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…

Value (ethics)Scheme (programming language)Organizational Behavior and Human Resource ManagementEconomics and EconometricsComputer scienceEconomicsPublic goods gameAttention span050105 experimental psychologyHuman–computer interaction0502 economics and businessPublic goods game0501 psychology and cognitive sciencesIn-group favoritism050207 economicsChildren/dk/atira/pure/core/keywords/557389186computer.programming_languageHaptic technologyProtocol (science)MeasurementGroup Identity05 social sciencesRevealed preferencesIncentiveIngroup biascomputerConditional cooperationStrategy method
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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…

Value (ethics)rechtvaardigheid en sterke instellingenAgent-based modelSimulation and policyHumanitarian LogisticsSDG 16 - PeaceSDG 16 – VredeRefugee0211 other engineering and technologies050109 social psychologyContext (language use)02 engineering and technologyOutcome (game theory)Humanitarian logistics0501 psychology and cognitive sciencesAgent-based modelContext modelGovernmentRefugees021103 operations researchActuarial scienceSchwartz values05 social sciencesSDG 16 - Peace Justice and Strong InstitutionsJustice and Strong InstitutionsBusiness
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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. …

Variablesmedia_common.quotation_subjectInterpersonal communicationBall PossessionDeporteInterpersonal DistanceStatistical analysesAssociation FootballSmall-Sided GamesStatisticsSoccerSmall sided gamesEntrenamiento deportivoEducación físicaSocial psychologyAffordancesSocial Sciences (miscellaneous)Constraints-Based ApproachMathematicsmedia_common
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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.

Vehicular ad hoc networkNetwork securitybusiness.industryComputer scienceMechanism (biology)Computer securitycomputer.software_genreTelecommunications networkSecure communicationOverhead (computing)False positive ratebusinesscomputerGame theoryComputer network2015 International Conference on Protocol Engineering (ICPE) and International Conference on New Technologies of Distributed Systems (NTDS)
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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…

Video game developmentComputer sciencebusiness.industryEvent (computing)05 social sciencesEnvironmental resource managementComputingMilieux_PERSONALCOMPUTING02 engineering and technologyCrisis managementComputer securitycomputer.software_genreScrumExtreme weatherWork (electrical)Action (philosophy)0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processing0501 psychology and cognitive sciencesbusinesscomputer050107 human factorsDesk
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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…

Video gamesGaming disorderHealthvideopelitterveyskäyttäytymineneducationammattikoululaisetterveyshuman activities
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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…

Video gamesPaediatric obesityAcceptabilityPhysical activity
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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…

Video gamingCoping (psychology)Future studiesmedia_common.quotation_subject05 social sciences050105 experimental psychologyDevelopmental psychologyPsychological health03 medical and health sciences0302 clinical medicinePersonalityAction game0501 psychology and cognitive sciencesPsychology030217 neurology & neurosurgeryGeneral Psychologymedia_commonFrontiers in Psychology
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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.…

Videogames inclusion media educationSettore M-PED/04 - Pedagogia Sperimentale
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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.

VocabularyGenerator (computer programming)Computer scienceSemantics (computer science)media_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGSocial roboticsPortmanteauEducational roboticsword-play gamehumanoid robotsHuman–computer interactionTask analysisRobotConversationPortmanteau wordsHumanoid robotmedia_common
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