Search results for "GAME"
showing 10 items of 1663 documents
Do Children Cooperate Conditionally?:Adapting the Strategy Method for First-Graders
2020
We develop a public goods game (PGG) to measure cooperation and conditional cooperation in young children. Our design addresses several obstacles in adapting simultaneous and sequential PGGs to children who are not yet able to read or write, do not possess advanced abilities to calculate payoffs, and only have a very limited attention span. It features the combination of haptic offline explanation, fully standardized audiovisual instructions, computerized choices based on touchscreens, and a suitable incentive scheme. Applying our experimental protocol to 129 German first-graders, we find that already 6-year-olds cooperate conditionally and that the relative frequency of different cooperati…
A value sensitive ABM of the refugee crisis in The Netherlands
2019
We develop an agent based model to characterize the wellbeing of newcomers (i.e. asylum seeking refugees) in the context of asylum logistics using Schwartz’s theory of values. The model produces recommendations for decision-makers with respect to avoiding catastrophic outcomes and maximizing best case outcomes. We conduct analysis to show that while a relatively simple set of conditions is necessary to avoid catastrophic outcomes, these conditions are insufficient to maximize the best case outcomes. Furthermore, the conditions that maximize one best case outcome do so at the expense of another. The result is a platform for decision-makers to understand tradeoffs in policies for government a…
Varying numbers of players in small-sided soccer games modifies action opportunities during training
2014
This study examined the effects of the numbers of players involved in small-sided team games (underloading and overloading) on opportunities for maintaining ball possession, shooting at goal and passing to teammates during training. These practice constraint manipulations were assumed to alter values of key performance variables identified in previous research, such as interpersonal distances between players and time to intercept shots and passes. Fifteen male soccer players (age: 19.60±1.99 years) were grouped into three teams and played against each other in different versions of small-sided soccer games, in which the number of players was manipulated in three different conditions: 5 vs. …
How to prevent cyber-attacks in inter-vehicle communication network?
2015
In this work, we aim to secure communication in a vehicular network by providing a proactive mechanism that can detect and predict with a high accuracy the future behavior of malicious attacker. In fact, the mechanisms proposed in the literature consider only detection mechanisms and do not prevent attacks that may arise in the network. Simulation results show that our mechanism has a high detection rate, low false positive rate while generating a low communication overhead.
A Crisis Management Serious Game for Responding Extreme Weather Event
2017
Managing crisis with limited resources through a serious game is deemed as one of the ways of training and can be regarded as an alternative to the table-top exercise. This paper presents the so-called “Operasjon Tyrsdal” serious game, inspired by a real case of extreme weather that hit the west coast of Norway. This reference case is used to add realism to the game. The game is designed for a single player, while the mechanics are framed in such way that the player should deal with limited resources, and elevated event pressure over time to manage. Beside applying an iterative Scrum method with seven Sprint cycles, we combined the development work with desk research and involvement of test…
Problematic gaming is associated with some health-related behaviors among Finnish vocational school students
2020
The objective of this work was to examine the connections between problematic digital gaming and various health-related behavior characteristics in a population of vocational school students. Data collection was performed (N = 1335) via an online survey in vocational school units in northern Finland. The survey incorporated the Internet Gaming Disorder Test (IGD10) as well as self-reported measures including questions on socio-demographics, information on the living arrangements of participants, gaming habits, and health-related behaviors. Eightyfour percent (n = 773) of the respondents (an average age of 17.5 years [SD = 4.4]) played digital games regularly. Male gender, daily game use, ha…
Alternative options for prescribing physical activity among obese children and adolescents: brisk walking supported by an exergaming platform
2015
[EN] Background: Physical inactivity has been identified as an important public health concern for children. An increasing sedentary way of life is directly related to obesity; hence, prevention and management of childhood obesity are commonly based on lifestyle interventions wherein increasing physical activity is one of the main targets. The use of exergames can be useful in promoting physical activity, but it is necessary more research. This study analyzes the effects of an exergaming platform that involves brisk walking, on perceived exertion, self-efficacy, positive expectations and satisfaction in a sample of clinically obese children, as compared with normal weight children. Physiolo…
2019
Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide (newzoo, 2017). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers’ psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, Mage = 23.06, SDage = 5.91). Results revealed a medium-sized relation between intense video gaming and poor psychological functioning with regard to psychological symptoms, affectivity, coping, a…
VIDEOGAMES: AN INCLUSIVE LEARNING ENVIRONMENT A MEDIA EDUCATION PROJECT IN PRIMARY SCHOOL
2015
Many studies say that video game play is beginning to threaten traditional home entertainment choices (especially television), posing a very real threat to other media revenue streams. The reasons for video games growth in sales and popularity can be credited to the growth in the popularity and the technical innovations in the mobile sector. Attempting to support videogames for education and learning purposes has prompted considerable attention over the last years. The great variety of digital games available has provided much for educators and researchers to explore, resulting in intense disputes that many games have benefits both in and out of the classroom for learners of primary school.…
A social humanoid robot as a playfellow for vocabulary enhancement
2018
We introduce a system that exploits a Pepper humanoid robot acting as a playfellow in a word-play game. The robot can play a portmanteau game by directly interacting with children, and it exploits a conversation engine, a portmanteau creation engine, and a definition engine. The humanoid can play the role of either an answerer or a generator of new words.