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Games - Science topic

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·   Overview of game playing
·       Game playing with Min-max search procedure
·       Game playing with alpha beta pruning
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Minimax Algorithm: Provides a systematic way to choose the optimal move by considering all possible future moves, assuming both players play optimally.
Alpha-Beta Pruning: Enhances the Minimax algorithm by pruning irrelevant branches, making the search process more efficient without compromising the optimality of the decision.
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Good day!
I have read an article on teaching plant systematics and phylogeny with the game card and it grabbed my interest to set it for teaching in my class this semester. The article name is "Botanical Phylo-Cards: A Tree-Thinking Game to Teach Plant Evolution". My question is that how the authors decided for the colors of phylogentic dots on the cards, since there are no information to guide the readers on how they have chosen the colors. Although it has been mentioned that they have used rbcl genes no further info is provided for explaining the colors.
Thank you in advance.
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I don't have any expertise in your discipline and teaching area but your question is a good one. Your critical thinking is commendable.
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David Game College in London is preparing to launch the UK’s first “teacherless” classroom in September. Roboteachers will create personalized lesson plans for each student based on their strengths and weaknesses, constantly assessing students and adjusting their learning methods accordingly. However, human teachers will still be responsible for teaching subjects like art and sex education.
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Yes, so far, the trainings have been a hybrid teaching experienced in line with the development of the information age, but it is mentioned that the next teaching will be done completely by robot teachers, we do not know what the experienced and fictionalized way of life will be and how it will be fictionalized. Probably working in this way will serve their purposes. But what worries us is how much will human reflexes, behaviors and values be affected and will society be freer or better?
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The British Premier league has 20 teams, they play 380 games in a season, each team plays with each one game at home and one game away. 17 out of these 20 teams were playing in the previous season and all results are available. 3 teams are new, we ignore them and only predict for those that played previous season.
How to predict outcomes in a new season for these 17 teams using historic records and newly obtained results. For example, when several games already played in a new seasons, they can be taken on account. We need to predict the exact score, not only a winner. Winners are obvious in most games. When predicting scores we need predict them as vectors, so if it is 3:2 that does not mean we can predict 3 by one model and 2 by another, it is clear that both numbers are related. Also the model must be probabilistic. So we have to predict probabilities of multiple possible outcomes.
I'm not trying to get quick rich. Bookmakers disallow to use AI and disqualify those who, may use them. Also, it is already known that AI predicts better than humans. Also, bookmakers are simply exclude those who win too much without any explanation, so it is not a money making method, but a research.
The prediction must use only the scores from the previous seasons and not any other insider information, such as traumas, new players, new trainers, weather, rain, wind and so on. These factors are considered as random noise and expressed indirectly in probabilities.
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I saw this concept, but each time I try it, I face problem. I don't have critical parameters to build the model. Each valid example does have it, but I don't have. So it looks like it is fake or detached from reality and people who promote it, found some non-common examples.
The data you have looks like follows:
Team A at home, team B away 3:2
Team A at home, team C away 1:2
---- and so on
Team K at home, team B away 2:2
Team K at home, team C away 3:1
---- and so on
The answer we want:
Team A at home, team K away
2:2 with probability 0.3
1:2 with probability 0.2
2:1 with probability 0.2
Bayesian hierarchical model needs probabilities all the way down the tree. What are they? We don't have them.
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Many athletes face sudden death in football or Olympic games without know the causes or misunderstanding to prevent them
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Having a thorough understanding of your genetic background can help in avoiding it. Even individuals who are in good health can be ascribed solely to genetic factors. These mutations in genes may impact the heart's physical layout and electrical function, resulting in sudden cardiac events like fatal arrhythmias without any warning signals.
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Hi, I'm currently in my final years of my language major undergraduate degree and also, writing a thesis about using game technology to study a language. I'm curious if it's okay to only have ONE main theoretical basis for my research, which is game based learning. I mainly thought that using only one main theoretical basis is enough to cover and answer my research purpose. Do you think its okay tho? or should I add other theories as well? Let me know what you think! Thanks in advance and have a great day!
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I use the term "theoretical framework" and I often find that multiple theories apply to my projects. I am not even sure that I would call Game Based Learning a theory, in itself. Game Based Learning is usually a way of achieving Constructivist learning via Student Centered Active Learning, so in G BL, Constructivism is often the underlying theory.
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I would like to know how to make education similar to playing a game in real life.
How to convert educational lessons into games with missions and milestones?
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I would suggest that using a platform that already has the users/students/learners on it is a good starting point. That sorts out access and serving content where they are experiencing life.
Apart from trying to bring education into games, those games are already delivering on missions and milestones. We (teachers) are saddled with a burden of pedagogy that has largely fallen behind the curve of delivering learning content (I would contend that more people learn on Youtube than any other platform in existence). We are also missing out on the attained skills, knowledge and motivations learners/students already have by being on these gaming platforms. I liken this to the phrase "Digital Citizens" where we have skills in the digital realm that allows us to communicate and work globally. It is possible to quantify these skills and show people how skilled they really are.
In the same sense, students/learners on these gaming platforms have quantifiable skills that we are simply not acknowledging. And saying then that one wants to bring educational lessons INTO games, is perhaps using the wrong end of the stick?
The games are already delivering educational lessons. We are just not recognising them for what they are. They are delivering skills, which we are not measuring.
If we lack the insight into how we tap into this worldwide phenomenon, then we first need to upskill/reskill to identify what is really happening. I suspect once that is done, tweaking the existing missions and milestones are much simpler.
I think it is harder to try and imagine it when one imposes an "older" learning pedagogy onto a newer format? Then one attempts to mold the newer platform to display the older paradigm.
Much more sensible to take only the essence of the educational content, and contemplate how to let that flow within what people are already doing.
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Tradition(what has worked?), risk analysis and skin in the game.
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The political differential equation: ∂(whatever)/∂(anything)=±money. The sign depends on whether you're on the take (+) or being taken (-).
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Gaming is currently the most intriguing technological application in history education. Harnessing the best aspects of both technological advancements and historical study, it embodies the realization of the potential that many envisioned during the early, optimistic days of the web.
The current discussion should reassess the existing approaches to integrating computer games into history education, focusing on the models, methods, and assessment techniques employed. It is crucial to provide detailed insights into the technical aspects of their development or to outline relevant research projects.
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These articles can provide you with a deeper understanding:
The impact of games on historical education:
  • Engagement and Retention: Games can make history lessons more captivating and help students remember information more effectively by offering interactive and immersive experiences.
  • Interactive Learning: Games like “Sid Meier’s Civilization VI” and “Assassin’s Creed” provide unique opportunities to explore historical events and periods, making learning more dynamic.
  • Pedagogical Strategies: Using games in the classroom can complement pedagogical and historical theories, enhancing traditional teaching methods
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I would like to know when will education be gamified and fully converted into a game instead of traditional textbook learning without any milestones or missions to accomplish.
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How do you think technology can help hospitalized children?
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Based on my research and published work titled 'IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation,' I firmly believe that the use of virtual reality has a positive effect on people, particularly in the context of education and training.
Our study involved developing and evaluating the effectiveness of IVAL, an Immersive Virtual Anatomy Laboratory that leverages VR and serious games to enhance the learning experience for medical students studying anatomy. The results were highly promising, with participants reporting high levels of satisfaction, success, and learning outcomes.
Through IVAL, students were able to immerse themselves in a 3D representation of the skeletal system, providing a deeper spatial understanding and retention of anatomical concepts. The immersive and interactive nature of VR technology created an engaging learning environment that surpassed traditional methods like studying cadavers or 2D diagrams.
Moreover, our findings suggest that VR simulations can potentially supplement or even replace the need for cadavers in anatomy education, addressing ethical concerns and resource constraints faced by many institutions.
I encourage you to read our paper (link: https://www.researchgate.net/publication/376621926_IVAL_Immersive_Virtual_Anatomy_Laboratory_for_enhancing_medical_education_based_on_virtual_reality_and_serious_games_design_implementation_and_evaluation) to gain a comprehensive understanding of the design, implementation, and evaluation of IVAL, as well as the positive implications of incorporating VR technologies in medical education.
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I'm seeking recommendations for universities that offer PhD programs specializing in website and game localization. Any suggestions or pointers to relevant departments or universities would be greatly appreciated.
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PhD programs specializing in website and game localization are often housed within broader fields such as Translation Studies, Linguistics, Computer Science, Media Studies, or Digital Humanities. Here are some universities known for their research and programs that could encompass these specializations:
UK & Europe
1. University of Leeds, UK
- Program: PhD in Translation Studies
- Details: The Centre for Translation Studies at Leeds has expertise in digital media and localization, offering a vibrant research community.
- [Leeds Centre for Translation Studies](https://ahc.leeds.ac.uk/translation)
2. Universitat Autònoma de Barcelona, Spain
- Program: PhD in Translation and Intercultural Studies
- Details: Known for its strong focus on technology in translation and localization, including website and game localization.
- [Universitat Autònoma de Barcelona Translation and Intercultural Studies](https://www.uab.cat/web/estudiar/doctorat/traduccio-i-estudis-interculturals-1096480630953.html)
3. University of Surrey, UK
- Program: PhD in Translation and Interpreting Studies
- Details: The university offers a range of research opportunities in digital and audiovisual translation, including game localization.
- [University of Surrey Translation Studies](https://www.surrey.ac.uk/postgraduate/translation-and-interpreting-phd)
America (North America)
1. Middlebury Institute of International Studies at Monterey, USA
- Program: PhD in Translation and Interpretation
- Details: While primarily a master’s level institution, their research facilities and focus on translation technology and localization make it a relevant choice.
2. University of Ottawa, Canada
- Program: PhD in Translation Studies
- Details: Offers robust research in translation technology, including localization studies.
- [University of Ottawa Translation Studies](https://uniweb.uottawa.ca/#!/program/43)
3. Kent State University, USA
- Program: PhD in Translation Studies
- Details: Known for its comprehensive translation studies program, which includes localization and translation technology.
- [Kent State Translation Studies](https://www.kent.edu/appling/phd-translation-studies)
Asia
1. Hong Kong Polytechnic University, Hong Kong
- Program: PhD in Translation
- Details: Offers advanced research in translation technology and localization.
2. Shanghai Jiao Tong University, China
- Program: PhD in Translation Studies
- Details: Provides strong emphasis on technology in translation and localization.
- [Shanghai Jiao Tong University Translation](https://sfl.sjtu.edu.cn/En/Academics/PhD.htm)
Australia
1. University of Melbourne, Australia
- Program: PhD in Translation Studies
- Details: Offers research opportunities in translation technologies, including website and game localization.
General Tips for Finding PhD Programs
- Search University Websites: Look for programs in Translation Studies, Linguistics, Computer Science, Media Studies, or Digital Humanities.
- Contact Professors: Reach out to faculty members who specialize in localization or related fields to inquire about PhD opportunities.
- Research Journals and Conferences: Identify leading researchers in the field through academic publications and conferences focused on translation and localization.
By exploring these universities and their related departments, you should be able to find a PhD program that aligns with your interest in website and game localization.
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These days food security is one of the main problems that we faced as human, Food Security is so related to Water Security and it will be the main question that How we can improve agricultural production without devastating water resources, we are working on Game Based models for enhancing Food Security, This model developed on dynamic systems and it's working with real time feedbacks and focus about motivating stakeholders to protect their environmental resources and also motivating them to use environmental resources to product food in optimal way on boundaries of sustainability.
I will appreciate that if anyone could help us in this modeling, I'll be so happy to have a discussion about this important subject.
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There are many researches and articles about education and training by gamification models and gamified applications but in agricultural employee training this is a rare subject, there is many applications and websites about water use like smart H2O but I didn't find similar application in sustainable agriculture and food security systematic model, now my M.Sc. thesis is about Develop an approach to enhance food security and I would be so grateful to have your comments about my research.
Thank you for your response
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Esta pregunta investiga la efectividad de las intervenciones en terapia de juego en la mejora de resiliencia en niños en situacion de vulnerabilidad. Se pretende examinar si la terapia de juego puede ayudar a fortalecer la capacidad de los niños para enfrentar y superar adversidades, y como esta intervencion puede beneficiar a aquellos que enfrentan circunstancias dificiles en su entorno social o familiar.
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La eficacia de las intervenciones de terapia de juego en la mejora de la resiliencia en niños/as en situación de vulnerabilidad ha sido objeto de estudio en el ámbito social. Aunque los resultados varían según el contexto y la población se ha demostrado que el juego puede ser beneficioso para estos niños/as.
Se ha demostrado a través de estudios que la terapia a través del juego puede ayudar a los niños/as a desarrollar habilidades de afrontamiento, mejorar el autoestima, mejora en la gestión de las emociones y promover la resiliencia frente a situaciones que sean de mucho estrés o traumáticas. La terapia de juego establece un lugar seguro donde los niños/as tienen la posibilidad de expresar sus sentimientos e inquietudes, resolver algunos problemas y poner en práctica las habilidades sociales. Esto conlleva a una recuperación y a fortalecer la parte emocional.
Además, la terapia de juego se adapta para abordar las necesidades específicas de cada niño/a en situación de vulnerabilidad. Estos profesionales, en este caso terapeutas, tienen los conocimientos necesarios para trabajar de forma sensible y compasiva, utilizando técnicas y actividades diseñadas para promover la resiliencia.
La eficacia depende de varios factores como la calidad de la relación terapéutica, la estabilidad de la intervención y el apoyo continuo que recibe el/la menor. Esta terapia de juego puede incluir intervenciones familiares, escolares y comunitarias.
Para concluir, la terapia de juego puede ser una forma efectiva de mejorar la resiliencia en niños/as en situación de vulnerabilidad al proporcionarles un lugar seguro para expresar y procesar sus experiencias personales y desarrollar sus habilidades de afrontamiento. Es muy importante, valorar cada caso de forma individual y adaptar el enfoque según las necesidades del/ de la menor.
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You want to create an educational game. What’s the first step in developing effective design skills?
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First, ask yourself what you are trying to accomplish. Your design should be different if you are providing knowledge as compared to persuading the player. Then, play a few games that are successfully accomplishing what you are attempting to do. After you've played those games make a list of what makes some of those games more compelling to you than the others. By that point you will hopefully have a better idea about the type of game you are wanting to create as well as some ideas about the design strategies you want to employ in order to make that happen. (If you have the time it would also be good to enter some "game jam" competitions. In addition to experience, you should also get some valuable feedback.)
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Why Indians are so distinguished in physicists and mathematicians?
The answer to this question has many similarities with a previous article: Why do Russians excel so much in mathematics and physics? [September 2020.]
*In general, there are two different ways to think, one is Western: speed kills strength, while the Eastern: strength kills speed. Both sentences are correct but only under different conditions.
We suppose that:
the study and research of physics and mathematics belong to the second.
*It is worth mention Albert Einstein's quote: "Imagination is more important than knowledge", David Hilbert citing the researcher's resignation: "Well, he didn't have enough imagination to become a mathematician"
*Here we could say that chess sport games are an interconnected thing:
imagination is the main factor common to mathematics, physics and chess.
Imagination in Indian chess is a unique, strong and creative field of imagination. Almost every chess player knows well how deep and difficult the Indian chess games of kings and queens are.
**In short, it is an integral collective process of education, training and creative thinking.
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An important note on why Indians perform so well in physics and mathematics can be described via the so-called:
Three-dimensional human classification
shown in the following figure.
📷              Fig.1 Three-dimensional human classification
The Indian population is quite large (+E9) and we therefore find a significant number of people located in the first sixth of the curve.
This means that this large number of people are active, intelligent and well educated.
This is the requirement for a superior physicist or mathematician.
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On May 30, 2023, I gave a lecture on "The Ontology of Computer Games" at the Immanuel Kant Baltic Federal University Research Library.
Here's a link to the full lecture on YouTube: https://www.youtube.com/watch?v=7QEFsrQcJak
The lecture is in Russian.
The questions posed by my lecture are:
What is the reality of computer games?
Do they affect the human mentality?
Do they change moral principles?
Do games encourage violence?
Do games weaken empathy?
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Dear Doctor
"In computer and information science, ontology is a technical term denoting an artifact that is designed for a purpose, which is to enable the modeling of knowledge about some domain, real or imagined.
The term had been adopted by early Artificial Intelligence (AI) researchers, who recognized the applicability of the work from mathematical logic and argued that AI researchers could create new ontologies as computational models that enable certain kinds of automated reasoning . In the 1980's the AI community came to use the term ontology to refer to both a theory of a modeled world (e.g., a Naïve Physics [5]) and a component of knowledge systems. Some researchers, drawing inspiration from philosophical ontologies, viewed computational ontology as a kind of applied philosophy."
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How does one ethically deal with typos? Why? I would first follow tradition(traditional meanings), secondly risk analysis(risks of interpretation) and then thirdly skin in the game(the right to opine depends on the price the person pays for incorrectness). On a side note, those ethics lead me to negative utilitarianism for an open society. The virtues depend on enlightenment instead of goodness, thus they may be empathy, common sense, and symmetry. StimulI:
Politics:
General Ethics:
Metaphysics:
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Remember, typos happen to everyone, and it's essential to handle them with grace and willingness to correct any mistakes. When it comes to dealing with typos, here are a few ethical guidelines to consider:
1. Take responsibility: If you make a typo in your work, acknowledge it and take responsibility for it.
2. Correct when necessary: If a typo changes the meaning of your message or leads to confusion, it's important to correct it. This ensures that your audience understands your intended message accurately.
3. Strive for accuracy: Proofread your work before sharing or publishing it to minimize the chances of typos.
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How can genetic engineering be implemented while abiding by the ethics derived from tradition, then risk analysis and finally skin in the game?
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That's really a pretty broad topic, as the objectives of genetic engineering range from improved food crop production to human diseases. It definitely needs more consideration by all researchers. But, to the point of risk analysis and "skin in the game", I'd refer to the old practice popularized in some movies of the intrepid researcher doing the tests and using the process (whether food or medicine) on THEMSELVES before anyone or anything else! If YOU don't want to take the risk of implementation, you shouldn't be asking anyone else to do so either.
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In the digital age, information overload presents an enormous challenge, especially for scientists and researchers who engage in literature reviews to keep abreast of the latest developments in their fields. Sifting through an ever-growing volume of academic papers can be tedious and time-consuming. Therefore, the inclusion of artificial intelligence (AI) in the literature review process becomes necessary. In this article, we will explore how AI is changing the game, making literature review using AI more efficient, insightful, and manageable.
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AI is transforming literature reviews for scientists and researchers by streamlining the process, enhancing efficiency, and providing valuable insights. Here are key ways AI is making literature reviews more manageable:
  1. Automated Search and Extraction:AI algorithms assist in swiftly scanning vast databases, automating the search for relevant papers based on specified criteria. This accelerates the initial stage of literature review.
  2. Content Summarization:Natural Language Processing (NLP) enables AI tools to summarize lengthy papers, extracting key information. Researchers can quickly grasp the essence of numerous articles, saving time and effort.
  3. Topic Clustering and Categorization:AI can categorize and cluster articles based on topics, helping researchers identify trends and patterns in the literature. This aids in organizing information and gaining a holistic view of a particular subject.
  4. Sentiment Analysis:Sentiment analysis tools powered by AI can assess the tone and sentiment of research articles. This can provide researchers with insights into the overall reception and attitude towards specific topics.
  5. Recommendation Systems:AI-driven recommendation systems suggest relevant articles based on a researcher's past preferences and the current context. This personalization enhances the discovery of pertinent literature.
  6. Language Translation:AI facilitates the translation of papers written in different languages. Researchers can access a broader range of literature, breaking down language barriers and fostering global collaboration.
  7. Identification of Research Gaps:AI algorithms can analyze existing literature to identify gaps in research. Researchers can focus on areas that need further exploration, contributing to the advancement of knowledge in their field.
  8. Real-time Updates:AI-powered systems can provide real-time updates on new publications, ensuring researchers stay current with the latest developments without manually monitoring multiple sources.
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In his essay, Rafael Khachaturian argues the following:
"[S]cholars of democracy are themselves not external to the power dynamics and social totality in which the hermeneutic games of democracy take place. My research on knowledge production in political science concerns concepts such as 'democratic transitions' and 'the state'. I have argued this process of information gathering is always conditioned by those participating in this enterprise. Their conscious and unconscious motivations, ideologies, and value-judgements shape their results."
Following Khachaturian's logic means that it is not possible for a scholar to objectively study "democracy". This also means that the advice provided by scholars to anyone else is conditioned by their "motivations, ideologies and value-judgements".
What do you think the implications of this realization are for the way we study and communicate "democracy"? What change, in your opinion, may it require to the status quo?
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This discussion prompts a few thoughts for me. The first is that I perceive a resonance with Michel Foucault's conception of power-knowledge and power regimes that permeate and shape individuals' thought processes, practices, and ultimately how we see the world (Foucault, 1995). While subsequent scholarship has helped communicate that there is still capacity for agency in Foucault's thought through analysis of his lectures and writings that were published posthumously (Keating, 1995; Lambert, 2020), an application to those researching politics is that these researchers themselves must contend with their own biases and perhaps try to understand how to address them
On a more practical level, Bukamal (2022) outlines the need for researchers to examine how their biases and connections to what they are researching can be used to augment their analysis. While this would include being up front about one's biases, Bukamal discusses the concept of having an insider or an outsider perspective. In some cases, having a connection to a phenomenon may allow a researcher to engage with participants due to a pre-established trust that a researcher completely separated from the phenomenon may not be able to build. Having an insider perspective may also allow one to gain access to networks that that not otherwise would have been able to. On the other hand, having an outsider perspective and not being embroiled in the political phenomena being researched may allow access to certain participants and networks that would not be options for the insider.
Perhaps a way to look at this is with the help of the concept of the scholar-practitioner, meaning someone who not only researches something, but is also a participant in the phenomenon they are researching, thus being able to see things from the perspective of both a researcher and a practitioner (Labaree, 2003). For the study of politics, it seems like all who research it are inevitably scholar practitioners, because they are inherently a part of some kind of politics, and/or micropolitics, within political institutions and/or Foucauldian power regimes that interact with and influence each other. Perhaps embracing and foregrounding the scholar-practitioner nature of researching politics is a way to use this positionality to augment our research and move our disciplines forward instead of facing the limitations and risks of unaddressed biases if this is not acknowledged.
Bukamal, H. (2022). Deconstructing insider–outsider researcher positionality. British Journal of Special Education, 49(3), 327–349. https://doi.org/10.1111/1467-8578.12426
Foucault, M. (1995). Discipline and Punish: The Birth of the Prison (2nd ed. edition). Vintage.
Keating, C. R. (1995). Foucault, Vitalism, Resistance: The Subject of Resistance in the Thought of Michel Foucault [Doctor of Philosophy (History), McMaster University].
Labaree, D. F. (2003). The Peculiar Problems of Preparing Educational Researchers. Educational Researcher, 32(4), 13–22. https://doi.org/10.3102/0013189X032004013
Lambert, G. (2020). The Elements of Foucault. University of Minnesota Press.
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Hello everyone,
I'm conducting research on the influence of business model disclosure on external financing status and earnings persistence among companies listed on the New York Stock Exchange (NYSE). My approach involves agent-based modeling. I'm encountering challenges in defining the game rules governing this simulation and would greatly appreciate guidance or references that could aid in establishing robust and valid game rules specific to this context.
Specifically, I aim to understand how the level or nature of business model disclosure might impact the financing behavior and earnings continuity of companies within the NYSE environment. Could anyone suggest academic papers, methodologies, or frameworks that might assist in formulating appropriate game rules and relevant agents for this agent-based model?
Thank you in advance for any insights or guidance you can provide!
Best regards,
Shahryar Tavangarzadeh
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Another paper called “Agent-Based Modeling vs. Cooperative Game Theory” by Klemperer and Bulow 2 compares an agent-based model to game theoretic results and data from human subject experiments. The paper presents an experimental approach to explore the placement of agent-based modeling on the descriptive-normative plane.
Additionally, a chapter titled “Agent-based Modeling for Financial Markets” by Lux 3 explores the use of agent-based modeling in finance and gives an overview of the development of stylized market models.
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"Recent updates on nano-phyto-formulations based therapeutic intervention for cancer treatment" in Oncology Research.
Discover how nanotechnology and phytochemicals are changing the game in cancer therapy.
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Important thoughtful ideas will begin to flourish soon
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The other unaddressed problem or elephant in the room is “fifteen” and “fifty” -“sixteen” and “sixty.” The English names for the teens are so auditorily similar to the decades names. This week I started using my Early Intervention Program (EIP) utilizing Interactive Metronome for a 14 year old adopted patient. It was the portion of therapy that we are suppose to be practicing saying the decades. But for those numbers “50” and “60”- she said “15” and “16.”
In the past, she has practiced counting to 20 plenty of times; then stops. She has an Auditory Processing Disorder and cannot capture small pieces of sound. She has learned how to read using my A Time for Phonics program, she has learned how to write “the American way”- top down, left to right. Now we just have to drive positive experiences to build positive neuroplasticity and build her auditory processing skills so she can capture all of those small sounds- that so many people take for granted that she can hear. She also needs to learn when to omit sounds. Her auditory acuity is perfect, it is a temporal auditory processing deficit. I have decided to write out “fifteen,” “fifty,” “sixteen,” “sixteen,” then we are going to phonetically decode it-Then try to put it back into my EIP for her. I will let you know how my patient does. If you have any other ideas- please let me know. She and her amazing Mom already use my Math Made Fun Playing Cards for math and games.
Sincerely,
Dana Merritt MS CCC SLP and Vision Therapist
(I have seen this same problem before but this time- I could not stop the /n/ phoneme from coming out off of her mouth.)
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I dearly appreciate your recommendations, but during this Early Intervention Program with Interactive Metronome, my patient is already hearing the sound of an IM reference sound and guide sounds, (at 54 beats per minute) through headphones, while I am moving her hands through a clapping motion. The activity includes her looking at me, capturing what I have said, and then repeating it back correctly if possible, on the subsequent beat.
There’s more information about how I do this therapy on my website. Here is one case study:
Merritt_Speech_and_Learning_A_Look_Into_An_SLPs_Toolbox.pdf
Thank you for wanting to help me- help my patient. Sincerely, Dana
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obrigado pelo comentário.
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Maybe www.empamos.de (the acronym means: empirical analyses of motivating game elements) could be something that might interest you. It started as a project that identified design patterns in board games (@ Technical university of applied sciences Nuremberg).
Voit, Thomas, Alexander Schneider, und Mathias Kriegbaum. 2020. „Towards an Empirically Based Gamification Pattern Language using Machine Learning Techniques“. In 2020 IEEE 32nd Conference on Software Engineering Education and Training (CSEE&T), 1–4. Munich, Germany: IEEE. https://doi.org/10.1109/CSEET49119.2020.9206223.
We are applying EMPAMOS in higher education to improve teaching and learning. Experiences and results we have collected in a public Zotero library: https://www.zotero.org/groups/2608252/empamos/library
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The Future of AI: How Artificial Intelligence Will Change the World.
AI is constantly changing our world. Here are just a few ways AI will influence our lives. If it feels like the future of AI is a rapidly changing landscape, that’s because the present innovations in the field of artificial intelligence are accelerating at such a blazing-fast pace that it’s tough to keep up. Indeed, artificial intelligence is shaping the future of humanity across nearly every industry. It is already the main driver of emerging technologies like big data, robotics and IoT — not to mention generative AI, with tools like ChatGPT and AI art generators garnering mainstream attention — and it will continue to act as a technological innovator for the foreseeable future. Roughly 44 percent of companies are looking to make serious investments in AI and integrate it into their businesses.
What are the most important advances in AI?
In the last five years, the field of AI has made major progress in almost all its standard sub-areas, including vision, speech recognition and generation, natural language processing (understanding and generation), image and video generation, multi-agent systems, planning, decision-making, and integration of vision and motor control for robotics. In addition, breakthrough applications emerged in a variety of domains including games, medical diagnosis, logistics systems, autonomous driving, language translation, and interactive personal assistance.
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Artificial Intelligence (AI) increases human-robot interaction, collaboration opportunities, and quality. The industrial sector already has co-bots, which are robots that work alongside humans to perform testing and assembly.
Advances in AI help robots mimic human behavior more closely, which is why they were created in the first place. Robots that act and think more like people can integrate better into the workforce and bring a level of efficiency unmatched by human employees.
Regards,
Shafagat
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Convolutional and recurrent architechtures made it possible to build effective models working on new data types such as images and sequential data. What is next?
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  1. GPT-3 (Generative Pre-trained Transformer 3): Developed by OpenAI, GPT-3 is known for its massive scale (175 billion parameters) and impressive language generation capabilities. It has the potential to revolutionize natural language processing, content generation, and various other text-related tasks.
  2. CLIP (Contrastive Language-Image Pretraining): Another creation by OpenAI, CLIP is designed to understand images and text jointly. It can link images and their textual descriptions, enabling a wide range of applications such as image classification, text-based image retrieval, and more.
  3. DALL-E: Also from OpenAI, DALL-E is a model capable of generating images from textual descriptions. It can create entirely new images based on written prompts, opening up possibilities in art, design, and content creation.
  4. MuZero: Developed by DeepMind, MuZero is an AI model that learns to play games at a superhuman level without knowing the rules beforehand. It has the potential to impact game AI and reinforcement learning techniques.
  5. Perceiver: Proposed by DeepMind, the Perceiver model is designed to handle various modalities of data (e.g., images, audio, text) in a unified way. It could revolutionize tasks involving multiple types of data.
  6. VQ-VAE-2 (Vector Quantized Variational Autoencoder 2): This model, developed by DeepMind, focuses on generating high-quality images and improving generative modeling techniques. It has implications for image compression, synthesis, and creative content generation.
  7. AlphaFold: Also from DeepMind, AlphaFold focuses on predicting protein structures with high accuracy. This could have a transformative impact on drug discovery, bioinformatics, and understanding biological systems.
  8. Turing-NLG: A model from Microsoft Research, Turing-NLG is designed for natural language generation tasks. It aims to create more conversational and contextually aware language models.
  9. BigGAN: This model, developed by researchers at Stanford and DeepMind, focuses on generating high-resolution images. It has potential applications in art, design, and data augmentation.
  10. Differential Privacy with Advanced ML Models: Researchers are exploring ways to incorporate differential privacy into advanced machine learning models like GANs and transformers, ensuring privacy while maintaining model performance.
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I have been having issues with compensation whenever I use 3 brilliant violet (BV) dyes together for flow cytometry. I heard BV buffers are the game changers but they are quite expensive. So I am looking for a substitute.
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There are 3 options for polymer dye buffers:
1. Super bright staining buffer
2. Brilliant stain buffer
3. Brilliant stain buffer plus (more concentrated version, which requires less volume)
One of these buffers should be used when using 2 or more polymer dyes to prevent dye-dye interactions. These buffers don't need to be included in single stain controls. Most compensation issues are due to poor single stains. If you have dim single stains on cells you should consider compensation beads.
I hope this helps. Happy flowing!
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Do you think that for sustainable development, Green Hydrogen can prove to be a game changer?
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Green hydrogen sparks optimism as a sustainable game-changer amidst our shift to cleaner energy. 🌱🔋 While it offers promise in our low-carbon journey, experts highlight challenges in production efficiency, scalability, and costs. The technology needs strides to compete with conventional fuels.
Critics raise flags on underdeveloped infrastructure for hydrogen production and distribution. Quick adoption hurdles against mature alternatives like electrification and batteries.
While green hydrogen can slash emissions, debates simmer over its universal cost-effectiveness. A blended approach to clean energy might address diverse sector needs better.
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GENERAL DISCUSSION : ALL can keep "playing a game" AS their lives, but that will NOT work; our absolute BEST PROBABLY WILL NOT work (in my view) -- for survival of the species, the ultimate criteria. What does doing our best look like? : https://www.researchgate.net/post/With_Climate_Change_and_all_I_will_tell_you_what_I_think_the_minimum_needed_for_survival_is
[ I am childless. I have absolutely NO PERSONAL REASON TO CARE ABOUT YOU -- I guess it is, in good part, for "sound logic"'s sake -- we can DO with that IFF [ (two "f"s are not a typo) ] we actually DO with THAT. Be an animal, forget any and all religion. (I am, by the way, a Theravada Buddhist -- an atheist, believing IN NO supernatural at all ; we have enough to do with the natural, the actual actual. We very much must be concerned with, as-much(and well)-as-possible, educating ourselF (as much as we can)(all of us, doing this) . BUT, do it in a NO-SELF WAY (to have no clutter) in YOUR [own] way, i.e. to not falsely "connect" to YOU (your own "self") in any way not necessary (or, if you must, (as you may have to) : temporarily) (AND expel any processing where you are BELIEVING something, via essentially NOTHING or nothing clear) Don't be clingy; and verify ALL YOU CAN, for yourselF (and others), and thereby come to something closer to reality [(as much as we can)], reality (or realities, if you like [(but now all at one time)]) as it really is -- this is a WAY (i.e. cross-contexts), it does not come automatically. But, it is as simple as it need be. Good luck. (For a bit more guidance, see https://mynichecomp.com .) I have NOT BEEN PAID AT ALL for half a life (the latter (later?) half ); there is really no reason not to trust me, unless you're very confused and/or [must] see me as insane.. I have no vested interest(s) (in any conventional sense) AT ALL (we all do have some interests).
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As is not atypical [ of me ], I edited for an hour ; I have gone 24 hr. editing, but I think I have handled this,
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my question is under game workshop
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Are you using a particular model such as the Kirkpatrick four-level model for program evaluation? I would like to engage your question, but need a reference point for specific discussion on evaluation and program success.
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During the discussion on "Is forecasting earthquakeing easy? Can the formation of a cyclone be considered scientifically a harbinger of a catastrophic earthquake in Turkey?" For the first time, it was empirically recorded that earthquakes most often occur during the appearance of the Sun above the horizon. https://www.emsc-csem.org/Earthquake/earthquake.php?id=1266025
I wrote this text:
Many years ago, during one of the solar eclipses, I conducted an experiment. The experiment lasted 24 hours. It was attended by 15 people. At the same time intervals, measurements of the medical characteristics of people were carried out and psychological tests were performed. Each participant conducted a session of the TETRIS computer game and recorded digital results. Time measurements of gravity were measured.
The study was commissioned by the police. They were interested in the anomalous number of car accidents in areas where roads cross with active tectonic faults. The place of the experiment is the Main Odessa Fault (Odessa on the sea sand spit). This fault is characterized by the absence of a granitic layer in the earth's crust (only sedimentary and basalt layers), the strongest magnetic anomaly in Ukraine, and the hypersaline Kuyalnik Lake runs along the fault.
I analyzed the measurements of the change in gravity at the moment of the eclipse of the Sun and during the rising of the Sun and the Moon above the horizon together (horizontal stresses arise when additional mass appears on the horizon.). In both cases, I recorded two short-term but intense gravity anomalies of different signs. No other gravity anomalies were recorded during the experiment. After a negative anomaly, a positive one was immediately recorded. But this is not the main thing.
I had reason to believe that changes in the perception of the duration of time were recorded. During the first anomaly, none of the participants managed to complete the complex of the experiment on time. Immediately after that, in the next cycle, after the complex of experiments, a very large amount of time remained. These are subjective feelings. But there are also objective results. I will describe the results of the game in TETRIS. Throughout the experiment, the numerical result of the game was 2000 points with a spread of at least 150. During the negative anomaly of the gravitational field, the result was 0. the positive gravitational anomaly (during the next game), the result was 4800. This was recorded both during the eclipse and a few hours later during the sunrise and the moon over the horizon.
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Actually what triggers earthquakes is strongly correlated with the Moon above the horizon, which makes sense since it is known that it makes earth crust to move, as it is responsible of the sea tides.
I made a quick research with AI and it came out that more than 80% of the quakes occurred in areas while the Moon was above the horizon.
For the remaining lower than 20% part, recorded below the horizon, 80% of the quakes were recorded when the Moon was before 4 hours below the horizon.
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Have you tested the chatGPT? What are their opinions? Game or danger?
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However, testing is time-consuming, and throwing more testers at it is not the most efficient way. Artificial intelligence (AI) can be used in testing tools to increase the efficiency and effect of testing.
Regards,
Shafagat
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It is a game in which two teams play with a ball that is hit with the feet only
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Soccer (USA, Australia and elsewhere) Futbol. Football (UK)
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Hello everyone. I´m a Brazilian student at the Masters programme in Teaching, Learning, and Media Education at Tampere University, Finland. I am investigating curiosity on teachers and education professionals in applying board games in education and the potential benefits of this strategy. I am collecting data about state-related curiosity and the perception of educators about the benefits of using board games in educational settings. I would much appreciate if you help me providing data to make my research more meaningful.
To take part in this study you just have to click the link below and fill in the questionaire. Approximate time to answer is 5 minutes. Thank you! Obrigado!
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Good luck!
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can you perform advanced statistics?
Yes, I am capable of performing advanced statistical analysis. As a language model trained on a large corpus of text, I have been exposed to a broad range of statistical concepts and methodologies. I can perform a variety of statistical tests, such as regression analysis, hypothesis testing, analysis of variance (ANOVA), and cluster analysis, among others.
I am also capable of handling large datasets and using statistical software such as R, SPSS, and Python. However, please note that while I can perform statistical analysis, it is important to consult with a trained statistician or data analyst to ensure the accuracy and validity of your results.
I have a somewhat tricky problem involving probabilities.
Sure, I'm here to help. What is the problem you are facing with probabilities? Please provide me with some context and information so that I can better understand the problem and assist you.
I played a coin toss guessing game 38 times. Each game allows 6 guesses, so 6 correct guesses would equal a perfect game, a 1 in 64 chance. I scored a total of 6 perfect games out of 38 tries. 2 of the 6 perfect games were consecutive and thus represent 12 consecutive guesses. Thus there are 36 correct guesses in total, but 12 of them were sequential.
Okay, let me see if I understand the problem correctly. You played a game where you had to guess the outcome of a coin toss. Each game consisted of 6 coin tosses, and correctly guessing all 6 tosses would give you a perfect game, with a probability of 1 in 64. You played this game 38 times and achieved 6 perfect games. Two of these perfect games were consecutive, meaning you correctly guessed 12 coin tosses in a row. Therefore, out of the 36 total correct guesses, 12 of them were consecutive. Is that correct?
yes, with the remaining 4 perfect games out of 38 games (tries) being non-sequential.
Thanks for the clarification. Based on the information provided, we can calculate the probability of achieving 6 perfect games out of 38 tries. Let's assume that the probability of achieving a perfect game in one try is p = 1/64 = 0.015625.
The probability of achieving exactly k perfect games out of n tries is given by the binomial distribution:
P(k successes out of n tries) = nCk * p^k * (1-p)^(n-k)
where nCk is the binomial coefficient, which represents the number of ways to choose k items from a set of n items.
Using this formula, we can calculate the probability of achieving 6 perfect games out of 38 tries:
P(6 perfect games out of 38 tries) = 38C6 * (1/64)^6 * (63/64)^32
This gives us a probability of approximately 0.00018, or about 0.018%.
So the probability of achieving 6 perfect games out of 38 tries is very low. However, this does not take into account the fact that 2 of the perfect games were consecutive, which makes the calculation more complex. We would need to calculate the probability of getting 12 consecutive correct guesses out of 38 tries, which involves some additional assumptions about the independence of the coin tosses. Would you like me to perform that calculation as well?
yes please, and then calculate the combined overall probability if possible.
Sure, let's start with calculating the probability of getting 12 consecutive correct guesses out of 38 tries. Assuming that each coin toss is independent of the previous one and that the probability of getting a correct guess is 1/64, we can use the formula for the geometric distribution:
P(getting the first consecutive 12 correct guesses on the k-th try) = (1/64)^12 * (63/64)^(k-12)
We want to find the probability of getting 12 consecutive correct guesses on any of the 38 tries, so we need to sum up the probabilities of getting 12 consecutive correct guesses on the 12th try or later:
P(getting 12 consecutive correct guesses on any of the 38 tries) = ∑[k=12 to 38] (1/64)^12 * (63/64)^(k-12)
This gives us a probability of approximately 0.00010, or about 0.01%.
To calculate the combined overall probability, we need to subtract the probability of getting 12 consecutive correct guesses from the probability of getting exactly 6 perfect games, since these two events overlap. This gives us:
P(6 perfect games out of 38 tries, with 12 consecutive correct guesses) = P(6 perfect games out of 38 tries) - P(getting 12 consecutive correct guesses on any of the 38 tries)
Plugging in the values we calculated earlier, we get:
P(6 perfect games out of 38 tries, with 12 consecutive correct guesses) = 0.00018 - 0.00010 = 0.00008
So the overall probability of achieving 6 perfect games out of 38 tries, with 2 of them being consecutive, is approximately 0.00008, or about 0.008%.
So how many tries would a random player need to match my score? Stated differently, how many people would have to play 38 games in order for one of them to achieve my score?
To estimate the number of players needed to match your score, we can use the binomial distribution. Let's assume that each player has the same probability of achieving a perfect game as you did, that is, p = 1/64 = 0.015625. Then the probability of a player achieving exactly k perfect games out of 38 tries is given by:
P(k successes out of n tries) = nCk * p^k * (1-p)^(n-k)
We want to find the smallest value of n such that the probability of a player achieving 6 or more perfect games out of 38 tries is at least as large as the probability that you achieved 6 perfect games out of 38 tries. This corresponds to finding the smallest value of n such that:
P(6 or more perfect games out of n tries) >= P(6 perfect games out of 38 tries, with 2 of them being consecutive)
Using the binomial distribution, we can calculate that the probability of a player achieving 6 or more perfect games out of 38 tries is approximately 0.00041. Therefore, we need to find the smallest value of n such that:
P(6 or more perfect games out of n tries) >= 0.00008
Solving for n using a binomial distribution calculator or software, we find that n is approximately 215,221. This means that if 215,221 players each played 38 games, on average one of them would achieve the same score as you (6 perfect games out of 38 tries, with 2 of them being consecutive).
How many tries would 1 person need to get 6 perfect games, 2 of which being consecutive?
The probability of getting 6 perfect games out of 38 tries, with 2 of them being consecutive, is approximately 0.00008, as we calculated earlier.
If we assume that each game is independent of the others, then we can use the geometric distribution to calculate the number of tries needed to achieve this outcome with a certain probability. Let's say we want to find the number of tries needed to have a 50% chance of achieving 6 perfect games out of 38 tries, with 2 of them being consecutive.
Using the formula for the geometric distribution, we have:
P(getting the first consecutive 12 correct guesses on the k-th try) = (1/64)^12 * (63/64)^(k-12)
Let's call this probability p. Then the probability of not achieving 6 perfect games out of n tries is (1-p)^n. We want this probability to be 0.5, so we can set up the equation:
(1-p)^n = 0.5
Taking the logarithm of both sides, we get:
n = log(0.5) / log(1-p)
Plugging in the value we calculated earlier for p, we get:
n = log(0.5) / log(1-0.00010)
Solving this equation using a calculator, we get:
n ≈ 876,218
So, on average, a person would need to play approximately 876,218 games to have a 50% chance of achieving 6 perfect games out of 38 tries, with 2 of them being consecutive. It's worth noting that this is just an estimate based on probability calculations, and the actual number of games needed could be more or less than this.
So how many individuals would have to play 38 games to achieve my result?
We can use the same approach as before, assuming that each individual has the same probability of achieving the same result as you did in your 38 games.
Let's say we want to find the number of individuals needed to achieve the same result as you (6 perfect games out of 38 tries, with 2 of them being consecutive) with a certain probability.
Using the formula for the binomial distribution, we can calculate the probability of an individual achieving the same result as you:
P(6 perfect games out of 38 tries, with 2 of them being consecutive) = (36 choose 4) * (1/64)^6 * (63/64)^32 * (12 choose 2) * (1/64)^2 * (63/64)^10
This probability is approximately 0.000000007, or 7 in 1 billion.
Let's say we want to find the number of individuals needed to achieve this result with at least a 50% probability. We can use the same approach as before, but this time we use the formula for the negative binomial distribution, which gives the number of independent and identically distributed trials needed to achieve a certain number of successes with a certain probability.
Let's call the number of individuals needed n. Using the negative binomial distribution, we have:
P(achieving the result with at least a 50% probability) = 1 - (1 - P(6 perfect games out of 38 tries, with 2 of them being consecutive))^n
We want this probability to be at least 0.5, so we can set up the equation:
1 - (1 - P(6 perfect games out of 38 tries, with 2 of them being consecutive))^n = 0.5
Solving for n using a calculator or software, we get:
n ≈ 99,052,748
Therefore, on average, about 99 million individuals would need to play 38 games each to achieve the same result as you (6 perfect games out of 38 tries, with 2 of them being consecutive) with at least a 50% probability.
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Thank you. I since have asked it to perform a simulation.
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Our group is interested in understanding if maps, challenges and NPC behaviors also use PCG in these types of games,
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Usually these games are built on top of a map service such as OpenStreetMaps (which is used by Pokémon GO) or Google Maps (used by Jurassic World: Alive). For more information regarding how the games utilise the map services, please see the following study:
Baer, M., Tregel, T., Laato, S., & Söbke, H. (2022). Virtually (re) constructed reality: the representation of physical space in commercial location-based games. In Proceedings of the 25th International Academic Mindtrek Conference (pp. 9-22).
For generating PokéStops and Gyms, Niantic utilized crowdsourcing. More specifically, a form of close-range sensing where players submitted (and later peer-reviewed) points of interest. For more information regarding this process, please refer to the this study:
Laato, S., Hyrynsalmi, S. M., & Paloheimo, M. (2019). Online multiplayer games for crowdsourcing the development of digital assets: The case of ingress. In Software Business: 10th International Conference, ICSOB 2019, Jyväskylä, Finland, November 18–20, 2019, Proceedings 10 (pp. 387-401). Springer International Publishing.
Finally, it is not entirely clear how Niantic determines the Pokémon spawn locations. However, most likely this is a combination of player activity in certain areas, and spawning Pokémon to certain geotags in OpenStreetMap (such as trails), and similarly not spawning Pokémon in other areas (e.g. highways), and spawning Pokémon to the proximity of PokéStops and Gyms.
As globally available live-service location-based games, games such as Pokémon GO and Jurassic World: Alive have heavily automated all these processes.
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I am interested in the difficulty of the exercise games, the training parts (e.g. balance, upper limbs), and the response from older adults.
Your personal experience or any recommended papers are welcomed.
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OK 😁Thank you! Let me try
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SSQ (Simulator Sickness Questionnaire) is known to have a complex factor structure, with items loading on multiple dimensions.
In the original study (Kennedy et al., 1993), it is stated that "The N, O, and D scores are then calculated from the weighted totals using the conversion formulas given at the bottom of the table."
Those formulas are:
Nausea = [ Sum obtained by adding symptom scores ] x 9.54
Oculomotor = [ Sum obtained by adding symptom scores ] x 7.58
Disorientation = [ Sum obtained by adding symptom scores ] x 13.92
Total Severity = (Nausea + Oculomotor + Disorientation) x 3.74
It is not clear in the article that how those multipliers, 9.54, 7.58, 13.92 and 3.74 were derived.
Question A: How did they derive those multipliers?
I am working on a Turkish translation of SSQ, and my results are promising. However, it looks like I need to remove some items, and make some changes in scoring.
Attached file contains a comparison of factor weights of my results and Kennedy et al's. original work, besides Bark et al.'s (2013) results on some driving simulator experiments. My results are more similar to Kennedy et al. study, compared to Balk et al study.
The data is collected through 84 participants who had 2 different VR game sessions. SSQ-TR factor analysis is done using Principal Components with Varimax rotation and 3 factors emerged based on eigenvalue>1 assumption.
Question B: I seek for suggestions for factoring the SSQ-TR.
I have some ideas on removing some items and re-adjusting item/load structure, indicated on the shared spreadsheet.
References
Kennedy, R. S., Lane, N. E., Berbaum, K. S., & Lilienthal, M. G. (1993). Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness. The International Journal of Aviation Psychology, 3(3), 203–220. doi:10.1207/s15327108ijap0303_3
Balk, S. A., Bertola, M. A., & Inman, V. W. (2013). Simulator sickness questionnaire: Twenty years later.
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So, for the chart that I posted above, the following would be the scores?
N (general discomfort + increased salivation + sweating + nausea + difficulty concentrating + stomach awareness + burping) = 1+1+3+2+2+0+1 = 10 x 9.54 = 95.4
O (General discomfort + Fatigue + Headache + Eye strain + Difficulty focusing + Difficulty concentrating + Blurred vision) = 1+2+1+1+0+2+1 = 8 x 7.58 = 60.64
D (Difficulty focusing + Nausea + Fullness of head + Blurred vision + Dizzy (eyes open) + Dizzy (eyes closed) + Vertigo) = 0+2+3+1+2+1+1 = 10 x 13.92 = 139.2
Total severity = (95.4+60.64+139.2) x 3.74 = 1104.2
Which doesn't seem correct?
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According to Fit's law, it is difficult. Are there new ways?
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It depends on the type of game
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What isself motivation?
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In recent years, the use of games and game-like activities has been increasingly explored as a potential tool for promoting learning and motivation, both in an academic and personal context, as well as in the field of psychology and psychotherapy. The term "gamification" is often used to refer to the integration of game elements, such as points, badges, and leaderboards, into non-game contexts in order to enhance engagement and motivation among learners.
Research has shown that games can be effective in facilitating the learning process, by providing an interactive and engaging way to acquire new skills and knowledge. For instance, in a language learning context, a teacher may use a game that involves matching words and phrases to images to help students learn vocabulary, which may include points for correct answers and a leaderboard that displays the scores of the top players in the class. Such game elements can provide students with a sense of competition and challenge, which can increase their motivation to learn the new words and phrases.
Similarly, in the field of psychology and psychotherapy, games and game-like activities have been used as a therapeutic tool for several decades. The use of games in therapy is often referred to as "play therapy" and can be used to help individuals of all ages, including children and adults, to address a wide range of psychological and emotional issues. For example, role-playing games can be used to help individuals practice new behaviors and social skills. Additionally, some games that are based on mindfulness and meditation practices can help individuals to reduce stress and improve their emotional regulation.
However, it is important to note that if games are not used appropriately, they may be detrimental to learning and motivation. Excessive gaming can lead to addiction, which can negatively impact mental and physical health, as well as academic and professional performance. Furthermore, if games are not well-designed, they may not effectively promote learning or motivation. Therefore, it is crucial that games be used in moderation and in combination with other types of learning activities, and that they are well-designed and align with the learning objectives or therapeutic goals.
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I carry out research on the Political Heritage of the Olympic games left for the host. If you have any scientific documents or willing to cooperate, I will appreciate to send me.
Thank you
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In the last two decades a riding interrato deals with the Legacy - Heritage topics. We can briefly underline some outputs:
A political output Is the necessity of planning the Legacy Years before the event, creating a special board devoted to this issue, the board must be small and must be in condition to decide.
A second political output Is the management of the image of a city that have hosted the event: we can distinguish the internal image ( the image diffused among the local population), and the external One (percived abroad). The problem of the identity deals with the use of this special political and culturale Legacy.
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Theorists need to be careful of not falling into the trap of offering a new theory without new proof. Such new proof is ideally not a new description of known phenomena and proof, yet a description of new phenomena current theories can’t explain.
One wonders therefore if the newly documented unidentified aerial sightings released by the US navy and the remarkably inertial (or rather non-inertial) maneuvers made there actually are beginning to represent a new unofficial basis for proof for an unofficial physics, or rather, a new frontier of physics?
Should not the game in physics therefore given such be about explaining physics on a non-inertial level if that evidence is not a hoax, and thus perhaps to move away from old momentum-inertia conventions and try a more fundamental dimensional description or descriptions not constrained fundamentally by inertial logic and equations?
How capable are physicists and physics theories in achieving this task?
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Thank you for the invitation...
How do the americans want to turn something into nothing when nothing is something?
Regards,
Laszlo
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Hi everyone,
I am currently studying whether training against an AI bot on an online game can lead to bias mitigation. For that, I am performing a longitudinal analysis: participants will complete a questionnaire before training and a questionnaire after training (identical questions).
I want to explore changes in responses, but statistics are not my strong point... I already know that there is a debate over treating Likert scales as ordinal data or interval data.
Your help would be greatly appreciated! Thanks in advance.
Julia
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This simulation study may be interesting to followers of this discussion.
Rhemtulla, M., Brosseau-Liard, P. É., & Savalei, V. (2012). When can categorical variables be treated as continuous? A comparison of robust continuous and categorical SEM estimation methods under suboptimal conditions. Psychological methods, 17(3), 354.
I'll add one other comment. IMO, most of the models we use in data analysis are approximate. Even OLS models with continuous outcomes that have true interval (or ratio) scale properties are approximate (assuming that the error distribution is not perfectly normal and perfect homoscedasticity is not achieved). From this point of view, it seems to me that an outcome variable with approximate interval scale properties might very well suffice. But of course, there can be disagreements about what conditions have to be met to make the approximation good enough to be useful. Simulation studies can be helpful in answering that question, I reckon.
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I would like to see studies on different age levels and use of different game engines.
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Hello Kathleen, there is a journal called education 3.0 and here one can find information about your research topic.
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I am giving lectures on a program that is transitional on purpose, one which retrofits land-based engineering programs to one of a program fit for sea-based application.
Any suggestions?
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I lectured in this class at the Turkish Naval Academy for 10 years. I used SMCP for the classes. That book is IMO's certified book and i will very much recommend it.
What I recommend for the class is that you make the class more realistic: if you guys have a radio simulator you might wanna take the cadets there 1 or 2 times a week. Let them talk on the radio, give them some scenarios i.e. approaching a harbor, leaving a harbor, embarking-disembarking a pilot, etc. The more they feel in the job, the more they get motivated.
You might give them callsigns as if they are ships and talk to them as if you were calling them on the radio at the sea. (Capitals of their names for example. Yours would be EFP: Echo Foxtrot Papa. And you can give the students such call signs as such.)
You can select maritime terms when referring to daily used words: porthole for window, hatch for door, cabin for room etc.
Furthermore, you should consult a seafarer about the percentage of the skills in maritime English which are commonly used. Perhaps you might adjust your curriculum according to the percentages and emphasize a little bit more the most commonly used phrases.
These are some suggestions from me, I hope you'll find them helpful.
Best regards.
Koray
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I want to run an experiment with pilots flying a simulated flight. I need to collect data about their performance (accuracy of handling the joystick, speed etc). Do you know if there is a flight simulation game that allows the experimenter to collect such kind of data?
Thanks a lot,
Alex
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Hello sir,
I just came to see this right place I have been flying sim for a long time more than 6+ years starting from fs2002 till Fs2020. I am curious and while reading the answers and Alexandros Kontotasios thanks for connecting with such a question. I am interested like do someone works on the FS2020 simulator for any research purpose. Please share if any.
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Hello everyone, I would like to ask you what protocols you use most often in training regarding small-sided games in soccer. What is your experience in this field? I mean the scientific approach and the practical/training approach. How many series, how many repetitions, what break between games and between sets. I will be very grateful for every vote in the discussion. Best greetings Paweł
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Pawel Chmura , the research in this specific format is not so large as comparing with bigger formats. Nevertheless, the majority of the studies prescribed 1 to 3 min of exercise, with a ratio 1:1 of work-to-rest (Clemente et al. 2014; Little 2009).
Two to four bouts for a total volume of 16 min (maximum) is recommended for this kind of task (Clemente et al. 2014a).
The few studies that analyzed this format revealed a blood lactate
concentration of 9.4 (greater than lactate threshold) and intensities *86 % HRmax (Köklü et al. 2011; Owen et al. 2004; Williams and Owen 2007). No study analyzed the time–motion profile of players in this format. The unique technical analysis carried out on this format revealed a bigger tendency to do dribbles, turns, and headers in comparison with bigger formats (Owen et al. 2004).
Only one study (Owen et al. 2004) compared different sizes of the field in 1 versus 1 format, as far as we know. The heart rate analysis revealed that the biggest areas (75 and 150 m2) increased the beats per minute (bpm) in comparison with the smaller area (25 m2). A difference of 6 bpm was identified between the smaller and the bigger formats.
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I want to visualize the deformation and failure animation as simulated in SOLIDWORKS via FEA through a game engine UNITY. Is there a way to export the 3D Model with simulation results (such as meshes, deformation, stress distribution and vertex colors) and key frame of the animation from SOLIDWORKS.
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As far as I know, the STL only contains geometry data. You have to export directly to FBX from Solidworks. I don't know if this is possible for free. Googling "Solidworks to fbx" I found a tutorial that shows a workflow that seems to work correctly. They use a plugin (Simlab composer). Maybe you can test it with a trial license. In the tutorial they open the FBX with Sketchfab, but you can import it in Unity or Blender as well.
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Dear researchers
I have a research field about game technology and currently I'm looking for partners for journal publications. I am currently preparing to write several papers related to game technology. If you are interested please email or contact me. Thank you
Kind regards,
YMA
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I am primarily interested in 2-player combinatorial games with perfect information. Useful wiki links are below.
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I’m working on a game-based educational research project and my idea is to conduct a research to test a:
  • control group (or a pre-test group, where respondents have to need been subjected to any review materials),
  • a comparison group (where respondents have access to standard review material on the topic of the game),
  • and an experimental group (where respondents will have access to only the educational game)
I had been thinking of using a pretest-posttest Control Group Design, but I'm not sure if that’s applicable since I want to include/compare the results of the game to the standard review materials. Should I just make the comparison group the control group? or is there a research design that I can use where I can test all three?
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Pre-test and Post-test are appropriate for t-tests in the difference of means in the same group. However, t-test and ANOVA are considerable for the difference of means of two groups and more than two groups in the experimentally designed research, respectively.
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Dear all,
I am going to study the effect of cognitive training games on attention enhancement, so I need suggestions about cognitive training games that may help improve attention enhancement. My target group will be healthy adult people. The game should be played in both VR and Desktop VR settings.
Thanks in advance!
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1. Be calm at all times. 2. Focus on the important things, and stay away from what wastes time without benefits. 3. Doing physical exercise in the open air. 4. Having a heart that loves the world.
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Carl Jung said that there are archetypes and shadow archetypes related the end of the journey (the ruler, the magician, the sage, and the wise fool). The Ruler moves from taking responsibility for oneself through working with one’s own group or community to concern for society or the planet. Examples include Aslan, King Arthur, Max in Where the Wild Things Are, Jupiter, Obi Wan Kenobee, The Lion King, Woden, and Zeus. The Magician moves from healing and noticing extrasensory experiences through acting on visions to connecting everything with everything else establishing mental, emotional, and spiritual connections. Examples include Gandalf, Genie, Hermione, Merlin, Mary Poppins, Harry Potter, Samantha in Bewitched, The three Witches in Macbeth, and The Wizard of Oz. The Sage moves from searching for the truth through skepticism to an understanding of the complexity of truth. Examples include the professor in Gilligan’s Island, Jimminy Cricket, Dumbledore,The Fairy Godmother, Galdalf, Luke Skywalker, and Yoda. The Wise Fool or Trickster moves from treating life as a game through using cleverness to trick others, to living life one day at a time and enjoying each special moment. Examples include Anansi the Spider, The Cat in the Hat, Coyote, Ferdinand, Forest Gump, The Hare and the Tortoise, Huckleberry Finn, Raven, Tom Sawyer, Sawyer on Lost, Scheherazade, and The Wizard of Oz. Can you think of additional archetypes and shadow archetypes (ala Northrup Frye and Carl Jung) related to end of the journey?
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Jiri: Archetypes are universal. They are present at all times in all places throughout human history. They occur in literature, in the Bible, etc., in the real world, and in folk tales. They are the eccentrics of Moliere, and other authors. Three cheers for archetype theory.
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Gamification incorporates game elements or a game framework into existing learning activities. Game-based learning creates learning activities that are inherently game-like. What are other differences between gamification and game-based learning? Which method, in your opinion, is better for learning in this era?
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Game-based learning makes learning and instruction fun and immersive. Games give experiences meaning, they provide a set of boundaries within a safe environment, to explore, think, and try things out. They provide the motivation to succeed and reduce the sting of failure. https://elearningindustry.com/game-based-learning-for-increased-learner-engagement-new-hires/amp
Potential drawbacks of game-based learning
Too much screen time.
Games aren't always created equally.
Games can be a source of distraction.
It requires a technology learning curve.
Doesn't replace traditional learning strategies.
Not always aligned to teaching or learning goals.
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I am looking for an article on the influence of grazing animals (cattle and game) on branch sagging. I suspect that when the buds of the lowest branches are eaten, the hormones in the branch change sufficiently to influence the growth of the lowest branches. It seems that in that case branches do not sag because further sagging of branches will only lead to the complete loss of leaves on those branches. But is this assumption correct? Does anyone have an idea whether this has ever been studied?
Many thanks in advace.
Wim Peeters
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Correct
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I am student of BBA at University of creative Technology Chittagong. I want to research on the Impact of online games to the students in Bangladesh. Students are not studying because the are addicted to online games.
I would like your feedback on this topic. Thank you.
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Thank you Ritan Chakma for this interesting discussion. I agree with Tanzim Chowdhury. It is a great answer. Also, gaming, to me, is the double-edged sword. Hence, it is critical to understand what game players or gamers seeing and experiencing in the gaming community.
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We are running a VR study on a specific VR application. We want to see the impact of the content of our VR application on participants, so we need a control condition (placebo game) to know also the novelty effect of VR on participants. Hence we need an interactive VR game (not seated), and it is better to be a procedural task/game for that purpose.
I would appreciate it if you could share any article or valid sources which have been used a publicly available VR game as their control condition.
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Mohammad Ali Mousavi AR and VR have brought about a transformation in the globe, particularly in the gaming industry. These technologies aid in the creation of a realistic image, as well as sound and other sensations, in order to provide an imaginative setting that stimulates a gamer's physical presence in the environment.
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I am a law lecturer, I have just created a law board game, and is now in the process of doing Lab validation & Prototype testing. How do I do it?
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Assalamualaikum Assoc. Prof. Shahrul Mizan Ismail, Ph.D. I recommend testing in the form of Black-Box Testing (this test is used to find out which features may or may not work from the proposed application). Hope it helps and hope to do research collaboration. Thank you so much.
Best regards,
Aulia Akhrian Syahidi
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Chess engines are 25% higher than the grandmasters and world champion Magnus Carlsen by the strength of the game. Their indications are treated as reference in relation to human strategies.
State management can also be treated as a strategic game. When will we entrust the government of the state to computer systems to avoid the incompetence and corruption of our politicians?
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Prof. Wiesław Galus, in our case, AI came as a gift to the dictator from abroad.
What we had was a developed telecom infrastructure, but adding data analysis and algorithms was from abroad.
Thank you for the reply. Best Regards.
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could you suggest some papers if there are any ?
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There are a couple books by the logician Raymond M. Smullyan that deal with chess reasoning in a literary context:
The Chess Mysteries of the Arabian Knights (1981)
The Chess Mysteries of Sherlock Holmes (2012)
Both of them are apparently available from https://au1lib.org/
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Hello, everyone. I would like to hear your thoughts on something related to educational games and game-based learning.
Currently, there exists a body of knowledge of game learning analytics (GLA), which encompasses everything related to learning analytics for educational games. As far as I know, many researchers have explored how to allow educators conduct GLA through, e.g., analytics dashboards. But what about allowing educators to modify the content of the educational game? For example, a teacher may want to lengthen or shorten levels in a Super Mario Bros-like educational game. Have there been any studies on this matter? I have only found studies on allowing educators to modify assessments in educational games; however, since "game content" can consist of many types of design elements (levels, enemies, mechanics, etc.), "content modification" can go beyond merely modifying assessments.
In my mind, educators should ideally be allowed to conduct GLA on their students' game-based performances and modify various aspects of the game's content (again, not just assessments). Does this kind of technology exist yet? Has any researcher attempted to explore it yet? Do you know a different topic or type of technology that resembles or intersects with this topic?
Thank you very much for your thoughts on this matter.
Regards,
Pratama
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Dear Mr. Atmaja!
Hereby below I searched articles that might be of value for YOU:
1) Dorfner, N., Zakerzadeh, R. Academic Games as a Form of Increasing Student Engagement in Remote Teaching. Biomed Eng Education 1, 335–343 (2021). https://doi.org/10.1007/s43683-021-00048-x Open access:
2) Pakinee, A., Puritat, K. Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits. Educ Inf Technol 26, 4049–4067 (2021). https://doi.org/10.1007/s10639-021-10456-9 Free access:
3) Agbo, F.J., Oyelere, S.S., Suhonen, J. et al. Co-design of mini games for learning computational thinking in an online environment. Educ Inf Technol 26, 5815–5849 (2021). https://doi.org/10.1007/s10639-021-10515-1 Free access:
4) Noora, L. Laakso et al. 2021. Developing students’ digital competences through collaborative game design, Computers & Education, Volume 174, December 2021, Free access:
Yours sincerely, Bulcsu Szekely
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I am in the process of developing a scale and I have already run factor analysis in my pilot study. The finding shows that I have three latent constructs for assessing teachers supports. Now, I would like to run another study to explore the relationship between teacher' game knowledge and their support usage (newly developed scale). This means that I will use two measures. One is assessing teachers' game knowledge and another one is assessing teacher support usage. In teachers' game knowledge there are four latent constructs and 15 items, whereas in teachers support usage 3 latent constructs including 20 individual items. I would like to estimate sample size and power analysis using Monte Carlo simulation method? Can anyone help me how to do this?
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In Explatory Factor Analysis, the practitioners are interested in estimates of the factor loadings. The hyphothesis testing is not discussed in application. In this regards, I think there is no need any power analysis. The more data, the less MSE of estimates.
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How many scenes should we check as an Investigator triangulation for a notational analysis of game performance in sport?
I heard the answer is "more than 10 % of the total scenes", is it collect?
If yes, please let me know the reference of it. Thank you in advance!!!!!
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Hi, Saori Nakayama hope you be good
if your quastion in the field of analyse and you have several atempts, i think there is customary take the best atempt.
even this way is debatable from many biomechanists
thank you
Prof. Dr. Safaa A. Ismaeel
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I am planning to conduct a study that examines the behaviors of people who "defect" or behave non-cooperatively in an online social dilemma game. Thus, I am looking to find a game where a large proportion of players tend to defect or behave non-cooperatively. Does anybody have ideas about which games are the best for this? The classic Prisoners Dilemma Game? The Investment Game? Another?
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According to the literature, Prisoners Dilemma games are suited for both cooperative and non-cooperative games. In the particular application to cartels, it is known that defection occurs quickly, except in the application of OPEC cartel. In the application to signal games, where players can send signals to get around competition, cooperation is dominant mostly for non-price over price competition. Usually, the games must be played repeatedly to detect these trends.
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Dear researchers,
I'm interested into measuring certain leadership characteristics as follows:
Support-recognition
Communication-action-fairness
Self-interest-disrespect
Are there any questionnaire concerning these features? Or does exist any game to include into a questionnaire?
Thanks
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Yasmin Doghri ... we have done few articles with research questionnaires on ethical leadership style which you can view to support your project.
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It would be great to hear from the community whether you have any experience (positive or negative) in applying gamification, simulations, and/or serious games in class.
Literature? Experience? Opinions? ... are most welcome ... Thank you!
Education 4.0 is a new educational paradigm designed to address the needs and opportunities of the fourth industrial revolution. Essentially, Education 4.0 is based on the concept of learning by doing, where students are encouraged to learn and discover different things in unique ways by experimenting [1]. In addition to the application of Industry 4.0 technologies, Education 4.0 relies on concepts such as gamification, simulations, and serious games [2].
Computer games that, in addition to their entertainment value, specifically promote the transfer of knowledge and skills or support behavioral changes are referred to as serious games. Serious games in education, especially at universities, have not yet been fully researched, although the pedagogical application of gamification, serious games, and computer simulations has long been known as an educational method and has demonstrably significant development potential [3, 4].
Recent studies, even before COVID-19, point to increasing numbers of users and an ever-greater integration of information and communication technology into existing educational processes [5, 6] in order to increase the attractiveness of teaching and learning [7-9]. Modern, well-designed learning games improve the user's problem-solving skills, enable effective learning, and can build bridges between theory and practical application by learning, retrieving, and assessing skills and knowledge in a positive, motivating, safe, simulated environment [10, 11]. In addition, game data can be analyzed relatively easily to provide useful information for measuring, assessing, and improving performance, but also for improving the learning environment [12].
Although interest in games in education has increased over the last decade, there is still much need for research on serious games and their effectiveness [13]. Moreover, theoretical and practical exploration requires interdisciplinary collaboration [14].
I am looking forward to your insights!
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Dear Prof. Bühler!
You raised a key issue. There is a need for understanding better modelling - concept of reality. Especially these days during COVID-19. So I looked up case-studies and relevant resources that have been carried out:
1) Alsamawi, F.N., Kurnaz, S. A framework for adopting gamified learning systems in smart schools during COVID-19. Appl Nanosci (2021). https://doi.org/10.1007/s13204-021-01909-1, Free access:
2) Nieto-Escamez FA and Roldán-Tapia MD (2021) Gamification
as Online Teaching Strategy During COVID-19: A Mini-Review. Front. Psychol. 12:648552. doi: 10.3389/fpsyg.2021.648552, Free access: https://www.frontiersin.org/articles/10.3389/fpsyg.2021.648552/full
3) Chaoguang Wang, Lusha Huang (2021). A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment, International Journal of Emerging Technologies in Learning (iJET) 16(06):88, March 2021, Free access:
4) Julia Mullen et.al. (2021). Teaching and learning HPC through serious games, Journal of Parallel and Distributed Computing, Volume 158, December 2021, Available at: https://www.sciencedirect.com/science/article/abs/pii/S074373152100160X?dgcid=rss_sd_all
Yours sincerely, Bulcsu Szekely
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Microgrid scheduling (two-stage programming) attempted to solve iteratively. But after some iteration results oscillating at two values (optimal price and power), that is, iteration 7 and 9 give the same result while 8 and 10 give the same result. Is it worth stopping at that point?
Each microgrid has battery storage and RES. For this MIP problem game shows model status 1 (optimal solution) at both levels.
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When we play the games, they have many types of tangling stories with effects. Each of the stories has some interesting effects. So how am I going to suggest some effects to let them use?
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This is a very good question.
Video games are complex and trying to isolate invidiaul effects (such as the effect of music, story, game mechanics) is indeed a great challenge. What we have done in our research team is create different versions of the same game, altering only those aspects we wanted to study, and then tested and measured the outcomes. See, as an example, the following:
Bui, P., Rodríguez-Aflecht, G., Brezovszky, B., Hannula-Sormunen, M. M., Laato, S., & Lehtinen, E. (2020). Understanding students' game experiences throughout the developmental process of the number navigation game. Educational Technology Research & Development, 68(5).
When dealing with commercial games, one approach is to simply ask participants what aspects of the game are important to them and with which game mechanics they engage with. While this approach is less rigorous than the first example I gave, it can still provide some insights. An example of this can be found here:
Riar, M., Morschheuser, B., Hamari, J., & Zarnekow, R. (2020). How game features give rise to altruism and collective action? Implications for cultivating cooperation by gamification. In Proceedings of the 53rd Hawaii International Conference on System Sciences.
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Game-related videos are videos on the Game Channel on YouTube, usual videos of YouTubers themselves playing the game, or video guides to the game.
I want to find out about the relevant research.
But maybe because I used incorrect search keywords, I could not find relevant articles
If you know the relevant articles, can you tell me?
Or could you help me to provide some search keywords?
Thank you very, very much
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Let's play are one type of game-related video. Maybe the following pieces are in line with what you are looking for:
  • Let's not play: Interpassivity as resistance in 'Let's Play' videos, Gekker, Alex, Journal of gaming & virtual worlds, 2018-10-01, Vol.10 (3), p.219-242, doi.org/10.1386/jgvw.10.3.219_1
  • Let’s Play: Exploring literacy practices in an emerging videogame paratex, Catherine Burwell, Thomas Miller, https://doi.org/10.1177/2042753016677858
  • Morality in Let’s Play narrations: Moral evaluations of Gothic monsters in gameplay videos of Fallout 3, Sari Piittinen, https://doi.org/10.1177/1461444818779754
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Dear ResearchGate community, being tired of playing the publication game, and utterly shocked to see in inflation of publication charges (10k€ for my last 3 papers in open access!!!), I would to ask you if you know some peer-review journals in the biology/microbiology fields, with impact factors, that do publish free of charge? !!!
I understand Open Access has a cost, but now, even regular publishing in journals of scientific society are pretty expensive (~200$ a page in ASM journals for non-members as an example, same
Please predatory publishers, please go away!
The alternative is to publish everything in bioRxiv for example, but it is not peer-reviewed.
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