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1

Strååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.

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Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a heuristic evaluation on low scoring and high scoring games the authors manage to show which kind of design issues are most frequent in both high and low scoring games. As a further result of the study, two new heuristics are presented.
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Westerholt, Rene, Heinrich Lorei, and Bernhard Höfle. "Behavioural Effects of Spatially Structured Scoring Systems in Location-Based Serious Games—A Case Study in the Context of OpenStreetMap." ISPRS International Journal of Geo-Information 9, no. 2 (2020): 129. http://dx.doi.org/10.3390/ijgi9020129.

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Location-based games have become popular in recent years, with Pokémon Go and Ingress being two very prominent examples. Some location-based games, known as Serious Games, go beyond entertainment and serve additional purposes such as data collection. Such games are also found in the OpenStreetMap context and playfully enrich the project’s geodatabase. Examples include Kort and StreetComplete. This article examines the role of spatially structured scoring systems as a motivational element. It is analysed how spatial structure in scoring systems is correlated with changes observed in the game behaviour. For this purpose, our study included two groups of subjects who played a modified game based on StreetComplete in a real urban environment. One group played the game with a spatially structured scoring system and the other with a spatially random scoring system. We evaluated different indicators and analysed the players’ GPS trajectories. In addition, the players filled out questionnaires to investigate whether they had become aware of the scoring system they were playing. The results obtained show that players who are confronted with a spatially structured scoring system are more likely to be in areas with high scores, have a longer playing time, walk longer distances and are more willing to take detours. Furthermore, discrepancies between the perception of a possible system in the scoring system and corresponding actions were revealed. The results are informative for game design, but also for a better understanding of how players interact with their geographical context during location-based games.
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Johnson, Will. "The combinatorial game theory of well-tempered scoring games." International Journal of Game Theory 43, no. 2 (2013): 415–38. http://dx.doi.org/10.1007/s00182-013-0386-6.

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Paul, Rodney J., Yoav Wachsman, and Andrew Weinbach. "MEASURING AND FORECASTING FAN INTEREST IN NFL FOOTBALL GAMES." Journal of Gambling Business and Economics 6, no. 3 (2013): 34–46. http://dx.doi.org/10.5750/jgbe.v6i3.611.

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This study examines the relationship between NFL game characteristics and the frequency of fan ratings on the NFL’s website (www.NFL.com). The margin of victory and overall total points scored in a game are shown to be significant determinants of the number of times individual games are rated; suggesting fans enjoy close and high-scoring games. While the actual game characteristics are only known for certain after the game is played, information provided by betting markets show similar predictive power in estimating the number of times a game is rated. Given that betting market data is generated prior to the start of the game, these relationships may allow for improvements in pre-game forecasting of television, or other media, audiences for live sporting events.
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Duda, Henryk. "Evaluation of football players' actions in individual risky situations of offensive play as a model determinant of a sports game." Journal of Kinesiology and Exercise Sciences 30, no. 92 (2020): 29–39. http://dx.doi.org/10.5604/01.3001.0014.8208.

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The essence of effective training in a sports game is the use of means and forms of teaching in the organisation of a game, which most faithfully reflect the environment of the player's actual activity in natural conditions. Thus, there is a need to accurately identify the conditions of competition in a sports game. One of the types of such activities is observation, which being an elementary method of cognition, based on deliberate, targeted and intended as well as systematic perception of the studied subject, process or phenomenon. Research objective and questions The aim of the work is to assess the level of absolutely dependent cooperation (synergy) during a team sports game in changing game situations, in achieving the highest offensive objective, i.e. scoring a goal. - Is the effectiveness of achieving the highest objective of the game in offensive actions (i.e. scoring a goal) dependent on the level of player synergy? - Is the size of the conflict in the sports objective of the game dependent on creative player involvement? Material and test method - In the work, detailed observation was carried out with regard to players' actions in achieving the highest objective of the game, i.e. scoring a goal. The observation concerned analysis of 134 goals scored in 61 UEFA Champions League and European League football matches in 2009-2020. - In this study, the method of observation was used, with the possibility of repeatedly observing events being the subject of research. - In the research analysis, the use of film material of recorded games on a DVD was taken into account, where the observed effects were applied to an observation sheet. - The situations in which goals were scored and the research material comprised teams that competed in a given match. - The observation of scoring goals took the type of situation and level of interaction between players into account. Results Analysis of the obtained results can be inferred: 1. In achieving the highest objective of offensive actions, a high level of synergy prevails, requiring anticipation of events. 2. The high level of synergistic activities increases with the difficulty of situational tasks. 3. Due to the multi-faceted nature of team games, the player's training process should also affect his/her mental sphere.
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Xu, Jin, and Chao Yi. "The Scoring Mechanism of Players after Game Based on Cluster Regression Analysis Model." Mathematical Problems in Engineering 2021 (March 12, 2021): 1–7. http://dx.doi.org/10.1155/2021/5524076.

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Cluster regression analysis model is an effective theory for a reasonable and fair player scoring game. It can roughly predict and evaluate the performance of athletes after the game with limited data and provide scientific predictions for the performance of athletes. The purpose of this research is to achieve the player’s postmatch scoring through the cluster regression model. Through the research and analysis of past ball games, the comparison and experiment of multiple objects based on different regression analysis theories, the following conclusions are drawn. Different regression models have different standard errors, but if the data in other model categories are put into the centroid model expression, the standard error and the error of the original model are within 0.3, which can replace other models for calculation. In the player’s postmatch scoring, although the expert’s prediction of the result is very accurate, within the error range of 1 copy, the player’s postmatch scoring mechanism based on the cluster regression analysis model is more accurate, and the error formula is in the 0.5 range. It is best to switch the data of the regression model twice to compare the scoring mechanism using different regression experiments.
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Lee, Chun-I., I.-Ping Chen, Chi-Min Hsieh, and Chia-Ning Liao. "Design Aspects of Scoring Systems in Game." Art and Design Review 05, no. 01 (2017): 26–43. http://dx.doi.org/10.4236/adr.2017.51003.

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Calvo, Emilio, Iñaki García, and Esther Gutiérrez. "Scoring rules: A cooperative game-theoretic approach." Social Choice and Welfare 16, no. 3 (1999): 491–512. http://dx.doi.org/10.1007/s003550050157.

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Duchêne, Eric, Stéphane Gonzalez, Aline Parreau, Eric Rémila, and Philippe Solal. "influence: A partizan scoring game on graphs." Theoretical Computer Science 878-879 (July 2021): 26–46. http://dx.doi.org/10.1016/j.tcs.2021.05.028.

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Gao, Yuexian, Wanxiang Li, Yuhao Xiao, Mohd Nor Akmal Khalid, and Hiroyuki Iida. "Nature of Attractive Multiplayer Games: Case Study on China’s Most Popular Card Game—DouDiZhu." Information 11, no. 3 (2020): 141. http://dx.doi.org/10.3390/info11030141.

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DouDiZhu, a multiplayer game with incomplete information, is the most popular card game in China. Although there are many DouDiZhu card games in the world, the specific characteristics of classical DouDiZhu card games are a harmonious combination of player numbers, player characters (landlords and peasants), deck numbers, and scoring systems. However, research on the complexity and attractiveness of DouDiZhu has not established. Therefore, in this paper, artificial intelligence (AI) players of different levels of DouDiZhu game were constructed for research, self-game simulation was conducted for DouDiZhu AI players, and game refinement measures were used to evaluate and identify the best Settings of the game. The results show that classical DouDiZhu provides the most complex game setup for all types of DouDiZhu AI players, while also clarifying its popularity.
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Prieto, Jaime, Miguel-Ángel Gómez, Anna Volossovitch, and Jaime Sampaio. "Effects of team timeouts on the teams’ scoring performance in elite handball close games." Kinesiology 48, no. 1 (2016): 115–23. http://dx.doi.org/10.26582/k.48.1.4.

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This study identified temporal effects (immediate, short-term, and medium-term effect) of team timeouts on elite handball scoring performance in reference to several situational variables that may influence performance: match status, game location, quality of the opposition, game period, and game type. The sample consisted of 646 team timeouts from 142 close games (score differences less than or equal to five goals) of the 2011/2012 men’s Spanish Professional Handball League (ASOBAL League). For each team timeout, the goals scored and conceded within the previous and post timeout 1st, 3rd and 5th ball possessions were recorded for the teams that called a timeout and for their opponents. Multiple linear regression models were used for analysis. The results showed positive effects on goals scored for the teams that called a timeout, with increases of 0.59, 1.40 and 1.85 goals for the periods within the previous and post team timeout 1st, 3rd and 5th ball possessions. Conversely, significant negative effects on goals scored were found for the opposing teams, with decreases of 0.59, 1.43 and 2.04 goals for the same periods, respectively. Unexpectedly, the influence of situational variables on scoring performance of the teams was only registered for certain game periods. These findings could be useful for a better team timeout management during games and competitions.
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Memmert, Daniel, and Stephen Harvey. "The Game Performance Assessment Instrument (GPAI): Some Concerns and Solutions for Further Development." Journal of Teaching in Physical Education 27, no. 2 (2008): 220–40. http://dx.doi.org/10.1123/jtpe.27.2.220.

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The purpose of this article is to discuss some concerns with the Game Performance Assessment Instrument (GPAI). This review of the GPAI includes five perceived problems with the GPAI scoring and coding system: (1) calculation of individual and overall game performance indices, (2) use of game involvement versus game performance index to analyze game performance, (3) observer reliability, (4) nonlinearity, and (5) usefulness of action. In this article, we suggest a reexamination of the GPAI scoring and coding system that will lead to more efficient use of this game performance instrument. Some of the suggested modifications can be implemented quickly, whereas others need further research.
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Johnson-Glenberg, Mina C., David A. Birchfield, Colleen Megowan-Romanowicz, and Erica L. Snow. "If the Gear Fits, Spin It!" International Journal of Gaming and Computer-Mediated Simulations 7, no. 4 (2015): 40–65. http://dx.doi.org/10.4018/ijgcms.2015100103.

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Two embodied gears games were created. Better learners should use fewer gear switches to reflect their knowledge. Twenty–three 7th graders, playing as dyads, used gestures to manipulate virtual gears. The Kinect sensor tracked arm-spinning movements and switched gear diameters. Knowledge tests were administered. Statistically significant knowledge gains were seen. For Game 1 (gear spun one direction), switching significantly predicted only pretest knowledge. For Game 2 (gear spun two directions) switching was also negatively correlated with both tests. For game 2, those who used fewer switches during gameplay understood the construct better scoring higher on both tests. Dyadic analyses revealed the winner used significantly fewer switches. In-process data can provide a window onto knowledge as it is being encoded. However, games should stay within the learner's ZPD, because if the game is too easy (Game 1), meaningful data may be difficult to gather. The use of in ludo data from games with high sensitivity may attenuate the need for repetitive traditional, post-intervention tests.
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Aljohaney, Ahmed A. "Effect of Video Game Usage on Academic Performance of Medical Students in King Abdulaziz University." Journal of King Abdulaziz University - Medical Sciences 22, no. 1 (2015): 33–38. http://dx.doi.org/10.4197/med.22-1.5.

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Habitual playing of video games is believed to have a harmful effect on the academic performance of students. This study tracks the effect of video game playing on the academic performance of medical students in Saudi Arabia. During May through August 2013, 307 medical students in their final years filled a cross-sectional survey to collect data on the use of video games at King Abdulaziz University. Results showed female students played video games less than male students. Additionally, video game users were more likely than nonusers to have scores between 4.0 and 4.4 on a 5 point grade point average scale. While higher scoring students were less likely to play video games, only 25.6% of the surveyed students could be included in that category, and 71.8% of those students played video games for < 1 hr /day. Students who played video games for > 1 hr/day had a lesser chance (50.4%) of scoring within the highest range of grade point averages. The results indicate that while limited use of video games may improve grade point average scores, video gaming could not be recommended for students who want to score in the highest tier of grade point averages. A large-scale multi-institutional study is required to confirm these observations.
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15

Pradhan, S., K. Gregory, D. Alton, R. Chachad, and E. E. Flynn-Evans. "0174 Examining Circadian Disadvantages in the National Basketball Association’s Playoffs." Sleep 43, Supplement_1 (2020): A69. http://dx.doi.org/10.1093/sleep/zsaa056.172.

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Abstract Introduction Prior research on travel in the National Basketball Association’s (NBA) regular season has shown that teams journeying west relative to their home base face circadian disadvantages for evening games, while those traveling east have advantages. The current study extends previous research by examining these effects within the NBA playoffs. We hypothesized that teams would have a greater circadian advantage during eastward compared to westward travel. Methods In 2013, the NBA implemented a 7-game series playoff structure, in which teams play an alternating home/away 2-2-1-1-1 format. Data for all 499 postseason games played during the 2013–14 to 2018–2019 seasons were collected from Basketball-Reference and FiveThirtyEight. We investigated the impact of direction of travel based on home base city (same time zone, westward, eastward) and time zones traveled on game outcomes, Elo rating differences (i.e., a team quality metric based on wins and losses), win probability, and team scoring. Results Teams had lower win probabilities following 3-hour westward than same time zone and all eastward travel, while 3-hour eastward travel related to higher probabilities of winning compared to same time and all westward travel (p < .001, d > .95). Teams travelling westward with 2-hour time changes lost significantly more games than those experiencing 1-hour westward (p = .04, OR = 2.45), 1-hour eastward (p = .05, OR = 2.34), and 3-hour eastward changes (p = .02, OR = 4.68). Scoring was significantly higher following eastward travel compared to both westward (p = .001, d = 0.60) and same time zone travel (p = .003, d = 0.44). There were no differences in team quality based on direction of travel or number of time zones traveled, and game outcomes based on overall direction of travel (p > .05). Conclusion Direction and magnitude of travel were related to win probability, team scoring, and game outcomes, whereby teams travelling eastward and within the same time zone gained an advantage over those travelling westward. Adjustment to travel and time changes appear to influence in-game performances and outcomes in the NBA playoffs. Support None
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Paul, Rodney J., and Andrew Weinbach. "WAGERING PREFERENCES OF NFL BETTORS: DETERMINANTS OF BETTING VOLUME." Journal of Prediction Markets 6, no. 1 (2012): 42–55. http://dx.doi.org/10.5750/jpm.v6i1.496.

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Actual betting volume, in terms of the number of bets placed on each game, is studied for the 2008 National Football League season. The dataset includes bets placed through a select group of online sportsbooks, collectively totaling an average of more than 85,000 bets per game. Game-to-game betting volume is shown to be affected by television coverage, as prime-time games on NBC and ESPN have large positive and significant effects. NFL Network coverage, not universally available for viewers, is shown to have a negative and significant effect. Bettors are also shown to prefer matchups between high-quality teams, enjoy uncertainty of outcome, and prefer expected high scoring contests. It appears much of the betting action on NFL football reflects consumption, rather than investment.
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Alshammari, Elham. "Implementing Educational Game in Pharmacy." International Journal of Pharmaceutical Quality Assurance 11, no. 01 (2013): 74–82. http://dx.doi.org/10.25258/ijpqa.11.1.23.

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Educational games are a teaching strategy that allows students to examine various parts of a game as a method of learning. These are games meant of severe purposes instead of just entertainment. Through their design, education games allow students to gain new skills and knowledge, arouse physical activities, and enhance social-emotional development. Educational games require learners to participate in competitive activities with preset regulations. The objective of this study was to obtain pharmacy students’ satisfaction and perception towards educational game implementation in the classroom setting. The author implemented a prospective study design that involved first-year pharmacy students at Princess Nourah bint Abdulrahman University (PNU). All the students who took part in the study were implementing this type of education for the first time. Thirty students were placed into two teams of 15 and took part in a jeopardy game. All the students were satisfied with the educational game. Key benefits of the game as noted in the study findings include improved cognition functions like memory and reasoning, promoted mental stimulation, learning was better and faster, improved concentration, recall, and thinking, resulted in motivation and more engagement with the team members, resulted in timed responses that were similar to real-life, promoted immediate scoring and there was no need to wait for the outcome, and the learning environment was quite fun. The study can be useful in designing educational games for use in pharmacy courses.
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Zhang, Cevin, Jannicke Baalsrud Hauge, Karin Pukk Härenstam, and Sebastiaan Meijer. "Game Experience and Learning Effects of a Scoring-Based Mechanic for Logistical Aspects of Pediatric Emergency Medicine: Development and Feasibility Study." JMIR Serious Games 9, no. 1 (2021): e21988. http://dx.doi.org/10.2196/21988.

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Background Using serious games for learning in operations management is well established. However, especially for logistics skills in health care operations, there is little work on the design of game mechanics for learning engagement and the achievement of the desired learning goals. Objective This contribution presents a serious game design representing patient flow characteristics, systemic resource configurations, and the roles of the players based on a real Swedish emergency ward. The game was tested in a set of game-based learning practices in the modalities of a physical board game and an online multiplayer serious game that implemented the same game structure. Methods First, survey scores were collected using the Game Experience Questionnaire Core and Social Presence Modules to evaluate the experience and acceptance of the proposed design to gamify real processes in emergency care. Second, lag sequential analysis was applied to analyze the impact of the game mechanics on learning behavior transitions. Lastly, regression analysis was used to understand whether learning engagement attributes could potentially serve as significant predicting variables for logistical performance in a simulated learning environment. Results A total of 36 students from courses in engineering and management at KTH Royal Institute of Technology participated in both game-based learning practices during the autumn and spring semesters of 2019 and 2020. For the Core Module, significant differences were found for the scores for negative affect and tension compared with the rest of the module. For the Social Presence Module, significant differences were found in the scores for the psychological involvement – negative feelings dimension compared with the rest of the module. During the process of content generation, the participant had access to circulating management resources and could edit profiles. The standard regression analysis output yielded a ΔR2 of 0.796 (F14,31=2725.49, P<.001) for the board version and 0.702 (F24,31=2635.31, P<.001) for the multiplayer online version after the learning engagement attributes. Conclusions The high scores of positive affect and immersion compared to the low scores of negative feelings demonstrated the motivating and cognitive involvement impact of the game. The proposed game mechanics have visible effects on significant correlation parameters between the majority of scoring features and changes in learning engagement attributes. Therefore, we conclude that for enhancing learning in logistical aspects of health care, serious games that are steered by well-designed scoring mechanisms can be used.
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Altay, Figen, and Kevser Bozkurt. "Assessment of Educational Game Materials and Poster Practices with Rubrics by Expert Educators and Students." Journal of Education and Training Studies 5, no. 13 (2018): 79. http://dx.doi.org/10.11114/jets.v5i13.2855.

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The purpose of this study was to investigate the difference between evaluations of the educational game materials and poster practices by students’ own peers and by expert educators using the rubrics created by expert educators and students together. Study included 10 students and 3 educators attended educational game materials course. Students were informed about basic skills of movement, game, game types, game equipment, analytical rubric, and educational game lectures were given to the students for 6 weeks and 80 minutes each week. 12-question knowledge test was used regarding educational games, analytical scoring rubrics, developing game materials and preparing posters. Materials and posters presented in the course were recorded. Evaluation scales were selected by students and expert teachers. Selected peers and educators evaluated 25 videos. One-way analysis of variance and correlation analysis were used for the reliability and repeatability measurements of the students and teachers. R values of 0.96-0.92 were found between students and 0.78-0.86 between educators. For knowledge tests of the groups, according to Wilcoxon paired two-sample test, there was a significant difference in test results (p<.05). The t test was used in the results of the student and educator video evaluations and there was no significant difference between the scores given by the expert educators and the students to the material and poster presentations (p>.05). In conclusion, this study showed that students could make evaluations as good as expert educators when given an answer key such as a scoring rubric that will help them in the evaluation.
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Suzuki, Shinsuke, and Eizo Akiyama. "Three-person game facilitates indirect reciprocity under image scoring." Journal of Theoretical Biology 249, no. 1 (2007): 93–100. http://dx.doi.org/10.1016/j.jtbi.2007.07.017.

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조은형 and Eom Han Joo. "Validity of electronic-protector scoring system in Taekwondo game." Korean Journal of Measurement and Evaluation in Physical Education and Sports Science 9, no. 2 (2007): 93–104. http://dx.doi.org/10.21797/ksme.2007.9.2.007.

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Marsden, Philip M., Dushyanthan Puvanendrampillai, John B. O. Mitchell, and Robert C. Glen. "Predicting protein–ligand binding affinities: a low scoring game?" Org. Biomol. Chem. 2, no. 22 (2004): 3267–73. http://dx.doi.org/10.1039/b409570g.

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Cvitanic, Jaksa, Drazen Prelec, Sonja Radas, and Hrvoje Sikic. "Game of Duels: Information-Theoretic Axiomatization of Scoring Rules." IEEE Transactions on Information Theory 65, no. 1 (2019): 530–37. http://dx.doi.org/10.1109/tit.2018.2867469.

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Farias, Cláudio, Isabel Mesquita, and Peter Andrew Hastie. "Student game-play performance in invasion games following three consecutive hybrid Sport Education seasons." European Physical Education Review 25, no. 3 (2018): 691–712. http://dx.doi.org/10.1177/1356336x18769220.

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This study was the first to examine game performance according to the tactical structures of invasion games throughout three consecutive model-based units. Twenty-six seventh grade students participated in three Sport Education seasons (basketball, handball, and football) taught through the tactical framework Invasion Games Competence model. Team membership remained the same throughout the three seasons and pre- and post-test game-play of three-a-side games involving the same opponent teams was assessed. Measures included overall game performance and four tactical structures indices: creating scoring opportunities (CSO); setting up an attack (SUA); prevent CSO; and prevent SUA. A 3 (group) × 2 (time) repeated measures analysis of variance tested differences between sports in the five performance measures. Correlations between the four tactical structures and game performance were tested and a hierarchical multiple regression analysis was used to examine the predictive weight of the four tactical structures indices on game performance. While there were significant improvements in game performance of handball and football, but not in basketball, the breaking down of performance into tactical structures indices showed improvements in all seasons. The correlations increased across time between tactical structures indices and game performance and the predictive model of game performance extended to include the four tactical structures. Performance improvements were associated with contextual features of extended team membership and consequent attunement of game-play interpersonal dynamics, nature of peer-teaching mediation, and game forms design. Future research should examine the effects on game performance development of student augmented participation in problem-solving processes and asymmetric opposition game forms.
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Koslow, Robert, and David Wenos. "Scoring Fluctuations among Professional and Beginning Bowlers." Perceptual and Motor Skills 79, no. 1 (1994): 46. http://dx.doi.org/10.2466/pms.1994.79.1.46.

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The mean variance from an eight-game tournament for 50 beginning bowlers and that for 50 professional bowlers in the 1993 Tucson Open were significantly different, beginners showing less fluctuation in scores, despite their expectation to the contrary.
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Ankirchner, Stefan, Christophette Blanchet-Scalliet, and Kai Kümmel. "Last minute panic in zero sum games." ESAIM: Control, Optimisation and Calculus of Variations 25 (2019): 25. http://dx.doi.org/10.1051/cocv/2018015.

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We set up a game theoretical model to analyze the optimal attacking intensity of sports teams during a game. We suppose that two teams can dynamically choose among more or less offensive actions and that the scoring probability of each team depends on both teams’ actions. We assume a zero sum setting and characterize a Nash equilibrium in terms of the unique solution of an Isaacs equation. We present results from numerical experiments showing that a change in the score has a strong impact on strategies, but not necessarily on scoring intensities. We give examples where strategies strongly depend on the score, the scoring intensities not at all.
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All, Anissa, Jan Van Looy, and Elena Patricia Nuñez Castellar. "An Evaluation of the Added Value of Co-Design in the Development of an Educational Game for Road Safety." International Journal of Game-Based Learning 3, no. 1 (2013): 1–17. http://dx.doi.org/10.4018/ijgbl.2013010101.

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This study explores the added value of co-design in addition to other innovation research methods in the process of developing a serious game design document for a road safety game. The sessions aimed at exploring 4 aspects of a location-based game experience: themes, game mechanics, mobile phone applications and locations for mini-games. In total, 72 adolescents between 15 and 18 years participated in five co-design sessions lead by a researcher and a professional game designer. The sessions provided useful input regarding the aspects the authors wished to explore. The sessions were especially useful in gathering input on scoring systems, ways to give instructions about next tasks and organizing level systems. In sum, their study indicates that co-design can be a source of additional ideas on top of other research methods such as state of the art analysis and expert consultation and thus lead to more effective interactive content creation.
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Hair, Adam, Kirrie J. Ballard, Constantina Markoulli, et al. "A Longitudinal Evaluation of Tablet-Based Child Speech Therapy with Apraxia World." ACM Transactions on Accessible Computing 14, no. 1 (2021): 1–26. http://dx.doi.org/10.1145/3433607.

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Digital games can make speech therapy exercises more enjoyable for children and increase their motivation during therapy. However, many such games developed to date have not been designed for long-term use. To address this issue, we developed Apraxia World, a speech therapy game specifically intended to be played over extended periods. In this study, we examined pronunciation improvements, child engagement over time, and caregiver and automated pronunciation evaluation accuracy while using our game over a multi-month period. Ten children played Apraxia World at home during two counterbalanced 4-week treatment blocks separated by a 2-week break. In one treatment phase, children received pronunciation feedback from caregivers and in the other treatment phase, utterances were evaluated with an automated framework built into the game. We found that children made therapeutically significant speech improvements while using Apraxia World, and that the game successfully increased engagement during speech therapy practice. Additionally, in offline mispronunciation detection tests, our automated pronunciation evaluation framework outperformed a traditional method based on goodness of pronunciation scoring. Our results suggest that this type of speech therapy game is a valid complement to traditional home practice.
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Sarkar, Sumit. "Paradox of crosses in association football (soccer) – a game-theoretic explanation." Journal of Quantitative Analysis in Sports 14, no. 1 (2018): 25–36. http://dx.doi.org/10.1515/jqas-2017-0073.

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Abstract In association football, crosses from the wide areas of the pitch in the attacking third is a standard tactic for creating goal-scoring opportunities. But recent studies show that crosses adversely impact goals. Regression run in this paper on data from the premier soccer leagues of England, Spain, Germany, France and Italy for 2016–2017 season also found this inverse relation. However, there is no research that explains the reason for this inverse relation between crosses and goals. A game-theoretical model developed in this paper explains why crosses adversely affect goal-scoring. The model identifies a mixed strategy Nash equilibrium (MSNE), wherein the attacking team’s probability of playing a cross decreases with increase in their crossing accuracy, heading accuracy and probability of winning aerial balls. If the attacking team is good in terms of these parameters, the defending team’s probability of using an offside trap increases and that forces the attacking team to use crosses less frequently. In the MSNE, teams with a greater chance of scoring from crosses use the crosses less frequently than teams having a smaller chance of scoring from crosses. The theory was subsequently validated using the data of the 2016–2017 football season.
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Leonardou, Angeliki, Maria Rigou, and John Garofalakis. "Techniques to Motivate Learner Improvement in Game-Based Assessment." Information 11, no. 4 (2020): 176. http://dx.doi.org/10.3390/info11040176.

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Learner motivation to self-improve is a crucial effectiveness factor in all modes and settings of learning. Game-based learning was long used for attracting and maintaining students’ interest especially in small ages, deploying means such as scoring, timing, scores of peers (i.e., hall of fame), etc. These techniques can provide recognition for high-scoring players, while also developing a sense of safe “distance” in the impersonal electronic environment for low-scoring players. In addition, constructive feedback on mistakes a player makes can contribute to avoiding similar mistakes in the future, thus achieving better performance in the game, while constructing valuable new knowledge when a knowledge gap is detected. This paper investigates an integrated approach to designing, implementing, and using an adaptive game for assessing and gradually improving multiplication skills. Student motivation is fostered by incorporating the Open Learner Model approach, which exposes part of the underlying user model to the students in a graphically simplified manner that is easily perceivable and offers a clear picture of student performance. In addition, the Open Learner Model is expanded with visualizations of social comparison information, where students can access the progress of anonymous peers and summative class scores for improving self-reflection and fostering self-regulated learning. This paper also presents the feedback received by the preliminary testing of the game and discusses the effect of assessing multiplication skills of primary school pupils using the adaptive game-based approach on increasing pupil motivation to self-improve.
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Aksoy, Mehmet Emin. "Comparing Basic Life Support Serious Gaming Scores With Hands-on Training Platform Performance Scores: Pilot Simulation Study for Basic Life Support Training." JMIR Serious Games 8, no. 4 (2020): e24166. http://dx.doi.org/10.2196/24166.

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Background Serious games enrich simulation-based health care trainings and improve knowledge, skills, and self-confidence of learners while entertaining them. Objective A platform which can combine performance data from a basic life support (BLS) serious game app and hands-on data based on the same scoring system is not available in the market. The aim of this study was to create such a platform and investigate whether performance evaluation of BLS trainings would be more objective compared to conventional Objective Structured Clinical Examination (OSCE) examinations if these evaluations were carried out with the platform which combines OSCE scoring criteria with sensor data retrieved from the simulator’s sensors. Methods Participants were 25 volunteers (11 men [44.0%] and 14 [56.0] women) among Acıbadem Mehmet Ali Aydınlar University students without prior knowledge of the BLS protocol. A serious game module has been created for teaching learners the European Resuscitation Council Basic Life Support 2015 protocol. A second module called the hands-on module was designed for educators. This module includes a checklist used for BLS OSCE examinations and can retrieve sensor data such as compression depth, compression frequency, and ventilation volume from the manikin (CPR Lilly; 3B Scientific GmbH) via Bluetooth. Data retrieved from the sensors of the manikin enable educators to evaluate learners in a more objective way. Performance data retrieved from the serious gaming module have been combined with the results of the hands-on module. Data acquired from the hands-on module have also been compared with the results of conventional OSCE scores of the participants, which were obtained by watching the videos of the same trainings. Results Participants were considered successful in the game if they scored 80/100 or above. Overall, participants scored 80 or above in an average of 1.4 (SD 0.65) trials. The average BLS serious game score was 88.3/100 (SD 5.17) and hands-on average score was 70.7/100 (SD 17.3), whereas the OSCE average score was 84.4/100 (SD 12.9). There was no statistically significant correlation between success on trials (score ≥80/100), serious game, hands-on training app, and OSCE scores (Spearman rho test, P>.05). The mean BLS serious game score of the participants was 88.3/100 (SD 5.17), whereas their mean hands-on training app score was 70.7/100 (SD 17.3) and OSCE score was 84.4/100 (SD 12.9). Conclusions Although scoring criteria for OSCE and hands-on training app were identical, OSCE scores were 17% higher than hands-on training app scores. After analyzing the difference of scores between hands-on training app and OSCE, it has been revealed that these differences originate from scoring parameters such as compression depth, compression frequency, and ventilation volume. These data suggest that evaluation of BLS trainings would be more objective if these evaluations were carried out with the modality, which combines visual OSCE scoring criteria with sensor data retrieved from the simulator’s sensors. Trial Registration ClinicalTrials.gov NCT04533893; https://clinicaltrials.gov/ct2/show/NCT04533893
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Udjaja, Yogi, Sasmoko Sasmoko, Jurike V. Moniaga, and Millionsen Christ Lo. "Creating a Website Scoring for High-Order Thinking Skills Game." Advances in Science, Technology and Engineering Systems Journal 5, no. 5 (2020): 382–88. http://dx.doi.org/10.25046/aj050548.

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Courneya, Kerry S. "Importance of Game Location and Scoring First in College Baseball." Perceptual and Motor Skills 71, no. 2 (1990): 624–26. http://dx.doi.org/10.2466/pms.1990.71.2.624.

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COURNEYA, KERRY S. "IMPORTANCE OF GAME LOCATION AND SCORING FIRST IN COLLEGE BASEBALL." Perceptual and Motor Skills 71, no. 6 (1990): 624. http://dx.doi.org/10.2466/pms.71.6.624-626.

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Putri, Astrid Novita, and Rastri Prathivi. "GAME SCORING SUPPORTING OBJECTS MENGGUNAKAN AGEN CERDAS BERBASIS ARTIFICIAL INTELLIGENCE." Jurnal Transformatika 13, no. 2 (2016): 72. http://dx.doi.org/10.26623/transformatika.v13i2.331.

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Hsia, Shih-Chang, Szu-Hong Wang, Wei-Chun Cheng, and Chuan-Yu Chang. "Intelligent Blowgun Game Scoring Recognition System Based on Computer Vision." IEEE Access 9 (2021): 73703–12. http://dx.doi.org/10.1109/access.2021.3081457.

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Pill, Shane, and Sam Elliott. "Effects of Altering the Number of Players and the Dimensions of the Playing Area on the Possession Characteristics in Youth Australian Football." Sport Science Review 24, no. 3-4 (2015): 171–92. http://dx.doi.org/10.1515/ssr-2015-0014.

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Abstract This research compared the effects of altering the number of players and the dimensions of the playing area on the possession characteristics in youth (under-14) Australian football. A modified ‘small sided game’ (SSG) 12-a-side version was compared to the full field ‘adult’ 18-a-side game. Games were video recorded and the possession characteristics later coded using the Dartfish Easy Tag program. It was found that the additional players in the 18-a-side version led on average to more tagged events (technical actions) per 18 minute period of play; however, there was a decrease in the number of tagged events per player. It was also observed that there were more scoring actions in the SSG 12-a-side game play than in the 18-a-side. The SSG 12-a-side version provided more technical actions per player in each play period and so it is suggested that it constructs a better educational experience, and therefore game development, than the 18-a-side game recommended for Australian football from under-11.
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Pollard, G., and T. Barnett. "Some New ‘Short Games’ Within a Set of Tennis." International Journal of Computer Science in Sport 17, no. 1 (2018): 67–76. http://dx.doi.org/10.2478/ijcss-2018-0003.

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Abstract Recently there has been an interest in developing tennis scoring systems that involve playing a fewer number of points on average. In devising such ‘shorter’ tennis scoring systems, it would be ideal for them to also have the following four characteristics: A smaller standard deviation of duration, a similar value for the probability that the better player wins, an increased efficiency, and a greater average excitement per point played. Thus, in total there are five considerations when devising such new scoring systems. Quite often in this type of study a scoring system that is ‘better’ with regard to one of these characteristics is ‘worse’ with regard to another (or others). In this paper we outline some new tennis scoring systems that have improvements in all (or almost all) of these five characteristics. We identify 3 or 4 different game structures that could be useful for tournaments. A common thread in the approach taken is the elimination of unimportant and unexciting points within the game structure. The choice of which is the most appropriate new format for a particular tournament would depend amongst other things on the planned reduction in the expected set duration
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Muguro, Joseph K., Pringgo Widyo Laksono, Yuta Sasatake, Kojiro Matsushita, and Minoru Sasaki. "User Monitoring in Autonomous Driving System Using Gamified Task: A Case for VR/AR In-Car Gaming." Multimodal Technologies and Interaction 5, no. 8 (2021): 40. http://dx.doi.org/10.3390/mti5080040.

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Background: As Automated Driving Systems (ADS) technology gets assimilated into the market, the driver’s obligation will be changed to a supervisory role. A key point to consider is the driver’s engagement in the secondary task to maintain the driver/user in the control loop. This paper aims to monitor driver engagement with a game and identify any impacts the task has on hazard recognition. Methods: We designed a driving simulation using Unity3D and incorporated three tasks: No-task, AR-Video, and AR-Game tasks. The driver engaged in an AR object interception game while monitoring the road for threatening road scenarios. Results: There was a significant difference in the tasks (F(2,33) = 4.34, p = 0.0213), identifying the game-task as significant with respect to reaction time and ideal for the present investigation. Game scoring followed three profiles/phases: learning, saturation, and decline profile. From the profiles, it is possible to quantify/infer drivers’ engagement with the game task. Conclusion: The paper proposes alternative monitoring that has utility, i.e., entertaining the user. Further experiments with AR-Games focusing on the real-world car environment will be performed to confirm the performance following the recommendations derived from the current test.
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Dubas, Rebecca L., Elizabeth F. Teel, Melissa C. Kay, Eric D. Ryan, Meredith A. Petschauer, and Johna K. Register-Mihalik. "Comparison of Concussion Sideline Screening Measures Across Varying Exertion Levels Within Simulated Games." Journal of Sport Rehabilitation 30, no. 1 (2021): 90–96. http://dx.doi.org/10.1123/jsr.2019-0307.

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Context: Currently, there is no gold standard to evaluate the effect of varying game-like exertion states on Sport Concussion Assessment Tool 3rd Edition (SCAT-3) outcomes. Baseline assessments may occur before, during, or after physical activity, while postinjury evaluations predominantly occur following physical activity. Thus, clinicians may be comparing postinjury evaluations completed following exertion to baseline evaluations completed following varying levels of rest or exertion, which may not be a valid method for clinical decision making. Objective: To determine the effect of various physical exertion levels on sideline concussion assessment outcomes and reliability. Design: Within-subjects, repeated measures. Setting: Field. Participants: Physically active participants (N = 36) who regularly participate in basketball activity. Intervention: Subjects participated in 2 simulated basketball games, completing a symptom checklist, Standardized Assessment of Concussion, and Balance Error Scoring System before game play, during halftime, and at the completion of each simulated game. Pulse rate was assessed as a proxy of physical exertion. Main Outcome Measures: Total symptom, Standardized Assessment of Concussion, and Balance Error Scoring System scores. Results: Physical exertion did not significantly predict symptom, Standardized Assessment of Concussion, or Balance Error Scoring System scores, although a trend toward higher symptom scores was observed for females (ß = 0.03, P = .09). All assessments had poor to moderate reliability across sessions (.15 < interclass correlation coefficient [2,1] < .60). Conclusion: Low- to moderate-intensity physical activity did not have a significant effect on clinical concussion sideline assessments; however, the low test–retest reliability observed prevents strong conclusions on these relationships. The poor overall reliability does not allow for clear recommendations for what state of baseline physical exertion (ie, rested or exerted) provides optimal data to make postinjury clinical decisions, although baseline concussion assessments completed at rest have the most valid and conservative normative values for injury comparison.
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Ulfah, Mariah. "MODEL COOPERATIVE LEARNING TIPE TEAMS GAME TOURNAMENT (TGT), UPAYA UNTUK MENGEMBANGKAN KARAKTER KOMUNIKATIF SISWA." Didaktik : Jurnal Ilmiah PGSD STKIP Subang 1, no. 1 (2015): 103–12. http://dx.doi.org/10.36989/didaktik.v1i1.16.

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Writing this article is to describe the concept model of Cooperative Learning Type Teams Games Tournament (TGT) and describe its relationship with the increase in the development of students' communicative character. Model of Cooperative Learning Teams Type Game Tournament (TGT) is learning that utilizes small heterogeneous groups and allow students to work together to maximize their learning, involving the activities of all students without any differences in status, involving the role of students as peer tutors, and contains elements of the game in the tournament with using numbered cards and progress of individual scoring system, where students compete with other team members with the same level of academic ability in the tournament table, besides that there is reinforcement (reinforcement) at each end of the lesson in the form of an appreciation of the improvement results achieved by the students. In Cooperative Learning Type Teams Game Tournament comunity are learning concepts that will encourage students to work together and interact with each other. Elements of the game will create a fun learning environment, so that social interaction are good.
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Costantino, Kenneth. "A Coach’s Perception: Major Factors influencing Late Goal-Scoring-Patterns in Maltese Football." MCAST Journal of Applied Research & Practice 2, no. 1 (2018): 68–86. http://dx.doi.org/10.5604/01.3001.0014.4367.

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Beyond its basic simplicity, football, is a very complex game. There is no one particular way of playing or method of training that can bring about results. The aim of football is to score more or concede fewer goals than the opponent. With goals being the crucial element, statistics prove that a high percentage are scored late in the game. This study set out to identify and demonstrate that the number of goals scored in the last fifteen minutes of a ninety-minute football game in top football competitions are higher than in any other fifteen-minute segment in the game. The study also investigates the correlation between the highest percentage of late goals and success which is measured as the final placement in the league table. It also attests that the same goal-scoring patterns are relevant to the Maltese Premier Division, which is considered to be at a lower level of play compared to other top leagues. Consequently, the study identifies the main factors which typically influence such goal-scoring patterns as perceived by local coaches. These factors are physiology, technical-tactical elements, and the team’s psychological attitude towards the game, players’ experience, club finances, and unfavourable circumstances which lead to an uneven level of play. Lastly, the paper identifies the different perceptions of these factors based on coaches’ qualifications and coaching experience at senior level. This paper could assist coaches in planning and preparing training sessions, with the hope of maximizing their training efficiency and effectiveness. It can also assist coaching course-developers and coordinators to enhance the level of the courses by altering content, assessment criteria, and topics.
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Li, Meng Lun. "Research on the Design and Implementation of Scoring System for Large Sports Venues." Advanced Materials Research 998-999 (July 2014): 1319–22. http://dx.doi.org/10.4028/www.scientific.net/amr.998-999.1319.

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In this paper, the existing problem and deficiencies in current information systems used in important games which are held in China or other countries are analyzed. According to the building and developing experience of information systems used in comprehensive games in many years into full consideration, the system is analyzed and designed by means of software engineering and then there are the overall technology framework of the system, different functional subsystems and the mechanism and flow of data interaction. Besides, detailed function module analysis is conducted on core subsystems and data flow and interfacing manner among core systems as well as software and hardware standards and arrangement rules are defined and specified. There are also requirements and standards of lab integration testing method and criterions of result system. We try our best to put forward the most suitable technology solution framework and technology service plan framework, so as to make contribution to the successful building of result system for the Comprehensive games as well as smooth going of the game.
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Greipl, Simon, Korbinian Moeller, Kristian Kiili, and Manuel Ninaus. "Different performance, full experience: a learning game applied throughout adulthood." International Journal of Serious Games 7, no. 3 (2020): 61–80. http://dx.doi.org/10.17083/ijsg.v7i3.359.

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Gaming may not primarily be associated with the elderly part of the population, but senior gamers represent a growing proportion. Evaluating the applicability of educational games across the lifespan is therefore crucial to better understand potential requirements in different domains and age groups. The current study applied a math learning game to participants from 19 to 79 years of age. We examined age-related differences along three domains: cognition, as measured by in-game performance, basic player experience with the game, and general player attitudes towards technology. Analyses of performance metrics related to speed clearly reflected an age-related decline, well in line with known effects from cognitive ageing. In contrast, error-metrics were associated with educational background. At the player experience level, however, we found no differences across the lifespan. All participants rated the game equally (positive). Furthermore, our results showed that attitudes towards technology only differed occasionally, for instance, senior participants seemed to be more technologically interested. Taken together, scoring systems as well as other in-game metrics based on performance, especially related to speed, should be adapted appropriately to player’s age. Finally, elderly players’ experience with the game and overall attitudes towards technology appeared comparable to other younger age groups.
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Su, Chung-Ho. "A Novel Hybrid Learning Achievement Prediction Model: A Case Study in Gamification Education Applications (APPs)." International Journal of Information Technology & Decision Making 16, no. 02 (2017): 515–43. http://dx.doi.org/10.1142/s0219622017500092.

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Adaptive Neuro Fuzzy Inference System (ANFIS) used to be applied to finance, engineering, material design, and decision-making management in past research, but seldom to predict educational learning performance. In recent research, gamification learning material design is often applied to reinforce learning performance, while the prediction of gamification learning performance is seldom discussed. This study therefore applies Rough set theory to extract Core Set and generating rule, ANFIS for learning achievement predication. In order to evaluate the performance of proposed model, the VCCSEGLS dataset are collected as experimental dataset and compared with other models. The results show that the proposed method outperforms the listing models in accuracy. The three key factors are extract, (G7) Time spent on game-based learning, (L1) Examination, normal drugs and treatment, and (L2) Integration ability (time scoring, stability scoring, strain capacity, completeness scoring).The proposed model also can offer accurate predictions and provide some simple decision rules, which can be accurately used by decision-makers and game designers.
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Carvalho, Darlinton Barbosa Feres, Daniel Bueno Domingueti, Sandro Martins De Almeida Santos, and Diego Roberto Colombo Dias. "A Game to Deal With Alcohol Abuse (Jib): Development and Game Experience Evaluation." JMIR Serious Games 7, no. 4 (2019): e11151. http://dx.doi.org/10.2196/11151.

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Background Alcohol abuse is the primary cause of (public) health problems in most parts of the world. However, it is undeniable that alcohol consumption is a practice that is widely accepted socially in many places, even being protected by law as a cultural and historical heritage. The issue of alcohol abuse is complex and urgent, and consequently, it is necessary to create innovative approaches such as the proposal explored in this study. Objective This study aimed to explore the development and evaluation of a serious game for smartphones to present a novel approach to address the issue of alcohol abuse. Methods A serious game was developed to instill the consequences of alcohol abuse into the player through experimentation in the game. In the game, the consequences of alcohol use are demonstrated by increasing the game speed that gives an illusion of fun but also leads to a premature death. The evaluation employed an assessment based on the Alcohol Use Disorders Identification Test (AUDIT) and the Game Experience Questionnaire (GEQ). The participants belonged to the university student’s house. Results The game development process has been presented, including its mechanics and gameplay. The game has the style of action and adventure games in which the player controls an indigenous avatar that can deflect or attack opponents coming his or her way. The game evaluation comprised an assessment based on 23 participants, aged 20 to 29 years. According to the AUDIT assessment, 18 participants reported having a low or nonexistent degree of alcohol dependence and 5 declared average dependence. Regarding their habit of playing games on smartphones, 9 participants declared they have this habit of playing (habitual players), and among the 14 that did not have this habit of playing (nonhabitual players), 3 participants declared not having a smartphone at all. The GEQ core assessment showed a higher positive affect among the participants with a habit of playing games, scoring 2.80 (habitual players) on a scale of 4.0 versus 1.61 (nonhabitual players), and higher tension as an opposite relationship of 0.81 (nonhabitual players) versus 0.37 (habitual players). The overall GEQ evaluation showed that the game presents a more positive than negative affect on all users, besides showing the other desirable characteristics of serious games. Conclusions We present a new way of dealing with the issue of alcohol abuse through a game designed for smartphones. It promotes an overall positive user experience, having a greater impact on users accustomed to games. The proposed approach has its niche, though it is still a minority in the evaluated population. Further research should explore new game features, such as new styles, to make the game more attractive to a wider audience, in addition to performing an in-depth study on the effects of playing it.
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Min, Dae Kee. "Contribution analysis of scoring in the soccer game: Using decision tree." Journal of the Korean Data And Information Science Society 30, no. 6 (2019): 1385–97. http://dx.doi.org/10.7465/jkdi.2019.30.6.1385.

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Park, Hyunju, Byung-Yoon Lee, Min-Jea Tahk, and Dong-Wan Yoo. "Differential Game Based Air Combat Maneuver Generation Using Scoring Function Matrix." International Journal of Aeronautical and Space Sciences 17, no. 2 (2016): 204–13. http://dx.doi.org/10.5139/ijass.2016.17.2.204.

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49

Wilson, Robbie S., Nicholas M. A. Smith, Nicolau Melo de Souza, and Felipe Arruda Moura. "Dribbling speed predicts goal‐scoring success in a soccer training game." Scandinavian Journal of Medicine & Science in Sports 30, no. 11 (2020): 2070–77. http://dx.doi.org/10.1111/sms.13782.

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Severiano, Maria Izabel Rodrigues, Bianca Simone Zeigelboim, Hélio Afonso Ghizoni Teive, Geslaine Janaína Barbosa Santos, and Vinícius Ribas Fonseca. "Effect of virtual reality in Parkinson's disease: a prospective observational study." Arquivos de Neuro-Psiquiatria 76, no. 2 (2018): 78–84. http://dx.doi.org/10.1590/0004-282x20170195.

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ABSTRACT Objective: To assess the effectiveness of balance exercises by means of virtual reality games in Parkinson's disease. Methods: Sixteen patients were submitted to anamnesis, otorhinolaryngological and vestibular examinations, as well as the Dizziness Handicap Inventory, Berg Balance Scale, SF-36 questionnaire, and the SRT, applied before and after rehabilitation with virtual reality games. Results: Final scoring for the Dizziness Handicap Inventory and Berg Balance Scale was better after rehabilitation. The SRT showed a significant result after rehabilitation. The SF-36 showed a significant change in the functional capacity for the Tightrope Walk and Ski Slalom virtual reality games (p < 0.05), as well as in the mental health aspect of the Ski Slalom game (p < 0.05). The Dizziness Handicap Inventory and Berg Balance Scale showed significant changes in the Ski Slalom game (p < 0.05). There was evidence of clinical improvement in patients in the final assessment after virtual rehabilitation. Conclusion: The Tightrope Walk and Ski Slalom virtual games were shown to be the most effective for this population.
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