interventions have only recently included a gaming component. Hence, this review represents a timely first step toward taking advantage of these recent technological and cultural innovations, particularly for the treatment of special-needs groups such as the young, the elderly and people with various conditions such as ADHD, anxiety and autism spectrum disorders. A review integrating research findings on two technological advances was conducted: the home computer boom of the 1980s, which triggered a flood of research on therapeutic video games for the treatment of various mental health conditions; and the rise of the internet in the 1990s, which caused computers to be seen as conduits for therapeutic interaction rather than replacements for the therapist. We discuss how video games and the internet can now be combined in therapeutic interventions, as attested by a consideration of pioneering studies. Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.

  13. Nursing students' attitudes toward video games and related new media technologies.

    PubMed

    Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D

    2011-09-01

    Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies. Copyright 2011, SLACK Incorporated.

  14. Rocket measurement of auroral partial parallel distribution functions

    NASA Astrophysics Data System (ADS)

    Lin, C.-A.

    1980-01-01

    The auroral partial parallel distribution functions are obtained by using the observed energy spectra of electrons. The experiment package was launched by a Nike-Tomahawk rocket from Poker Flat, Alaska over a bright auroral band and covered an altitude range of up to 180 km. Calculated partial distribution functions are presented with emphasis on their slopes. The implications of the slopes are discussed. It should be pointed out that the slope of the partial parallel distribution function obtained from one energy spectra will be changed by superposing another energy spectra on it.

  15. Sounding of the Ion Energization Region: Resolving Ambiguities

    NASA Technical Reports Server (NTRS)

    LaBelle, James

    2003-01-01

    Dartmouth College provided a single-channel high-frequency wave receiver to the Sounding of the Ion Energization Region: Resolving Ambiguities (SIERRA) rocket experiment launched from Poker Flat, Alaska, in January 2002. The receiver used signals from booms, probes, preamplifiers, and differential amplifiers provided by Cornell University coinvestigators. Output was to a dedicated 5 MHz telemetry link provided by WFF, with a small amount of additional Pulse Code Modulation (PCM) telemetry required for the receiver gain information. We also performed preliminary analysis of the data. The work completed is outlined below, in chronological order.

  16. Recycled plastics: On-line exchange may breathe life into market

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

    Stringer, J.

    1995-11-15

    While plastics recycling has become more technologically developed during the past few years, the market-made up of a large number of small companies and municipalities-still remains plagued by unorganized pricing and lack of standardized quality. However, industry players are hoping the recently launched Chicago Board of Trade (CBOT) Recyclable Exchange will put new life into the market by establishing industry-wide standards and making the market more efficient. While many are watching the project with {open_quotes}cautious optimism,{close_quotes} the goal is to match up suppliers with buyers and make recyclable trading easier and cheaper, especially for smaller companies.

  17. E-commerce. Point, click, purchase.

    PubMed

    Menduno, M

    1999-10-01

    Many in health care may still be technology-shy, but there are big savings to be found in business-to-business e-commerce. Some experts estimate that electronic purchasing can trim 18 to 45 percent of costs out of the health care supply chain. That could revolutionize the $140 billion supply industry--but only if buyers and sellers can get on the same page. A whole host of companies are springing up to make that link. It won't be easy. "Anyone can do online ordering," says Joseph Miccio of NCI Consulting. "The real challenge for these vendors is to simultaneously connect all the players in the supply chain through a common database."

  18. Game Schedules and Rate of Concussions in the National Football League.

    PubMed

    Teramoto, Masaru; Cushman, Daniel M; Cross, Chad L; Curtiss, Heather M; Willick, Stuart E

    2017-11-01

    Concussion prevention in the National Football League (NFL) is an important priority for player safety. The NFL now has modified game schedules, and one concern is that unconventional game schedules, such as a shortened rest period due to playing on a Thursday rather than during the weekend, may lead to an increased risk of injuries. Unconventional game schedules in the NFL are associated with an increased rate of concussion. Descriptive epidemiological study. This study analyzed concussions and game schedules over the NFL regular seasons from 2012 to 2015 (4 years). Documented numbers of concussions, identified by use of the online database PBS Frontline Concussion Watch, were summarized by regular-season weeks. Association of days of rest and game location (home, away, or overseas) with the rate of concussion was examined by use of the χ 2 test. Logistic regression analysis was performed to examine the relationships of days of rest and home/away games to the risk of repeated concussions, with adjustment for player position. A total of 582 concussions were analyzed in this study. A significantly greater number of concussions occurred in the second half of the season ( P < .01). No significant association was found between the rate of concussion and the days of rest, game location, or timing of the bye week by the team or the opponent ( P > .05). Game schedules were not significantly associated with the occurrence of repeat concussions ( P > .05). Unconventional game schedules in the NFL, including playing on Thursday and playing overseas, do not seem to put players at increased risk of concussions.

  19. “Fair Play”: A Videogame Designed to Address Implicit Race Bias Through Active Perspective Taking

    PubMed Central

    Kaatz, Anna; Chu, Sarah; Ramirez, Dennis; Samson-Samuel, Clem; Carnes, Molly

    2014-01-01

    Abstract Objective: Having diverse faculty in academic health centers will help diversify the healthcare workforce and reduce health disparities. Implicit race bias is one factor that contributes to the underrepresentation of Black faculty. We designed the videogame “Fair Play” in which players assume the role of a Black graduate student named Jamal Davis. As Jamal, players experience subtle race bias while completing “quests” to obtain a science degree. We hypothesized that participants randomly assigned to play the game would have greater empathy for Jamal and lower implicit race bias than participants randomized to read narrative text describing Jamal's experience. Materials and Methods: University of Wisconsin–Madison graduate students were recruited via e-mail and randomly assigned to play “Fair Play” or read narrative text through an online link. Upon completion, participants took an Implicit Association Test to measure implicit bias and answered survey questions assessing empathy toward Jamal and awareness of bias. Results: As hypothesized, gameplayers showed the least implicit bias but only when they also showed high empathy for Jamal (P=0.013). Gameplayers did not show greater empathy than text readers, and women in the text condition reported the greatest empathy for Jamal (P=0.008). However, high empathy only predicted lower levels of implicit bias among those who actively took Jamal's perspective through gameplay (P=0.014). Conclusions: A videogame in which players experience subtle race bias as a Black graduate student has the potential to reduce implicit bias, possibly because of a game's ability to foster empathy through active perspective taking. PMID:26192644

  20. [Primary Prevention And Health Promotion in Bavaria: Taking Stock].

    PubMed

    Reisig, V; Kuhn, J; Loos, S; Nennstiel-Ratzel, U; Wildner, M; Caselmann, W H

    2017-04-01

    Background: Health promotion and prevention are key elements of Bavarian health policy and are currently being re-oriented along the framework of the "Bavarian Prevention Plan". In this context, a stock taking of prevention and health promotion in Bavaria was conducted with the aim to contribute to the continued strategic and quality-orientated development of this field. Methods: The investigation was restricted to activities of primary prevention and health promotion with a focus on the action areas of the Bavarian Prevention Plan. The prevention actors, not projects, were the smallest units that were surveyed. During the 3-month field phase in 2014/2015, 595 prevention players were contacted and asked to complete an online questionnaire on their activities and target groups as well as quality and structural aspects. In addition, 9 expert interviews were conducted in an urban and a rural area in order to explore the field of small commercial and civic prevention actors. Results: 135 prevention players took part in the survey (return rate 23%). The most commonly cited themes of activities are health literacy (62% of players) and mental health (58%). The target groups are often broadly defined, gender specific measures and those for socially disadvantaged groups are comparatively rare. Provision of health-related information is the most commonly used approach (58-69% of players depending on the action area), least used are community work approaches (9-12%). 77% of the respondents state to use models of best practice and 55% scientific results in the development of measures; 43% conduct outcome evaluations and 80% take part in committee work and networks. The latter are mainly used to exchange information (90% of actors), 55 and 54% state to use them for joint planning and delivery of interventions, respectively. Conclusions: The most important prevention players took part in the survey. Methodologically it proved difficult to achieve a meaningful depiction of central aspects of the prevention scene via a quantitative survey approach. There is a lack of well-tried instruments and approaches for such cross-agency surveys. Nevertheless, the study allows trend statements on the spectrum, structure and quality of prevention in Bavaria. Thus, a starting line for the implementation of the Bavarian Prevention Plan as well as the basis of prevention reporting as intended by the new national prevention law could be established. © Georg Thieme Verlag KG Stuttgart · New York.

  1. Comparison of Indiana High School Football Injury Rates by Inclusion of the USA Football "Heads Up Football" Player Safety Coach.

    PubMed

    Kerr, Zachary Y; Dalton, Sara L; Roos, Karen G; Djoko, Aristarque; Phelps, Jennifer; Dompier, Thomas P

    2016-05-01

    In Indiana, high school football coaches are required to complete a coaching education course with material related to concussion awareness, equipment fitting, heat emergency preparedness, and proper technique. Some high schools have also opted to implement a player safety coach (PSC). The PSC, an integral component of USA Football's Heads Up Football (HUF) program, is a coach whose primary responsibility is to ensure that other coaches are implementing proper tackling and blocking techniques alongside other components of the HUF program. To compare injury rates in Indiana high school football teams by their usage of a PSC or online coaching education only. Cohort study; Level of evidence, 2. Athletic trainers (ATs) evaluated and tracked injuries at each practice and game during the 2015 high school football season. Players were drawn from 6 teams in Indiana. The PSC group, which used the PSC component, was comprised of 204 players from 3 teams. The "education only" group (EDU), which utilized coaching education only, was composed of 186 players from 3 teams. Injury rates and injury rate ratios (IRRs) were reported with 95% confidence intervals (CIs). During 25,938 athlete-exposures (AEs), a total of 149 injuries were reported, of which 54 (36.2%) and 95 (63.8%) originated from the PSC and EDU groups, respectively. The practice injury rate was lower in the PSC group than the EDU group (2.99 vs 4.83/1000 AEs; IRR, 0.62; 95% CI, 0.40-0.95). The game injury rate was also lower in the PSC group than the EDU group (11.37 vs 26.37/1000 AEs; IRR, 0.43; 95% CI, 0.25-0.74). When restricted to concussions only, the rate was lower in the PSC group (0.09 vs 0.73/1000 AEs; IRR, 0.12; 95% CI, 0.01-0.94), although only 1 concussion was reported in the PSC group. No differences were found in game concussion rates (0.60 vs 4.39/1000 AEs; IRR, 0.14; 95% CI, 0.02-1.11). Findings support the PSC as an effective method of injury mitigation in high school football. Future research should seek to replicate this study using larger samples from additional states.

  2. Comparison of Indiana High School Football Injury Rates by Inclusion of the USA Football “Heads Up Football” Player Safety Coach

    PubMed Central

    Kerr, Zachary Y.; Dalton, Sara L.; Roos, Karen G.; Djoko, Aristarque; Phelps, Jennifer; Dompier, Thomas P.

    2016-01-01

    Background: In Indiana, high school football coaches are required to complete a coaching education course with material related to concussion awareness, equipment fitting, heat emergency preparedness, and proper technique. Some high schools have also opted to implement a player safety coach (PSC). The PSC, an integral component of USA Football’s Heads Up Football (HUF) program, is a coach whose primary responsibility is to ensure that other coaches are implementing proper tackling and blocking techniques alongside other components of the HUF program. Purpose: To compare injury rates in Indiana high school football teams by their usage of a PSC or online coaching education only. Study Design: Cohort study; Level of evidence, 2. Methods: Athletic trainers (ATs) evaluated and tracked injuries at each practice and game during the 2015 high school football season. Players were drawn from 6 teams in Indiana. The PSC group, which used the PSC component, was comprised of 204 players from 3 teams. The “education only” group (EDU), which utilized coaching education only, was composed of 186 players from 3 teams. Injury rates and injury rate ratios (IRRs) were reported with 95% confidence intervals (CIs). Results: During 25,938 athlete-exposures (AEs), a total of 149 injuries were reported, of which 54 (36.2%) and 95 (63.8%) originated from the PSC and EDU groups, respectively. The practice injury rate was lower in the PSC group than the EDU group (2.99 vs 4.83/1000 AEs; IRR, 0.62; 95% CI, 0.40-0.95). The game injury rate was also lower in the PSC group than the EDU group (11.37 vs 26.37/1000 AEs; IRR, 0.43; 95% CI, 0.25-0.74). When restricted to concussions only, the rate was lower in the PSC group (0.09 vs 0.73/1000 AEs; IRR, 0.12; 95% CI, 0.01-0.94), although only 1 concussion was reported in the PSC group. No differences were found in game concussion rates (0.60 vs 4.39/1000 AEs; IRR, 0.14; 95% CI, 0.02-1.11). Conclusion: Findings support the PSC as an effective method of injury mitigation in high school football. Future research should seek to replicate this study using larger samples from additional states. PMID:27275000

  3. Circular RNA: an emerging key player in RNA world.

    PubMed

    Meng, Xianwen; Li, Xue; Zhang, Peijing; Wang, Jingjing; Zhou, Yincong; Chen, Ming

    2017-07-01

    Insights into the circular RNA (circRNA) exploration have revealed that they are abundant in eukaryotic transcriptomes. Diverse genomic regions can generate different types of RNA circles, implying their diversity. Covalently closed loop structures elevate the stability of this new type of noncoding RNA. High-throughput sequencing analyses suggest that circRNAs exhibit tissue- and developmental-specific expression, indicating that they may play crucial roles in multiple cellular processes. Strikingly, several circRNAs could function as microRNA sponges and regulate gene transcription, highlighting a new class of important regulators. Here, we review the recent advances in knowledge of endogenous circRNA biogenesis, properties and functions. We further discuss the current findings about circRNAs in human diseases. In plants, the roles of circRNAs remain a mystery. Online resources and bioinformatics identification of circRNAs are essential for the analysis of circRNA biology, although different strategies yield divergent results. The understanding of circRNA functions remains limited; however, circRNAs are enriching the RNA world, acting as an emerging key player. © The Author 2016. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  4. Behavioral characteristics of Internet gamblers who trigger corporate responsible gambling interventions.

    PubMed

    Gray, Heather M; LaPlante, Debi A; Shaffer, Howard J

    2012-09-01

    As the worldwide popularity of Internet gambling increases, concerns about the potential for gambling-related harm also increase. This paper reports the results of a study examining actual Internet gambling behavior during 10 years of play. We examined the electronic gambling records of subscribers (N=2,066) who triggered a responsible gaming alert system at a large international online gaming company. We compared these cases with control subscribers (N=2,066) who had the same amount of exposure to the Internet gambling service provider. We used discriminant function analysis to explore what aspects of gambling behavior distinguish cases from controls. Indices of the intensity of gambling activity (e.g., total number of bets made, number of bets per betting day) best distinguished cases from controls, particularly in the case of live-action sports betting. Control group players evidenced behavior similar to the population of players using this service. These results add to our understanding of behavioral markers for disordered Internet gambling and will aid in the development of behavior-based algorithms capable of predicting the presence and/or the onset of disordered Internet gambling. PsycINFO Database Record (c) 2012 APA, all rights reserved.

  5. Time to decide: Diurnal variations on the speed and quality of human decisions.

    PubMed

    Leone, María Juliana; Fernandez Slezak, Diego; Golombek, Diego; Sigman, Mariano

    2017-01-01

    Human behavior and physiology exhibit diurnal fluctuations. These rhythms are entrained by light and social cues, with vast individual differences in the phase of entrainment - referred as an individual's chronotype - ranging in a continuum between early larks and late owls. Understanding whether decision-making in real-life situations depends on the relation between time of the day and an individual's diurnal preferences has both practical and theoretical implications. However, answering this question has remained elusive because of the difficulty of measuring precisely the quality of a decision in real-life scenarios. Here we investigate diurnal variations in decision-making as a function of an individual's chronotype capitalizing on a vast repository of human decisions: online chess servers. In a chess game, every player has to make around 40 decisions using a finite time budget and both the time and quality of each decision can be accurately determined. We found reliable diurnal rhythms in activity and decision-making policy. During the morning, players adopt a prevention focus policy (slower and more accurate decisions) which is later modified to a promotion focus (faster but less accurate decisions), without daily changes in performance. Copyright © 2016 Elsevier B.V. All rights reserved.

  6. No association between posture and musculoskeletal complaints in a professional bassist sample.

    PubMed

    Woldendorp, K H; Boonstra, A M; Tijsma, A; Arendzen, J H; Reneman, M F

    2016-03-01

    Professional musicians receive little attention in pain medicine despite reports of high prevalence of musculoskeletal complaints. This study aims to investigate the association between work-related postures and musculoskeletal complaints of professional bass players. Participants were 141 professional and professional student double bassists and bass guitarists. Data about self-reported functioning, general and mental health status, location and intensity of musculoskeletal complaints and psychosocial distress were collected online with self constructed and existing questionnaires. Logistic regression analyses were performed to analyse associations between work-related postural stress (including type of instrument and accompanying specific exposures) and physical complains, adjusted for potential confounders. Logistic regression analyses revealed no association between complaints and the playing position of the left shoulder area in double bassists (p = 0.30), the right wrist area in the bass guitarists (p = 0.70), the right wrist area for the German versus French bowing style (p = 0.59). All three hypotheses were rejected. This study shows that in this sample of professional bass players' long-lasting exposures to postural stress were not associated with musculoskeletal complaints. This challenges a dominant model in pain medicine to focus on ergonomic postures. © 2015 European Pain Federation - EFIC®

  7. Navigating the feminine in massively multiplayer online games: gender in World of Warcraft.

    PubMed

    Brehm, Audrey L

    2013-01-01

    The objective of the study is to present and discuss attitudes, perceptions and opinions about sexism and gendered play in the massively multiplayer online roleplaying game (MMO), World of Warcraft. Through the use of an online survey which includes both multiple choice questions and open-ended questions, the research discusses the major themes and findings expressed by the World of Warcraft forum users (N = 294). The descriptive statistical findings presented are derived from the multiple choice questions. Within the sample, the results reveal that sexism is a contentious topic in the World of Warcraft community. 63.6% (n = 75) of female respondents reported experiencing sexism within the game. 27.5% (n = 44) of male respondents and 45.3% (n = 53) of female respondents believe that sexism is a problem in the game. Overall, 64.4% (n = 183) of the respondents reported sexism as a non-issue in the game. Themes surrounding the topic of sexism experienced within the game are presented based on frequency of homogenous responses. Based on the multiple choice questions and the open-ended questions, the research argues that sexism and gendered play in gaming should be studied more closely, as the results reveal that many MMO players are affected negatively by it.

  8. Social Inference Through Technology

    NASA Astrophysics Data System (ADS)

    Oulasvirta, Antti

    Awareness cues are computer-mediated, real-time indicators of people’s undertakings, whereabouts, and intentions. Already in the mid-1970 s, UNIX users could use commands such as “finger” and “talk” to find out who was online and to chat. The small icons in instant messaging (IM) applications that indicate coconversants’ presence in the discussion space are the successors of “finger” output. Similar indicators can be found in online communities, media-sharing services, Internet relay chat (IRC), and location-based messaging applications. But presence and availability indicators are only the tip of the iceberg. Technological progress has enabled richer, more accurate, and more intimate indicators. For example, there are mobile services that allow friends to query and follow each other’s locations. Remote monitoring systems developed for health care allow relatives and doctors to assess the wellbeing of homebound patients (see, e.g., Tang and Venables 2000). But users also utilize cues that have not been deliberately designed for this purpose. For example, online gamers pay attention to other characters’ behavior to infer what the other players are like “in real life.” There is a common denominator underlying these examples: shared activities rely on the technology’s representation of the remote person. The other human being is not physically present but present only through a narrow technological channel.

  9. Navigating the feminine in massively multiplayer online games: gender in World of Warcraft

    PubMed Central

    Brehm, Audrey L.

    2013-01-01

    The objective of the study is to present and discuss attitudes, perceptions and opinions about sexism and gendered play in the massively multiplayer online roleplaying game (MMO), World of Warcraft. Through the use of an online survey which includes both multiple choice questions and open-ended questions, the research discusses the major themes and findings expressed by the World of Warcraft forum users (N = 294). The descriptive statistical findings presented are derived from the multiple choice questions. Within the sample, the results reveal that sexism is a contentious topic in the World of Warcraft community. 63.6% (n = 75) of female respondents reported experiencing sexism within the game. 27.5% (n = 44) of male respondents and 45.3% (n = 53) of female respondents believe that sexism is a problem in the game. Overall, 64.4% (n = 183) of the respondents reported sexism as a non-issue in the game. Themes surrounding the topic of sexism experienced within the game are presented based on frequency of homogenous responses. Based on the multiple choice questions and the open-ended questions, the research argues that sexism and gendered play in gaming should be studied more closely, as the results reveal that many MMO players are affected negatively by it. PMID:24363650

  10. Real-time monitoring prefrontal activities during online video game playing by functional near-infrared spectroscopy.

    PubMed

    Li, Yue; Zhang, Lei; Long, Kehong; Gong, Hui; Lei, Hao

    2018-02-16

    A growing body of literature has suggested that video game playing can induce functional and structural plasticity of the brain. The underlying mechanisms, however, remain poorly understood. In this study, functional near-infrared spectroscopy (fNIRS) was used to record prefrontal activities in 24 experienced game players when they played a massively multiplayer online battle arena video game, League of Legends (LOL), under naturalistic conditions. It was observed that game onset was associated with significant activations in the ventrolateral prefrontal cortex (VLPFC) and concomitant deactivations in the dorsolateral prefrontal cortex (DLPFC) and frontal pole area (FPA). Game events, such as slaying an enemy and being slain by an enemy evoked region-specific time-locked hemodynamic/oxygenation responses in the prefrontal cortex (PFC). It was proposed that the VLPFC activities during LOL playing are likely responses to visuo-motor task load of the game, while the DLPFC/FPA activities may be involved in the constant shifts of attentional states and allocation of cognitive resources required by game playing. The present study demonstrated that it is feasible to use fNIRS to monitor real-time prefrontal activity during online video game playing. © 2018 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  11. Mapping e-health strategies: thinking outside the traditional healthcare box.

    PubMed

    Wen, H Joseph; Tan, Joseph

    2005-01-01

    E-health has evolved and emerged in many forms; for instance, prescription refills, appointment scheduling, online billing, online medical records, and patient provider communications. Among other marketable e-health strategic applications, the use of e-health information has proliferated and has been presented in the form of content-only health gateways, physician directories, physician-only sites, and online pharmacies. The adoption of the web as an e-health medium has caused both traditional and e-healthcare providers to rethink and experiment with innovative ways of providing healthcare services. The e-providers who can effectively market themselves on the web will have a distinct advantage. At this time, a lot of education appears to be needed in this field in order to ensure that key players in this arena are contributing to the growth and success of e-health. In this paper, we present a general framework for mapping e-health strategies based on e-health business structures and their value proposition. Such e-health systems may be designed to meet the needs of e-stakeholders and for gaining competitive advantages. We believe that by opening up this line of discussion, it will provide future-orientated healthcare executives and entrepreneurs with useful insights into feasible e-health strategic solutions and their commercial potentials.

  12. M-TeX and MIST Experiments Launched from Alaska

    NASA Image and Video Library

    2017-12-08

    Caption: Composite shot of all four rockets for the M-TeX and MIST experiments is made up of 30 second exposures. The rocket salvo began at 4:13 a.m. EST, Jan. 26, 2015, from the Poker Flat Research Range, Alaska. Credit: NASA/Jamie Adkins More info: The Mesosphere-Lower Thermosphere Turbulence Experiment, or M-TeX, and the Mesospheric Inversion-layer Stratified Turbulence, or MIST, experiment were successfully conducted the morning of Jan. 26, 2015, from the Poker Flat Research Range, Alaska. The first M-Tex rocket, a NASA Terrier-Improved Malemute sounding rocket, was launched at 4:13 a.m. EST and was followed one-minute later by the first MIST experiment payload on a NASA Terrier-Improved Orion. The second M-TeX payload was launched at 4:46 a.m. EST and also was followed one minute later by the second MIST payload. Preliminary data show that all four payloads worked as planned and the trimethyl aluminum, or TMA, vapor trails were seen at the various land-based observation sites in Alaska. A fifth rocket carrying the Auroral Spatial Structures Probe remains ready on the launch pad. The launch window for this experiment runs through Jan. 27. NASA image use policy. NASA Goddard Space Flight Center enables NASA’s mission through four scientific endeavors: Earth Science, Heliophysics, Solar System Exploration, and Astrophysics. Goddard plays a leading role in NASA’s accomplishments by contributing compelling scientific knowledge to advance the Agency’s mission. Follow us on Twitter Like us on Facebook Find us on Instagram

  13. Implementation of virtual corporation: the challenge of future business in Indonesia

    NASA Astrophysics Data System (ADS)

    Umar Daihani, Dadan

    2017-12-01

    This paper presents a descriptive analysis of the development of virtual organizations in the business. Recently, many commercials activities were carried virtually. Online shops are growing everywhere; furthermore hotel reservations, ticket booking, as well as purchasing process are all done through the cyberspace. In the government, administrative process has migrated to electronic systems such as E-budgeting, E-KTP, E-procurement and online visa application. This era is not excessive if it is said as the era of E-anything. To address the issue, we employed survey based study on APJII survey and other related sources. Furthermore, the data is analysed based on the theory of development of virtual organizations and virtual corporations by using the six social sciences paradigm. This study showed that the Internet users in Indonesia have increased progressively from year to year. Therefore, the e-commerce market in Indonesia is growing rapidly as well. By looking at the growth of Internet users and the reasons for their use, it can not be denied that the internet-based business in Indonesia is a very promising (from the electronic shop, logistics and online transportation (known as online taxi) such as, Gojek, Grab, UBER, etc). One thing that should be prepared is the wise and proper government regulation. The electronic technology-based business activity of course is a necessity, and can’t be inhibited its development. However, if the infrastructure such as the regulation and culture of the community are not ready yet, then it can lead to the social conflict such as a conflict between conventional taxi and online taxi players (Gojek, Grab, Uber etc). We hope this paper will open the horizon and our mind of looking at the emergence of new patterns in business.

  14. A high-altitude barium radial injection experiment

    NASA Technical Reports Server (NTRS)

    Wescott, E. M.; Stenbaek-Nielsen, H. C.; Hallinan, T. J.; Deehr, C. S.; Romick, G. J.; Olson, J. V.; Roederer, J. G.; Sydora, R.

    1980-01-01

    A rocket launched from Poker Flat, Alaska, carried a new type of high-explosive barium shaped charge to 571 km, where detonation injected a thin disk of barium vapor with high velocity nearly perpendicular to the magnetic field. The TV images of the injection are spectacular, revealing three major regimes of expanding plasma which showed early instabilities in the neutral gas. The most unusual effect of the injection is a peculiar rayed barium-ion structure lying in the injection plane and centered on a 5 km 'black hole' surrounding the injection point. Preliminary electrostatic computer simulations show a similar rayed development.

  15. NA-9 Solar BackscAtter Ultraviolet (SBUV/2) Instrument and Derived Ozone Data: A Status Report Based on a Review on January 29, 1990

    DTIC Science & Technology

    1990-06-01

    consistency. In particular, we are concerned with a 5 station subset c:nsisting of the stations; Boulder, Belsk, Arosa , Tateno and ’.isbon as these are the...Station Inst. No. Station 15 Arosa 105 Melbourne 61 Boulder 112 New Delhi 102 Edmonton 81 Perth 62 Goose Bay 63 Poker Flat 87 Huancayo 89 Pretoria 85...sites. 11-5 Arosa Dobson instrument 15 was calibrated by GMCC in August 1986. At that time it measured ozone values 2.45% lower on average than did

  16. Electron currents associated with an auroral band

    NASA Technical Reports Server (NTRS)

    Spiger, R. J.; Anderson, H. R.

    1975-01-01

    Measurements of electron pitch angle distributions and energy spectra over a broad auroral band were used to calculate net electric current carried by auroral electrons in the vicinity of the band. The particle energy spectrometers were carried by a Nike-Tomahawk rocket launched from Poker Flat, Alaska, at 0722 UT on February 25, 1972. Data are presented which indicate the existence of upward field-aligned currents of electrons in the energy range 0.5-20 keV. The spatial relationship of these currents to visual structure of the auroral arc and the characteristics of the electrons carrying the currents are discussed.

  17. GREECE Mission Launching Into Aurora

    NASA Image and Video Library

    2014-03-04

    Caption: A NASA-funded sounding rocket launches into an aurora in the early morning of March 3, 2014, over Venetie, Alaska. The GREECE mission studies how certain structures – classic curls like swirls of cream in coffee -- form in the aurora. Credit: NASA/Christopher Perry More info: On March 3, 2014, at 6:09 a.m. EST, a NASA-funded sounding rocket launched straight into an aurora over Venetie, Alaska. The Ground-to-Rocket Electrodynamics – Electron Correlative Experiment, or GREECE, sounding rocket mission, which launched from Poker Flat Research Range in Poker Flat, Alaska, will study classic curls in the aurora in the night sky. The GREECE instruments travel on a sounding rocket that launches for a ten-minute ride right through the heart of the aurora reaching its zenith over the native village of Venetie, Alaska. To study the curl structures, GREECE consists of two parts: ground-based imagers located in Venetie to track the aurora from the ground and the rocket to take measurements from the middle of the aurora itself. At their simplest, auroras are caused when particles from the sun funnel over to Earth's night side, generate electric currents, and trigger a shower of particles that strike oxygen and nitrogen some 60 to 200 miles up in Earth's atmosphere, releasing a flash of light. But the details are always more complicated, of course. Researchers wish to understand the aurora, and movement of plasma in general, at much smaller scales including such things as how different structures are formed there. This is a piece of information, which in turn, helps paint a picture of the sun-Earth connection and how energy and particles from the sun interact with Earth's own magnetic system, the magnetosphere. GREECE is a collaborative effort between SWRI, which developed particle instruments and the ground-based imaging, and the University of California, Berkeley, measuring the electric and magnetic fields. The launch is supported by a sounding rocket team from NASA’s Wallops Flight Facility, Wallops Island, Va. The Poker Flat Research Range is operated by the University of Alaska, Fairbanks. “The conditions were optimal,” said Marilia Samara, principal investigator for the mission at Southwest Research Institute in San Antonio, Texas. “We can’t wait to dig into the data.” For more information on the GREECE mission visit: www.nasa.gov/content/goddard/nasa-funded-sounding-rocket- .NASA image use policy. NASA Goddard Space Flight Center enables NASA’s mission through four scientific endeavors: Earth Science, Heliophysics, Solar System Exploration, and Astrophysics. Goddard plays a leading role in NASA’s accomplishments by contributing compelling scientific knowledge to advance the Agency’s mission. Follow us on Twitter Like us on Facebook Find us on Instagram

  18. Gotta catch’em all! Pokémon GO and physical activity among young adults: difference in differences study

    PubMed Central

    Suharlim, Christian; Ueda, Peter; Kawachi, Ichiro; Rimm, Eric B

    2016-01-01

    Objective To estimate the effect of playing Pokémon GO on the number of steps taken daily up to six weeks after installation of the game. Design Cohort study using online survey data. Participants Survey participants of Amazon Mechanical Turk (n=1182) residing in the United States, aged 18 to 35 years and using iPhone 6 series smartphones. Main outcome measures Number of daily steps taken each of the four weeks before and six weeks after installation of Pokémon GO, automatically recorded in the “Health” application of the iPhone 6 series smartphones and reported by the participants. A difference in difference regression model was used to estimate the change in daily steps in players of Pokémon GO compared with non-players. Results 560 (47.4%) of the survey participants reported playing Pokémon GO and walked on average 4256 steps (SD 2697) each day in the four weeks before installation of the game. The difference in difference analysis showed that the daily average steps for Pokémon GO players during the first week of installation increased by 955 additional steps (95% confidence interval 697 to 1213), and then this increase gradually attenuated over the subsequent five weeks. By the sixth week after installation, the number of daily steps had gone back to pre-installation levels. No significant effect modification of Pokémon GO was found by sex, age, race group, bodyweight status, urbanity, or walkability of the area of residence. Conclusions Pokémon GO was associated with an increase in the daily number of steps after installation of the game. The association was, however, moderate and no longer observed after six weeks. PMID:27965211

  19. Neurobiological correlates of physical self-concept and self-identification with avatars in addicted players of Massively Multiplayer Online Role-Playing Games (MMORPGs).

    PubMed

    Leménager, Tagrid; Dieter, Julia; Hill, Holger; Koopmann, Anne; Reinhard, Iris; Sell, Madlen; Kiefer, Falk; Vollstädt-Klein, Sabine; Mann, Karl

    2014-12-01

    MMORPG addiction has been associated with self-concept impairments and increased identification with the own avatar. Yet, the underlying neurobiological mechanisms of self-identification with avatars, especially reflected in the left angular gyrus (AG), have only been assessed in regular gamers. Therefore, the study aims to examine neurobiological processes in addicted MMORPG players while evaluating their own and their personal avatar's body image (physical self-concept). Sixteen addicted and seventeen non-addicted gamers underwent functional Magnetic Resonance Imaging (fMRI) while viewing images of themselves, their own avatar and unfamiliar persons. The Body Image Questionnaire (FKB-20) and Visual Analog Scales (VAS) assessing the degree of attractiveness, sympathy and gender identity of the self, of the avatar as well as of the unfamiliar persons were applied. Addicts showed a significantly extended negative body image and lower gender identity levels as well as decreased bilateral brain activations in the AG and the middle occipital gyrus during self-perception. They further exhibited higher activations in the left AG during avatar-perception. Regression analyses in the overall group and in addicted gamers indicated a significant positive correlation between gender identity and brain activation in the left AG during self-perception. Our results confirm addicted MMORPG players to have physical self-concept deficits which may be related to hypoactivations in the AG. The findings further indicate addicted gamers to have a tendency to identify themselves easier with their own avatar than with their real self. Lower gender identity levels might be associated with physical self-concept deficits in MMORPG addiction. Copyright © 2014 Elsevier Ltd. All rights reserved.

  20. Building Opportunities for Environmental Education Through Student Development of Cyberinfrastructure

    NASA Astrophysics Data System (ADS)

    Moysey, S. M.; Boyer, D. M.; Mobley, C.; Byrd, V. L.

    2014-12-01

    It is increasingly common to utilize simulations and games in the classroom, but learning opportunities can also be created by having students construct these cyberinfrastructure resources themselves. We outline two examples of such projects completed during the summer of 2014 within the NSF ACI sponsored REU Site: Research Experiences for Undergraduates in Collaborative Data Visualization Applications at Clemson University (Award 1359223). The first project focuses on the development of immersive virtual reality field trips of geologic sites using the Oculus Rift headset. This project developed a platform which will allow users to navigate virtual terrains derived from real-world data obtained from the US Geological Survey and Google Earth. The system provides users with the ability to partake in an interactive first-person exploration of a region, such as the Grand Canyon, and thus makes an important educational contribution for students without access to these environmental assets in the real world. The second project focused on providing players visual feedback about the sustainability of their practices within the web-based, multiplayer watershed management game Naranpur Online. Identifying sustainability indicators that communicate meaningful information to players and finding an effective way to visualize these data were a primary challenge faced by the student researcher working on this project. To solve this problem the student translated findings from the literature to the context of the game to develop a hierarchical set of relative sustainability criteria to be accessed by players within a sustainability dashboard. Though the REU focused on visualization, both projects forced the students to transform their thinking to address higher-level questions regarding the utilization and communication of environmental data or concepts, thus enhancing the educational experience for themselves and future students.

  1. Implementation of Inventory Management System (IMS) case study on XYZ online store business unit

    NASA Astrophysics Data System (ADS)

    Bagus Yosan, R.; Kholil, Muhammad; Hanum, Bhetriza

    2018-03-01

    XYZ baby and child shop is a new player in the business of selling toys and baby gears. Consumers target for XYZ toy shop is segmentation of middle and upper financial ability buyers. XYZ toy store sells imported toys and baby products with high quality products, using international grade production materials and ISO production certificates: 9002. With this conceptual, establishment XYZ business line is as a provider (seller) toys and baby equipment premium brand; then the scope of the product sold must meet all expectations of market demands. Meet the expectations of market demand is not easy; because by fulfilling all expectations, then the impact is the high stock of goods that must be available. The high stock of goods will directly impact on the needs of a large storage area of goods and reduce money. Based on the previous description, the formulation of the problem in this research is: "What inventory management strategy can be applied to improve the productivity of Lean Manufacturing business unit of XYZ online store?"

  2. Collecting, analyzing and assessing big land use data: Results from the cropland capture game

    NASA Astrophysics Data System (ADS)

    Salk, C.; Sturn, T.; Fritz, S.; See, L. M.; McCallum, I.; Fuss, S.; Perger, C.; Duerauer, M.; Obersteiner, M.

    2014-12-01

    The International Institute for Applied Systems Analysis (IIASA) has developed a number of tools for assessing the socioeconomic benefit of Earth Observation such as quantifying the monetary benefit of improved land cover information for mitigation policies. Recently, IIASA has been assessing the benefit of an improved global carbon observation system in the GEOCARBON Project. Because traditional ground-based land cover validation is expensive, IIASA has developed crowdsourcing projects such as Geo-Wiki which to contribute to land-cover validation. A recent activity is the 'Cropland Capture' game which can be played in a browser or mobile device. It can be downloaded or played online at http://www.geo-wiki.org/games/croplandcapture/. In the game, players see an image (from a satellite or ground-based camera) and are asked if they see any cropland in it. They can answer "yes", "no" or "maybe" if they are unsure. The game had over 3,000 players who made about 4,500,000 classifications on 190,000 unique images. The benefits delivered by crowdsourcing relative to conventional data acquisition depends critically on the quality of the data received. Players' rating quality was compared by assessing their agreement with the crowd, consistency on images rated more than once, and agreement with expert validators. These metrics were compared with one another and with potential predictors of user quality: the total number of images rated by a player, and their professional background in land-cover science. Individual users' agreement with the crowd and self-agreement were highly positively correlated. The frequency of admitting uncertainty about an image was a good measure of user caution, showing a negative relationship with self-contradiction rate. Many users were more reliable in either identifying cropland or non-cropland, and these two skills were uncorrelated. Overall, user reliability increased with number of images rated, although among the top decile of users, this trend was reversed. Surprisingly, professional background had little influence on quality of ratings. We explore implications of these results for assessing potential benefits of user contributed data in the context of differential user quality and compare this with conventional data collection methods.

  3. High-latitude E Region Ionosphere-thermosphere Coupling: A Comparative Study Using in Situ and Incoherent Scatter Radar Observations

    NASA Technical Reports Server (NTRS)

    Burchill, J. K.; Clemmons, J. H.; Knudsen, D. J.; Larsen, M.; Nicolls, M. J.; Pfaff, R. F.; Rowland, D.; Sangalli, L.

    2012-01-01

    We present in situ and ground-based measurements of the ratio k of ion cyclotronangular frequency to ion-neutral momentum transfer collision frequency to investigateionosphere-thermosphere (IT) coupling in the auroral E region. In situ observations were obtained by NASA sounding rocket 36.234, which was launched into the nightsideE region ionosphere at 1229 UT on 19 January 2007 from Poker Flat, AK. The payload carried instrumentation to determine ion drift angle and electric field vectors. Neutral winds were measured by triangulating a chemical tracer released from rocket 41.064 launched two minutes later. k is calculated from the rotation of the ion drift angle relative to the E-cross-B drift direction in a frame co-rotating with the payload. Between the altitudes of 118 km and 130 km k increases exponentially with a scale height of 9.3 +/- 0.7 km, deviating from an exponential above 130 km. k = 1 at an altitude z(sub0) of 119.9 +/- 0.5 km. The ratio was also estimated from Poker Flat Incoherent Scatter Radar (PFISR) measurements using the rotation of ion velocity with altitude. Exponential fits to the PFISR measurements made during the flight of 41.064 yield z(sub0) 115.9 +/- 1.2 km and a scale height of 9.1 +/- 1.0 km. Differences between in situ and ground-based measurements show that the E region atmospheric densities were structured vertically and/or horizontally on scales of 1 km to 10 km. There were no signs of ionospheric structure in ion density or ion temperature below scales of 1 km. The observations demonstrate the accuracy with which the in situ and PFISR data may be used as probes of IT coupling.

  4. Sounding Rocket Launches Successfully from Alaska

    NASA Image and Video Library

    2015-01-28

    A NASA Oriole IV sounding rocket with the Aural Spatial Structures Probe leaves the launch pad on Jan. 28, 2015, from the Poker Flat Research Range in Alaska. Credit: NASA/Lee Wingfield More info: On count day number 15, the Aural Spatial Structures Probe, or ASSP, was successfully launched on a NASA Oriole IV sounding rocket at 5:41 a.m. EST on Jan. 28, 2015, from the Poker Flat Research Range in Alaska. Preliminary data show that all aspects of the payload worked as designed and the principal investigator Charles Swenson at Utah State University described the mission as a “raging success.” “This is likely the most complicated mission the sounding rocket program has ever undertaken and it was not easy by any stretch," said John Hickman, operations manager of the NASA sounding rocket program office at the Wallops Flight Facility, Virginia. "It was technically challenging every step of the way.” “The payload deployed all six sub-payloads in formation as planned and all appeared to function as planned. Quite an amazing feat to maneuver and align the main payload, maintain the proper attitude while deploying all six 7.3-pound sub payloads at about 40 meters per second," said Hickman. Read more: www.nasa.gov/content/assp-sounding-rocket-launches-succes... NASA image use policy. NASA Goddard Space Flight Center enables NASA’s mission through four scientific endeavors: Earth Science, Heliophysics, Solar System Exploration, and Astrophysics. Goddard plays a leading role in NASA’s accomplishments by contributing compelling scientific knowledge to advance the Agency’s mission. Follow us on Twitter Like us on Facebook Find us on Instagram

  5. Deceit and facial expression in children: the enabling role of the “poker face” child and the dependent personality of the detector

    PubMed Central

    Gadea, Marien; Aliño, Marta; Espert, Raúl; Salvador, Alicia

    2015-01-01

    This study presents the relation between the facial expression of a group of children when they told a lie and the accuracy in detecting the lie by a sample of adults. To evaluate the intensity and type of emotional content of the children’s faces, we applied an automated method capable of analyzing the facial information from the video recordings (FaceReader 5.0 software). The program classified videos as showing a neutral facial expression or an emotional one. There was a significant higher mean of hits for the emotional than for the neutral videos, and a significant negative correlation between the intensity of the neutral expression and the number of hits from the detectors. The lies expressed with emotional facial expression were more easily recognized by adults than the lies expressed with a “poker face”; thus, the less expressive the child the harder it was to guess. The accuracy of the lie detectors was then correlated with their subclinical traits of personality disorders, to find that participants scoring higher in the dependent personality were significantly better lie detectors. A non-significant tendency for women to discriminate better was also found, whereas men tended to be more suspicious than women when judging the children’s veracity. This study is the first to automatically decode the facial information of the lying child and relate these results with personality characteristics of the lie detectors in the context of deceptive behavior research. Implications for forensic psychology were suggested: to explore whether the induction of an emotion in a child during an interview could be useful to evaluate the testimony during legal trials. PMID:26284012

  6. New Insights into Auroral Particle Acceleration via Coordinated Optical-Radar Networks

    NASA Astrophysics Data System (ADS)

    Hirsch, M.

    2016-12-01

    The efficacy of instruments synthesized from heterogeneous sensor networks is increasingly being realized in fielded science observation systems. New insights into the finest spatio-temporal scales of ground-observable ionospheric physics are realized by coupling low-level data from fixed legacy instruments with mobile and portable sensors. In particular, turbulent ionospheric events give enhanced radar returns more than three orders of magnitude larger than typical incoherent plasma observations. Radar integration times for the Poker Flat Incoherent Scatter Radar (PFISR) can thereby be shrunk from order 100 second integration time down to order 100 millisecond integration time for the ion line. Auroral optical observations with 20 millisecond cadence synchronized in absolute time with the radar help uncover plausible particle acceleration processes for the highly dynamic aurora often associated with Langmuir turbulence. Quantitative analysis of coherent radar returns combined with a physics-based model yielding optical volume emission rate profiles vs. differential number flux input of precipitating particles into the ionosphere yield plausibility estimates for a particular auroral acceleration process type. Tabulated results from a survey of auroral events where the Boston University High Speed Auroral Tomography system operated simultaneously with PFISR are presented. Context is given to the narrow-field HiST observations by the Poker Flat Digital All-Sky Camera and THEMIS GBO ASI network. Recent advances in high-rate (order 100 millisecond) plasma line ISR observations (100x improvement in temporal resolution) will contribute to future coordinated observations. ISR beam pattern and pulse parameter configurations favorable for future coordinated optical-ISR experiments are proposed in light of recent research uncovering the criticality of aspect angle to ISR-observable physics. High-rate scientist-developed GPS TEC receivers are expected to contribute additional high resolution observations to such experiments.

  7. A Configurable Event-Driven Convolutional Node with Rate Saturation Mechanism for Modular ConvNet Systems Implementation.

    PubMed

    Camuñas-Mesa, Luis A; Domínguez-Cordero, Yaisel L; Linares-Barranco, Alejandro; Serrano-Gotarredona, Teresa; Linares-Barranco, Bernabé

    2018-01-01

    Convolutional Neural Networks (ConvNets) are a particular type of neural network often used for many applications like image recognition, video analysis or natural language processing. They are inspired by the human brain, following a specific organization of the connectivity pattern between layers of neurons known as receptive field. These networks have been traditionally implemented in software, but they are becoming more computationally expensive as they scale up, having limitations for real-time processing of high-speed stimuli. On the other hand, hardware implementations show difficulties to be used for different applications, due to their reduced flexibility. In this paper, we propose a fully configurable event-driven convolutional node with rate saturation mechanism that can be used to implement arbitrary ConvNets on FPGAs. This node includes a convolutional processing unit and a routing element which allows to build large 2D arrays where any multilayer structure can be implemented. The rate saturation mechanism emulates the refractory behavior in biological neurons, guaranteeing a minimum separation in time between consecutive events. A 4-layer ConvNet with 22 convolutional nodes trained for poker card symbol recognition has been implemented in a Spartan6 FPGA. This network has been tested with a stimulus where 40 poker cards were observed by a Dynamic Vision Sensor (DVS) in 1 s time. Different slow-down factors were applied to characterize the behavior of the system for high speed processing. For slow stimulus play-back, a 96% recognition rate is obtained with a power consumption of 0.85 mW. At maximum play-back speed, a traffic control mechanism downsamples the input stimulus, obtaining a recognition rate above 63% when less than 20% of the input events are processed, demonstrating the robustness of the network.

  8. A Configurable Event-Driven Convolutional Node with Rate Saturation Mechanism for Modular ConvNet Systems Implementation

    PubMed Central

    Camuñas-Mesa, Luis A.; Domínguez-Cordero, Yaisel L.; Linares-Barranco, Alejandro; Serrano-Gotarredona, Teresa; Linares-Barranco, Bernabé

    2018-01-01

    Convolutional Neural Networks (ConvNets) are a particular type of neural network often used for many applications like image recognition, video analysis or natural language processing. They are inspired by the human brain, following a specific organization of the connectivity pattern between layers of neurons known as receptive field. These networks have been traditionally implemented in software, but they are becoming more computationally expensive as they scale up, having limitations for real-time processing of high-speed stimuli. On the other hand, hardware implementations show difficulties to be used for different applications, due to their reduced flexibility. In this paper, we propose a fully configurable event-driven convolutional node with rate saturation mechanism that can be used to implement arbitrary ConvNets on FPGAs. This node includes a convolutional processing unit and a routing element which allows to build large 2D arrays where any multilayer structure can be implemented. The rate saturation mechanism emulates the refractory behavior in biological neurons, guaranteeing a minimum separation in time between consecutive events. A 4-layer ConvNet with 22 convolutional nodes trained for poker card symbol recognition has been implemented in a Spartan6 FPGA. This network has been tested with a stimulus where 40 poker cards were observed by a Dynamic Vision Sensor (DVS) in 1 s time. Different slow-down factors were applied to characterize the behavior of the system for high speed processing. For slow stimulus play-back, a 96% recognition rate is obtained with a power consumption of 0.85 mW. At maximum play-back speed, a traffic control mechanism downsamples the input stimulus, obtaining a recognition rate above 63% when less than 20% of the input events are processed, demonstrating the robustness of the network. PMID:29515349

  9. Poker flat radar observations of the magnetosphere-ionosphere coupling electrodynamics of the earthward penetrating plasma sheet following convection enhancements

    NASA Astrophysics Data System (ADS)

    Lyons, L. R.; Zou, S.; Heinselman, C. J.; Nicolls, M. J.; Anderson, P. C.

    2009-05-01

    The plasma sheet moves earthward (equatorward in the ionosphere) after enhancements in convection, and the electrodynamics of this response is strongly influenced by Region 2 magnetosphere-ionosphere coupling. We have used Poker Flat Advanced Modular Incoherent Scatter Radar (PFISR) observations associated with two relatively abrupt southward turnings of the IMF to provide an initial evaluation of aspects of this response. The observations show that strong westward sub-auroral polarization streams (SAPS) flow regions moved equatorward as the plasma sheet electron precipitation (the diffuse aurora) penetrated equatorward following the IMF southward turnings. Consistent with our identification of these flows as SAPS, concurrent DMSP particle precipitation measurements show the equatorial boundary of ion precipitation equatorward of the electron precipitation boundary and that westward flows lie within the low-conductivity region between the two boundaries where the plasma sheet ion pressure gradient is expected to drive downward R2 currents. Evidence for these downward currents is seen in the DMSP magnetometer observations. Preliminary examination indicates that the SAPS response seen in the examples presented here may be common. However, detailed analysis will be required for many more events to reliably determine if this is the case. If so, it would imply that SAPS are frequently an important aspect of the inner magnetospheric electric field distribution, and that they are critical for understanding the response of the magnetosphere-ionosphere system to enhancements in convection, including understanding the earthward penetration of the plasma sheet. This earthward penetration is critical to geomagnetic disturbance phenomena such as the substorm growth phase and the formation of the stormtime ring current. Additionally, for one example, a prompt electric field response to the IMF southward turnings is seen within the inner plasma sheet.

  10. Fitness profiling in handball: physical and physiological characteristics of elite players.

    PubMed

    Sporis, Goran; Vuleta, Dinko; Vuleta, Dinko; Milanović, Dragan

    2010-09-01

    The purpose of this study was to describe the structural and functional characteristics of elite Croatian handball players and to evaluate whether the players in different positional roles have different physical and physiological profiles. According to the positional roles, players were categorized as goalkeepers (n = 13), wing players (n = 26), backcourt players (n = 28) and pivot players (n = 25). The goalkeepers were older (p < 0.01), and the pivot players were more experienced (p < 0.01) than the backcourt players. The wings were the shortest players in the team. The pivots were tallest and heavier than the backcourt and wing players (p < 0.01), whereas the backcourt players were tallest then wings (p < 0.01). Goalkeepers had more body fat than the backcourt and wing players (p < 0.01). The backcourt players had a lower percentage of body fat. The backcourt players were the quickest players in the team when looking at values of maximal running speed on a treadmill. The Goalkeepers were the slowest players in the team (p < 0.01). The best average results concerning maximal heart rate were detected among the backcourt players. There were no statistically significant differences between the players'positions when measuring blood lactate and maximal heart rate. A strong negative correlation was found between body fat and maximal running speed (r = -0.68, p < 0.01). Coaches are able to use this information to determine which type of profile is needed for a specific position. Experienced coaches can used this information in the process of designing a training program to maximize the fitness development of handball players, with one purpose only, to achieve success in handball.

  11. High-resolution structure of a retroviral protease folded as a monomer

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

    Gilski, Miroslaw; Polish Academy of Sciences, 61-704 Poznan; Kazmierczyk, Maciej

    2011-11-01

    The crystal structure of Mason–Pfizer monkey virus protease folded as a monomer has been solved by molecular replacement using a model generated by players of the online game Foldit. The structure shows at high resolution the details of a retroviral protease folded as a monomer which can guide rational design of protease dimerization inhibitors as retroviral drugs. Mason–Pfizer monkey virus (M-PMV), a D-type retrovirus assembling in the cytoplasm, causes simian acquired immunodeficiency syndrome (SAIDS) in rhesus monkeys. Its pepsin-like aspartic protease (retropepsin) is an integral part of the expressed retroviral polyproteins. As in all retroviral life cycles, release and dimerizationmore » of the protease (PR) is strictly required for polyprotein processing and virion maturation. Biophysical and NMR studies have indicated that in the absence of substrates or inhibitors M-PMV PR should fold into a stable monomer, but the crystal structure of this protein could not be solved by molecular replacement despite countless attempts. Ultimately, a solution was obtained in mr-rosetta using a model constructed by players of the online protein-folding game Foldit. The structure indeed shows a monomeric protein, with the N- and C-termini completely disordered. On the other hand, the flap loop, which normally gates access to the active site of homodimeric retropepsins, is clearly traceable in the electron density. The flap has an unusual curled shape and a different orientation from both the open and closed states known from dimeric retropepsins. The overall fold of the protein follows the retropepsin canon, but the C{sup α} deviations are large and the active-site ‘DTG’ loop (here NTG) deviates up to 2.7 Å from the standard conformation. This structure of a monomeric retropepsin determined at high resolution (1.6 Å) provides important extra information for the design of dimerization inhibitors that might be developed as drugs for the treatment of retroviral infections, including AIDS.« less

  12. Bringing Magnetic Field Data in Real-Time for Researchers on Mobile Devices

    NASA Astrophysics Data System (ADS)

    Wolf, V. G.; Hampton, D. L.

    2013-12-01

    Magnetometer data from eight remote stations across Alaska have been collected continuously since the early 1980's by the Geophysical Institute Magnetometer Array (GIMA). These three-axis fluxgate magnetometers, with <1 nT precision, provide data at 1 Hz, which are used to determine the currents associated with auroral activity in the Alaska polar regions. A primary function of the GIMA is to supply magnetic field deflection data in real time to researchers so they can determine when to launch a sub-orbital sounding rocket from the Poker Flat Research Range into the proper auroral conditions. The aurora is a key coupling mechanism between the Earth's magnetosphere and ionosphere, and the magnetometers are used to remotely sense the ionospheric currents associated with aurora. The web-based interface to display the real-time magnetometer data has been upgraded to be fully functional on a wide range of platforms, from desktops to mobile devices. The incoming data stream from each station is recorded in a database and used to populate the real time graphical display. Improvements in data management increased the sampling rate from 5 seconds to 1 second for the display. The displays are highly configurable to allow researchers the flexibility to interpret the magnetic signature they need to make a successful launch decision. The use of Django and Java script technology enabled the system to be structured for rapid expansion when new stations come online and input streams are improved. Data are also available for download within 24 hours of collection. The existence of real-time data has been and will continue to be critical for successful rocket launches.

  13. The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey

    PubMed Central

    Király, Orsolya; Urbán, Róbert; Griffiths, Mark D; Ágoston, Csilla; Nagygyörgy, Katalin; Kökönyei, Gyöngyi

    2015-01-01

    Background The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types. Objective This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model. Methods An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects. Results The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, P<.001) and a significant indirect (mediating) effect on POG (standardized effect=.194, P<.001) via 2 gaming motives: escape (standardized effect=.139, P<.001) and competition (standardized effect=.046, P<.001). The comparison of the 2 main gamer types showed no significant differences in the model. However, when comparing male and female players it was found that women had (1) slightly higher escape scores (on a 5-point Likert scale: mean 2.28, SD 1.14) than men (mean 1.87, SD 0.97) and (2) a stronger association between the escape motive and problematic online gaming (standardized effect size=.64, P<.001) than men (standardized effect size=.20, P=.001). Conclusions The results suggest that psychiatric distress is both directly and indirectly (via escape and competition motives) negatively associated with POG. Therefore, the exploration of psychiatric symptoms and gaming motives of POG can be helpful in the preparation of prevention and treatment programs. PMID:25855558

  14. The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey.

    PubMed

    Király, Orsolya; Urbán, Róbert; Griffiths, Mark D; Ágoston, Csilla; Nagygyörgy, Katalin; Kökönyei, Gyöngyi; Demetrovics, Zsolt

    2015-04-07

    The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types. This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model. An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects. The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, P<.001) and a significant indirect (mediating) effect on POG (standardized effect=.194, P<.001) via 2 gaming motives: escape (standardized effect=.139, P<.001) and competition (standardized effect=.046, P<.001). The comparison of the 2 main gamer types showed no significant differences in the model. However, when comparing male and female players it was found that women had (1) slightly higher escape scores (on a 5-point Likert scale: mean 2.28, SD 1.14) than men (mean 1.87, SD 0.97) and (2) a stronger association between the escape motive and problematic online gaming (standardized effect size=.64, P<.001) than men (standardized effect size=.20, P=.001). The results suggest that psychiatric distress is both directly and indirectly (via escape and competition motives) negatively associated with POG. Therefore, the exploration of psychiatric symptoms and gaming motives of POG can be helpful in the preparation of prevention and treatment programs.

  15. Frontal lobe function in chess players.

    PubMed

    Nejati, Majid; Nejati, Vahid

    2012-01-01

    Chess is considered as a cognitive game because of severe engagement of the mental resources during playing. The purpose of this study is evaluation of frontal lobe function of chess players with matched non-players. Wisconsin Card Sorting Test (WCST) data showed no difference between the player and non-player groups in preservation error and completed categories but surprisingly showed significantly lower grade of the player group in correct response. Our data reveal that chess players don't have any preference in any stage of Stroop test. Chess players don't have any preference in selective attention, inhibition and executive cognitive function. Chess players' have lower shifting abilities than non-players.

  16. A comparison of static near stereo acuity in youth baseball/softball players and non-ball players.

    PubMed

    Boden, Lauren M; Rosengren, Kenneth J; Martin, Daniel F; Boden, Scott D

    2009-03-01

    Although many aspects of vision have been investigated in professional baseball players, few studies have been performed in developing athletes. The issue of whether youth baseball players have superior stereopsis to nonplayers has not been addressed specifically. The purpose of this study was to determine if youth baseball/softball players have better stereo acuity than non-ball players. Informed consent was obtained from 51 baseball/softball players and 52 non-ball players (ages 10 to 18 years). Subjects completed a questionnaire, and their static near stereo acuity was measured using the Randot Stereotest (Stereo Optical Company, Chicago, Illinois). Stereo acuity was measured as the seconds of arc between the last pair of images correctly distinguished by the subject. The mean stereo acuity score was 25.5 +/- 1.7 seconds of arc in the baseball/softball players and 56.2 +/- 8.4 seconds of arc in the non-ball players. This difference was statistically significant (P < 0.00001). In addition, a perfect stereo acuity score of 20 seconds of arc was seen in 61% of the ball players and only 23% of the non-ball players (P = 0.0001). Youth baseball/softball players had significantly better static stereo acuity than non-ball players, comparable to professional ball players.

  17. Improved Background Removal in Sounding Rocket Neutral Atom Imaging Data

    NASA Astrophysics Data System (ADS)

    Smith, M. R.; Rowland, D. E.

    2017-12-01

    The VISIONS sounding rocket, launched into a substorm on Feb 7, 2013 from Poker Flat, Alaska had a novel miniaturized energetic neutral atom (ENA) imager onboard. We present further analysis of the ENA data from this rocket flight, including improved removal of ultraviolet and electron contamination. In particular, the relative error source contributions due to geocoronal, auroral, and airglow UV, as well as energetic electrons from 10 eV to 3 keV were assessed. The resulting data provide a more clear understanding of the spatial and temporal variations of the ion populations that are energized to tens or hundreds of eV.

  18. Social Salience Discriminates Learnability of Contextual Cues in an Artificial Language.

    PubMed

    Rácz, Péter; Hay, Jennifer B; Pierrehumbert, Janet B

    2017-01-01

    We investigate the learning of contextual meaning by adults in an artificial language. Contextual meaning here refers to the non-denotative contextual information that speakers attach to a linguistic construction. Through a series of short games, played online, we test how well adults can learn different contextual meanings for a word-formation pattern in an artificial language. We look at whether learning contextual meanings depends on the social salience of the context, whether our players interpret these contexts generally, and whether the learned meaning is generalized to new words. Our results show that adults are capable of learning contextual meaning if the context is socially salient, coherent, and interpretable. Once a contextual meaning is recognized, it is readily generalized to related forms and contexts.

  19. Interdependent Self-Construal, Self-Efficacy, and Community Involvement as Predictors of Perceived Knowledge Gain Among MMORPG Players.

    PubMed

    Hopp, Toby; Barker, Valerie; Schmitz Weiss, Amy

    2015-08-01

    This study explored the relationship between interdependent self-construal, video game self-efficacy, massively multiplayer online role-playing game (MMORPG) community involvement, and self-reported learning outcomes. The results suggested that self-efficacy and interdependent self-construal were positive and significant predictors of MMORPG community involvement. For its part, MMORPG community involvement was a positive predictor of self-reported learning in both focused and incidental forms. Supplementary analyses suggested that self-efficacy was a comparatively more robust predictor of MMORPG community involvement when compared to self-construal. Moreover, the present data suggest that community involvement significantly facilitated indirect relationships between self-construal, game-relevant self-efficacy, and both focused and incidental learning.

  20. Medical Archives and Digital Culture

    PubMed Central

    Biernoff, Suzannah

    2012-01-01

    When BioShock was released in 2007, reviewers praised the moral complexities of the narrative and the game's dystopian vision of what Ayn Rand dubbed the “virtue of selfishness”. What critics overlooked was the extent to which the disturbingly realistic artwork and musical score relied on found images and sound, including a recording of distressed breathing from a physician's website, and digitised First World War medical photographs of soldiers with facial injuries. This article examines the implications of these acts of appropriation from a range of critical perspectives including Susan Sontag's commentary on the representation of suffering; recent literature on the ethics of computer games; and an online discussion forum in which players of BioShock discuss the moral “grey areas” of the game. PMID:27152120

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