Academic literature on the topic 'Defender (Video Game)'

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Journal articles on the topic "Defender (Video Game)"

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Cote, Amanda C. "“I Can Defend Myself”." Games and Culture 12, no. 2 (May 22, 2016): 136–55. http://dx.doi.org/10.1177/1555412015587603.

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Although video game audiences have greatly diversified over recent years, players who are not the stereotypical straight, White, male “gamer” are still frequently viewed as outsiders to online gaming and face harassment because of this status. However, many choose to play games despite this and have developed specific coping strategies they employ to avoid or respond to harassment. Using grounded theory and in-depth interviews with female gamers, this gender-based case study explores women’s strategies for coping with online game-related harassment. It shows that women are first and foremost an active audience, carefully managing their media environment to help ensure positive experiences. At the same time, their strategies come with limitations, such as hiding their contributions to gaming or provoking further harassment. Although women are capable media managers, their continued status as “outsiders” deeply affects their gaming experiences and demonstrates a need for cultural change in online environments.
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Paraskevas, Smilios, and Hadjicharalambous. "Effect of Opposition Quality and Match Location on the Positional Demands of the 4-2-3-1 Formation in Elite Soccer." Proceedings 25, no. 1 (September 3, 2019): 26. http://dx.doi.org/10.3390/proceedings2019025026.

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AIM: The present study examined the influence of match location, quality of opposition team, and playing position on physical performance indicators of the 4-2-3-1 formation. MATERIAL & METHODS: Twenty-six games (with 184 player-observations and 17 players, who played the full 90 min) were recorded with a video system, and the physical demands of the players were analyzed according to their specific playing position (classified into wide defenders, central defenders, central midfielders, wide midfielders, and forwards). Match performance variables analyzed included total distance (TD), high-intensity running (HIR), very-high-intensity running (VHIR), and sprinting (SPR). RESULTS: There was a main effect of position on TD (F = 37.84, p < 0.001), HIR (F = 41.19, p < 0.001), VHIR (F = 27.89, p < 0.001), and SPR (F = 22.25, p < 0.001). Wide defenders covered the most SPR and—along with the central midfielders—the most VHIR. Central midfielders covered the most TD and HIR. Match location and opposition quality had interactive effects on TD (F = 12.96, p < 0.001), HIR (F = 8.33, p = 0.004) and VHIR (F = 8.17, p = 0.005). Competing against “weak” opponents, more TD, HIR, and VHIR were covered during home games compared to away games (p < 0.001). However, more TD was covered during away games against “strong” opponents compared to away games against “weak” opponents (p < 0.01). CONCLUSIONS: The current study supports more individualized specific intense-based drills (e.g., repeated sprint training) for wide defenders and more volume-based drills (e.g., long interval training) for central midfielders, whilst total weekly training load can be adjusted based on match location and quality of oppositions in the anticipated game-load.
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Gee, James Paul. "Bons video games e boa aprendizagem." Perspectiva 27, no. 1 (January 1, 2009): 167–78. http://dx.doi.org/10.5007/2175-795x.2009v27n1p167.

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O artigo defende que os bons videogames incorporam bons princípios de aprendizagem, apoiados pelas pesquisas atuais em Ciência Cognitiva, e os lista: identidade; interação; produção; riscos; customização; agência; boa ordenação dos problemas; desafio e consolidação; “na hora certa” e “a pedido”; sentidos contextualizados; frustração prazerosa; pensamento sistemático; exploração, pensamento lateral, revisão dos objetivos; ferramentas inteligentes e conhecimento distribuído; equipes transfuncionais e performance anterior à competência. O artigo conclui com a seguinte pergunta: como podemos tornar a aprendizagem, dentro e fora das escolas, mais parecida com os games no sentido de que ela use os tipos de princípios de aprendizagem que os jovens vêem todos os dias nos bons videogames, quando e se estiverem jogando esses games de um modo reflexivo e estratégico?
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KIM, SANGRAK. "PLAYER'S POSITIONAL DEPENDENCE OF FRACTAL BEHAVIORS IN A SOCCER GAME." Fractals 14, no. 01 (March 2006): 71–76. http://dx.doi.org/10.1142/s0218348x06003003.

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This paper describes fractal behaviors in a soccer game according to the player's position. It is quite important for us to characterize the fractal motion behaviors of the objects during the game. We obtained two-dimensional coordinates of the objects using standard video processing techniques from a computer soccer game. We calculated values of regularization dimensions of the time series to characterize their fractal behaviors. To see positional dependence, we averaged individual player's values over the same position in the same team. When a team is one-sidedly experiencing a severe attack, its defenders have higher fractal dimensions than those of the opponent's corresponding players. We propose a new measure of relative dominance in attack against the opponent team.
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Caswell, Shane V., Andrew E. Lincoln, Hannah Stone, Patricia Kelshaw, Margot Putukian, Lisa Hepburn, Michael Higgins, and Nelson Cortes. "Characterizing Verified Head Impacts in High School Girls’ Lacrosse." American Journal of Sports Medicine 45, no. 14 (September 18, 2017): 3374–81. http://dx.doi.org/10.1177/0363546517724754.

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Background: Girls’ high school lacrosse players have higher rates of head and facial injuries than boys. Research indicates that these injuries are caused by stick, player, and ball contacts. Yet, no studies have characterized head impacts in girls’ high school lacrosse. Purpose: To characterize girls’ high school lacrosse game-related impacts by frequency, magnitude, mechanism, player position, and game situation. Study Design: Descriptive epidemiology study. Methods: Thirty-five female participants (mean age, 16.2 ± 1.2 years; mean height, 1.66 ± 0.05 m; mean weight, 61.2 ± 6.4 kg) volunteered during 28 games in the 2014 and 2015 lacrosse seasons. Participants wore impact sensors affixed to the right mastoid process before each game. All game-related impacts recorded by the sensors were verified using game video. Data were summarized for all verified impacts in terms of frequency, peak linear acceleration (PLA), and peak rotational acceleration (PRA). Descriptive statistics and impact rates were calculated. Results: Fifty-eight verified game-related impacts ≥20 g were recorded (median PLA, 33.8 g; median PRA, 6151.1 rad/s2) during 467 player-games. The impact rate for all game-related verified impacts was 0.12 per athlete-exposure (AE) (95% CI, 0.09-0.16), equivalent to 2.1 impacts per team game, indicating that each athlete suffered fewer than 2 head impacts per season ≥20 g. Of these impacts, 28 (48.3%) were confirmed to directly strike the head, corresponding with an impact rate of 0.05 per AE (95% CI, 0.00-0.10). Overall, midfielders (n = 28, 48.3%) sustained the most impacts, followed by defenders (n = 12, 20.7%), attackers (n = 11, 19.0%), and goalies (n = 7, 12.1%). Goalies demonstrated the highest median PLA and PRA (38.8 g and 8535.0 rad/s2, respectively). The most common impact mechanisms were contact with a stick (n = 25, 43.1%) and a player (n = 17, 29.3%), followed by the ball (n = 7, 12.1%) and the ground (n = 7, 12.1%). One hundred percent of ball impacts occurred to goalies. Most impacts occurred to field players within the attack area of the field (n = 32, 55.2%) or the midfield (n = 18, 31.0%). Most (95%) impacts did not result in a penalty. Conclusion: The incidence of verified head impacts in girls’ high school lacrosse was quite low. Ball to head impacts were associated with the highest impact magnitudes. While stick and body contacts are illegal in girls’ high school lacrosse, rarely did such impacts to the head result in a penalty. The verification of impact mechanisms using video review is critical to collect impact sensor data.
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Babikir, Abuzar. "Detection of Soccer Game Offence/Defence Events in Broadcast Video." International Journal of Engineering Trends and Technology 43, no. 7 (January 25, 2017): 401–3. http://dx.doi.org/10.14445/22315381/ijett-v43p268.

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Pelechrinis, Konstantinos, and Wayne Winston. "A Skellam regression model for quantifying positional value in soccer." Journal of Quantitative Analysis in Sports 17, no. 3 (January 6, 2021): 187–201. http://dx.doi.org/10.1515/jqas-2019-0122.

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Abstract Soccer is undeniably the most popular sport world-wide and everyone from general managers and coaching staff to fans and media are interested in evaluating players’ performance. Metrics applied successfully in other sports, such as the (adjusted) +/− that allows for division of credit among a basketball team’s players, exhibit several challenges when applied to soccer due to severe co-linearities. Recently, a number of player evaluation metrics have been developed utilizing optical tracking data, but they are based on proprietary data. In this work, our objective is to develop an open framework that can estimate the expected contribution of a soccer player to his team’s winning chances using publicly available data. In particular, using data from (i) approximately 20,000 games from 11 European leagues over eight seasons, and, (ii) player ratings from the FIFA video game, we estimate through a Skellam regression model the importance of every line (attackers, midfielders, defenders and goalkeeping) in winning a soccer game. We consequently translate the model to expected league points added above a replacement player (eLPAR). This model can further be used as a guide for allocating a team’s salary budget to players based on their expected contributions on the pitch. We showcase similar applications using annual salary data from the English Premier League and identify evidence that in our dataset the market appears to under-value defensive line players relative to goalkeepers.
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Rivilla-García, Jesús, Luis Carlos Calvo, Sergio Jiménez-Rubio, Victor Paredes-Hernández, Alejandro Muñoz, Roland van den Tillaar, and Archit Navandar. "Characteristics of Very High Intensity Runs of Soccer Players in Relation to Their Playing Position and Playing Half in the 2013-14 Spanish La Liga Season." Journal of Human Kinetics 66, no. 1 (March 27, 2019): 213–22. http://dx.doi.org/10.2478/hukin-2018-0058.

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AbstractThe objective of this study was to carry out a detailed quantitative analysis of the very high intensity runs during actual play in the 2013-2014 Spanish First Division, at a general level and according to the specific playing position and half. 380 matches of the Spanish First Division in the 2013 - 2014 season were monitored using the Mediacoach video motion analysis tool. Total distance, very high intensity (above 21 km/h) running distance and the number of runs at very high intensity of 230 players from 20 teams in the Spanish First Division were analysed. The main findings of the study were that the performance indicators at very high intensities decreased from the first half to the second half for all outfield players (covered distance: 4694 ± 538 m vs 4485 ± 437 m, sprint distance: 256 ± 72 m vs 239 ± 67 m, number of sprints: 14.3 ± 3.5 vs 13.2 ± 3.1), except the central defenders (sprint distance: 166 ± 37 vs 166 ± 40 m, number of sprints: 10.0 ± 2.1 vs 9.8 ± 3.8). Secondly, although wide defenders (9759 ± 665 m) and central midfielders (9776 ± 942 m) covered the most distance during matches, it were the wide defenders (30 ± 5), centre-forwards (28 ± 7) and wide midfielders (31 ± 8) who performed the most runs at very high intensity. Consequently, the distance they ran at these very high intensity runs followed the same pattern. Such results enable general and specific profiles by demarcation to be established based on the demands of the game at high-level competitive play.
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Travassos, Bruno, Duarte Araújo, Keith Davids, Pedro T. Esteves, and Orlando Fernandes. "Improving Passing Actions in Team Sports by Developing Interpersonal Interactions between Players." International Journal of Sports Science & Coaching 7, no. 4 (December 2012): 677–88. http://dx.doi.org/10.1260/1747-9541.7.4.677.

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We investigated how interpersonal coordination tendencies of players in Futsal constrained performance of passing actions. To achieve this aim, we digitized 24 digital video film clips of attacking phases in competitive Futsal games. Values of interpersonal distance between players were recorded from the moment at which a teammate performed the pass to the ball carrier, to the moment of pass initiation by the ball carrier. Our results revealed that performance of passing actions was constrained by a convergence in interpersonal distance values between players. Pass efficacy seemed to be constrained by changes in interpersonal distance values between the ball carrier and the 2nd defender without a correspondent adaptation in ball velocity. Based on our results, we suggest three training phases for developing passing performance in Futsal by manipulating key constraints in the performance environment relative to the interpersonal distance values between players.
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Stamm, Raini, Meelis Stamm, Doris Torilo, Kaivo Thomson, and Alexander Jairus. "Comparative analysis of the elements of attack and defence in men’s and women’s games in the Estonian volleyball highest league." Papers on Anthropology 25, no. 1 (June 22, 2016): 37. http://dx.doi.org/10.12697/poa.2016.25.1.04.

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The aim of this study was to analyse the differences between men’s and women’s teams of the Estonian highest league in attack, serve, block, defence and serve reception. The sample consisted of 5 men’s and 5 women’s teams of the Estonian volleyball highest league in the 2014/2015 season. To collect data, two game videos of each team were watched; from them tempo of attack, type of attack, block and serve, and the results of defence and cover were registered. In addition, statistics created by the Data Volley and Volleysoft 6–3 programs on the basis of expert assessments were used to estimate the efficiency of volleyball elements and results of reception. SPSS Statistics 23 version for Windows was used to construct frequency tables and multinomial logistic regression analysis was applied to find the probable frequencies of the activities analysed. The results revealed that in Estonian men’s highest league games quick tempo 1 attacks were used statistically significantly more often than in women’s games. Men were more proficient at attack and used a vigorous spike more often than women. For both genders, double block was the most often used block type. Broken double block was more common to men than to women. The serve type most often used by men was the power jump serve, followed by the tactical float serve. Women most often used the standing serve and, as second, the jump float serve. Men made more serve errors than women did. The percentage of ace serves was also higher in women than in men.In defence, the percentage of the ball remaining in play was higher in women than in men, and women’s defence cover was more efficient than men’s. As a result of attack cover, the ball remained in play nearly by half more frequently in women’s than in men’s games. Nonetheless, women scored fewer points as a result of attack cover. Serve reception in the Estonian highest league was better in men, and men made statistically significantly fewer errors in reception than women did.
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Dissertations / Theses on the topic "Defender (Video Game)"

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Christofer, Malmberg, and Phan Henrik. "Lindenmayer’s Defense: Generating projectile patterns in a video game environment using L-Systems." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20003.

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The potential of L-systems is explored byprocedurally generating patterns for use as video game content.By procedurally generating content for video games, thedevelopment costs of game development can be significantlyreduced. An artifact in the form of a tower defense game isdeveloped and tested to evaluate the generation algorithm. Thealgorithm was successful in generating a wide range of pattern anduser feedback indicates a high level of perceived variation. Thealgorithm is highly customizable and could have applications invarious game content such as particle systems or weapons
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Amerongen, Maddison Julia. "Networks of communication : defense-related signal transfer between tree seedlings via mycorrhizal networks and an educational mycorrhizal-focused video game." Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/59444.

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The majority of terrestrial plants associate with fungi in symbiotic resource-exchange relationships called mycorrhizae. Mycorrhizal networks (MNs) arise when the same fungus is connected to multiple plants, allowing for interplant resource transfer and impacting ecosystem functions. Recent work suggests MNs also transfer defense-related information from pathogen-, herbivore-, or mechanically-damaged plants to unharmed neighbors. I investigated the defense pathways involved in defense-related signal transfer in ectomycorrhizal systems. Paired Douglas-fir seedlings were grown with varying levels of belowground connectivity (soil water only; soil water and MNs; soil water, MNs, and roots), and a defense response was stimulated in donor seedlings by methyl jasmonate. After 24 and 48 hrs, I measured expression of two regulatory genes on the jasmonate and ethylene pathways. Receiver response was unrelated to hormone treatment of donors in either gene, but the jasmonate response of donor and receiver pairs was correlated across treatments. Positive expression of both genes across donors and receivers and pervasive presence of spider mites suggested signal transfer may either have not occurred or been masked by already ongoing defensive responses. Results indicate the complexity of these systems, and further work is needed to better characterize defense signal transfer via ectomycorrhizal networks. Because of the importance of these mycorrhizal systems to ecosystem functioning, it is crucial that resource managers and scientists have a good understanding of mycorrhizal ecology. However, lower student interest in plants and fungi combined with difficulties visualizing belowground processes present challenges for teaching and learning mycorrhizal concepts. To address this, I co-created the digital plant-centric action-based game Shroomroot for use in lower level postsecondary settings. I conducted a pre-test/post-test evaluation of Shroomroot in a 2nd year postsecondary Introduction to Soil Science course. Students’ knowledge of mycorrhizal ecology increased after playing Shroomroot, and engagement with mycorrhizal content tended to increase after gameplay. These exploratory results suggest positive potential for action-based plant-oriented digital games in the higher education classrooms. Both studies focus on improving our understanding of mycorrhizae and mycorrhizal networks, ecologically and pedagogically. Greater understanding of mycorrhizae has the potential to improve our multi-faceted relationships with the ecosystems upon which we depend.
Forestry, Faculty of
Forest and Conservation Sciences, Department of
Graduate
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Books on the topic "Defender (Video Game)"

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Inc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.

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Sandler, Corey. Ultimate Sega Game Strategies, for the Master and Genesis Systems. New York, NY: Bantam Books, 1990.

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Tom, Badgett, ed. Official Sega Genesis and Game Gear strategies, 2ND Edition. Toronto: Bantam Books, 1991.

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Sandler, Corey. Official Sega Genesis and Game Gear strategies, 3RD Edition. New York: Bantam Books, 1992.

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Das virtuelle Schlachtfeld: Videospiele, Militär und Rüstungsindustrie. Köln: PapyRossa, 2014.

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Meston, Zach. Atari Jaguar: Official Gamer's Guide. Maui, HI: Sandwich Islands Publishing, 1995.

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Mcdermott, Leeanne. GamePro Presents: Sega Genesis Games Secrets: Greatest Tips. Rocklin: Prima Publishing, 1992.

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Eddy, Andy. Super NES Games Secrets. Rocklin, CA: Prima Publishing, 1992.

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DeMaria, Rusel. Sega Genesis secrets. Rocklin, CA: Prima Publishing, 1992.

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DeMaria, Rusel. Sega Genesis Secrets. Rocklin, CA: Prima Publishing, 1990.

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Book chapters on the topic "Defender (Video Game)"

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Payne, Matthew Thomas. "Interpreting Game-Play Through Existential Ludology." In Handbook of Research on Effective Electronic Gaming in Education, 621–35. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch036.

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This chapter introduces and operationalizes an innovative interpretive strategy called “existential ludology” to explain how the game-play mechanics of two tactical shooter video games?America’s Army: Rise of a Soldier (Microsoft’s Xbox) and Full Spectrum Warrior (Sony’s PlayStation 2)?educate gamers on how to play militarily. These titles, both produced in part by the U.S. Department of Defense, engender strict, doctrinal learning opportunities by embedding official combat protocols into their game-play structures. By employing existential ludology as an interpretive tool we can understand these military-backed games from an experiential, player-centric perspective, while also recognizing how their seemingly innocuous game-play is located within, and linked to, larger networks of power. Moreover, existential ludology’s flexibility as an interpretive instrument encourages educators to recognize the educational affordances of popular video games so that they might adopt these popular media artifacts for their own pedagogical ends.
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Duret, Christophe. "Strategies and Tactics in Digital Role-Playing Games." In Advances in Multimedia and Interactive Technologies, 254–72. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6206-3.ch013.

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In this chapter, the authors examine the strategies and tactics of persuasion used by the players in the Gorean role-playing games organized in Second Life, which is a video gaming adaptation of the series of novels The Chronicles of Gor by John Norman, games in which a doctrine is both defended and contested. These strategies and tactics fall into six different categories of closure conveyed in Gorean role-playing games: institutionalized enculturation, informal enculturation, hermeneutical closure, sociotechnical closure, narrative closure, and legal closure. The chapter shows that the PRPG-VE is an inadequate medium when it comes to conveying a persuasive message to a target, but it can be useful in the context of a media critical education program.
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Hanson, Robin. "Start." In The Age of Em. Oxford University Press, 2016. http://dx.doi.org/10.1093/oso/9780198754626.003.0006.

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You should expect the next great era after ours to be as different from our era as ours is from past eras. In the last few million years, the three biggest changes on Earth were arguably the arrival of humans, the arrival of civilization based on farming, and then civilization based on industry ( Boserup 1981 ; Morris 2015 ). As I’ll discuss more in Chapter 2 , prior Eras section, each of these three eras greatly changed people, society, and the Earth. people who adopted these new ways of life quickly displaced and dominated those who continued with old ways. Compared with primates, wandering human hunter-gatherers greatly expanded technology, art, language, norms, and politics, and displaced many top animal predators. Then farmers and herders stopped wandering, expanded marriage, war, trade, law, class, and religion, and hunted many animals to extinction. Finally, our industrial era has expanded schools, cities, firms, and individual wealth; it has displaced even more of nature and almost all foragers, and it has seen a partial return to forager values. Over this whole period, we’ve seen increases in travel, talk, organization, and specialization. We’ve also had faster change, innovation, and economic growth, and a more integrated and unequal world culture. We have also, I will argue, become increasingly maladaptive. Our age is a “dreamtime” of behavior that is unprecedentedly maladaptive, both biologically and culturally. Farming environments changed faster than genetic selection could adapt, and the industrial world now changes faster than even cultural selection can adapt. Today, our increased wealth buffers us more from our mistakes, and we have only weak defenses against the super-stimuli of modern food, drugs, music, television, video games, and propaganda. The most dramatic demonstration of our maladaptation is the low fertility rate in rich nations today. While the industrial era has deluded many into thinking that old constraints no longer apply, as we will see in Chapter 2, Limits section, many recent constraint-evading trends simply cannot continue forever. Even if our descendants eventually conquer the stars, if we haven’t greatly misunderstood physics then our long-lived but bounded universe must eventually limit innovation and growth. And without strong regulation from a universespanning government, we should eventually see less change, more adaptive behavior, and (perhaps surprisingly) near-subsistence living standards.
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Conference papers on the topic "Defender (Video Game)"

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Bassilious, Ereny, Aaron DeChamplain, Ian McCabe, Matthew Stephan, Bill Kapralos, Farid Mahmud, and Adam Dubrowski. "Power defense: A video game for improving diabetes numeracy." In 2011 IEEE International Games Innovation Conference (IGIC). IEEE, 2011. http://dx.doi.org/10.1109/igic.2011.6115113.

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Hild, Jutta, Stefan Brüstle, Norbert Heinze, and Elisabeth Peinsipp-Byma. "Gaze interaction in UAS video exploitation." In SPIE Defense, Security, and Sensing, edited by Donnie Self. SPIE, 2013. http://dx.doi.org/10.1117/12.2015928.

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Hild, Jutta, Elisabeth Peinsipp-Byma, and Edmund Klaus. "Improving usability for video analysis using gaze-based interaction." In SPIE Defense, Security, and Sensing. SPIE, 2012. http://dx.doi.org/10.1117/12.919042.

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Jones, Jonathan, Xiaohong Yuan, Edward Carr, and Huiming Yu. "A comparative study of CyberCIEGE game and Department of Defense Information Assurance Awareness video." In SOUTHEASTCON 2010. IEEE, 2010. http://dx.doi.org/10.1109/secon.2010.5453895.

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Hild, Jutta, Wolfgang Krüger, Norbert Heinze, Elisabeth Peinsipp-Byma, and Jürgen Beyerer. "Interacting with target tracking algorithms in a gaze-enhanced motion video analysis system." In SPIE Defense + Security, edited by Matthew F. Pellechia, Kannappan Palaniappan, Peter J. Doucette, Shiloh L. Dockstader, and Gunasekaran Seetharaman. SPIE, 2016. http://dx.doi.org/10.1117/12.2223726.

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