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1

Koivisto, Antti, Sari Merilampi, and Andrew Sirkka. "Mobile Games Individualise and Motivate Rehabilitation in Different User Groups." International Journal of Game-Based Learning 5, no. 2 (2015): 1–17. http://dx.doi.org/10.4018/ijgbl.2015040101.

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Trials on Mobile Games are presenting a huge potential in cognitive, physical and mental rehabilitation. This paper is to discuss user viewpoints of trials with mobile games combining cognitive stimulation and physical exercise in rehabilitation: Game#1 controlled by tilting the mobile phone embedded in a balance board; Game#2 controlled by tilting the tablet pc; and Game#3 a modified game version of Trail Making A -memory test played by tapping figures on the tablet pc touch screen. The total amount of participants was 89 of which 74% were older adults (women=24; men=33; average age 85.9 years) and 26% people with learning disabilities (n=23; a 38.9 years). The gameplay setting was similar for all target groups, although the game graphics (Game#1) were slightly modified based on each user group. Mobile devices were used as the game platform to create easily approachable games of low costs and suitable for the majority of people.
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Bujtás, Csilla, Michael A. Henning, Vesna Iršič, and Sandi Klavžar. "Total connected domination game." Opuscula Mathematica 41, no. 4 (2021): 453–64. http://dx.doi.org/10.7494/opmath.2021.41.4.453.

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The (total) connected domination game on a graph \(G\) is played by two players, Dominator and Staller, according to the standard (total) domination game with the additional requirement that at each stage of the game the selected vertices induce a connected subgraph of \(G\). If Dominator starts the game and both players play optimally, then the number of vertices selected during the game is the (total) connected game domination number (\(\gamma_{\rm tcg}(G)\)) \(\gamma_{\rm cg}(G)\) of \(G\). We show that \(\gamma_{\rm tcg}(G) \in \{\gamma_{\rm cg}(G),\gamma_{\rm cg}(G) + 1,\gamma_{\rm cg}(G) + 2\}\), and consequently define \(G\) as Class \(i\) if \(\gamma_{\rm tcg}(G) = \gamma_{\rm cg} + i\) for \(i \in \{0,1,2\}\). A large family of Class \(0\) graphs is constructed which contains all connected Cartesian product graphs and connected direct product graphs with minumum degree at least \(2\). We show that no tree is Class \(2\) and characterize Class \(1\) trees. We provide an infinite family of Class \(2\) bipartite graphs.
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Ridley, Kate, and Tim Olds. "Video Center Games: Energy Cost and Children’s Behaviors." Pediatric Exercise Science 13, no. 4 (2001): 413–21. http://dx.doi.org/10.1123/pes.13.4.413.

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Time spent playing video games has been linked to increases in childhood obesity and sedentary behavior. However, “new generation” video games require total body movement and greater physical exertion. The aim of this study was to describe children’s behavior and energy expenditure while visiting video game centers. Observations were undertaken on 134 children’s activity patterns while playing at a video game center. The energy cost of 10 children (5 male and 5 female) aged 12.5 ± 0.5 yr, playing 4 popular video games was then measured. Gross energy cost ranged from 7.6 to 26.5 ml · kg−1 · min−1. Based on our observations, we estimate that the gross energy expenditure during a child’s typical session in a video game center will range from 2.3–2.6 METS.
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Fatimah, Siti, and Widyandana Widyandana. "Edukasi kesehatan Gggi dan mulut dengan metode game pada guru TK." Berita Kedokteran Masyarakat 33, no. 9 (2017): 449. http://dx.doi.org/10.22146/bkm.26270.

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Dental and oral health education of children through games among kindergarten teachersPurposeThis study aims to determine the differences of knowledge about the dental and oral health of children before and after instruction with the game method called “Rangking I” among kindergarten teachers. MethodsThis research was a quasi experimental study with quantitative data analysis using a one group experimental design. A total of 29 kindergarten teachers were educated by the game method called “Rangking 1”. Changes in knowledge before and after education were measured using a pre-test and post-test. ResultsThe Wilcoxon test showed that education with the “Rangking 1” game method and lectures can be effective in improving the knowledge of kindergarten teachers related to oral and dental health. ConclusionThe game method “Rangking 1” can increase the knowledge of dental and mouth health in kindergarten teachers significantly. Schools need to consider implementing learning methods through games for kindergarten children.
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Montgomery, Paul G., and Brendan D. Maloney. "3×3 Basketball: Performance Characteristics and Changes During Elite Tournament Competition." International Journal of Sports Physiology and Performance 13, no. 10 (2018): 1349–56. http://dx.doi.org/10.1123/ijspp.2018-0011.

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Purpose: To determine the changes in game performance during tournament play of elite 3×3 basketball. Methods: A total of 361 men and 208 women competing in selected international tournaments had game demands assessed by wearable technology (global positioning system, inertial sensor, and heart rate) along with postgame blood lactate and perceived responses. Differences in the means for selected variables between games were compared using magnitude-based inferences and reported with effect size and associated confidence limits (CL), along with the percentage difference (ES; ±90% CL, %difference) of log-transformed data. Results: No clear differences were seen over a tournament period in PlayerLoad™ or PlayerLoad·minute−1. Tournament competition elicits variable changes between games for all inertial measures. Average peak heart rate was 198 (10) and 198 (9) beats·min−1, and average game heart rate was 164 (12) and 165 (18) beats·min−1 for men and women, respectively, with no change between games. Average game lactate was 6.3 (2.4) and 6.1 (2.2) mmol·L−1 for men and women, respectively. Average game ratings of perceived exertion were 5.7 (2.1) and 5.4 (2.0) AU for men and women, respectively. Although lactate and ratings of perceived exertion were variable between games, there was no difference over a tournament. Conclusions: The physical and physiological demands of elite 3×3 games over the duration of a tournament are similar regardless of pool or championship rounds. This may imply that maintaining technical and strategic aspects leads to success rather than minimizing fatigue through superior physical preparation. However, the physiological responses are high; caution is warranted in being underprepared for these demands in tournament play.
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Andersson, Helena, Anette Karlsen, Rune Blomhoff, Truls Raastad, and Fawzi Kadi. "Active recovery training does not affect the antioxidant response to soccer games in elite female players." British Journal of Nutrition 104, no. 10 (2010): 1492–99. http://dx.doi.org/10.1017/s0007114510002394.

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Changes in plasma endogenous and dietary antioxidants and oxidative stress markers were studied following two 90 min elite female soccer games separated by 72 h of either active or passive recovery. The active recovery group (n 8) trained for 1 h at 22 and 46 h after the first game (low-intensity cycling and resistance training), while the passive group rested (n 8). Blood samples were taken before the games; immediately after the games; 21, 45 and 69 h after the first game; and immediately after the second game. The oxidative stress markers and antioxidants were not affected by active recovery. The oxidative stress marker GSSG increased by the same extent after both the games, while the lipid peroxidation marker diacron-reactive oxygen metabolite remained unchanged. The endogenous antioxidants total glutathione and uric acid and ferric reducing/antioxidant power increased immediately after both the games with the same amplitude, while increases in cysteine, cysteine–glycine and total thiols reached significant levels only after the second game. The changes in dietary antioxidants after the first game were either rapid and persistent (tocopherols and ascorbic acid (AA) increased; polyphenols decreased) or delayed (carotenoids). This resulted in high pre-second game levels of tocopherols, AA and carotenoids. Polyphenols returned to baseline at 69 h, and were not affected by the second game. In conclusion, the soccer-associated dietary antioxidant defence, but not the endogenous antioxidant defence, is persistent. Similar acute oxidative stress and endogenous antioxidant responses and dissimilar dietary antioxidant reactions occur during two repeated female soccer games. Finally, the complex antioxidant response to soccer is not affected by active recovery training.
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Fox, Jordan L., Jesse Green, and Aaron T. Scanlan. "Not All About the Effort? A Comparison of Playing Intensities During Winning and Losing Game Quarters in Basketball." International Journal of Sports Physiology and Performance 16, no. 9 (2021): 1378–81. http://dx.doi.org/10.1123/ijspp.2020-0448.

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Purpose: To compare peak and average intensities encountered during winning and losing game quarters in basketball players. Methods: Eight semiprofessional male basketball players (age = 23.1 [3.8] y) were monitored during all games (N = 18) over 1 competitive season. The average intensities attained in each quarter were determined using microsensors and heart-rate monitors to derive relative values (per minute) for the following variables: PlayerLoad, frequency of high-intensity and total accelerations, decelerations, changes of direction, jumps, and total inertial movement analysis events combined, as well as modified summated-heart-rate-zones workload. The peak intensities reached in each quarter were determined using microsensors and reported as PlayerLoad per minute over 15-second, 30-second, 1-minute, 2-minute, 3-minute, 4-minute, and 5-minute sample durations. Linear mixed models and effect sizes were used to compare intensity variables between winning and losing game quarters. Results: Nonsignificant (P > .05), unclear–small differences were evident between winning and losing game quarters in all variables. Conclusions: During winning and losing game quarters, peak and average intensities were similar. Consequently, factors other than the intensity of effort applied during games may underpin team success in individual game quarters and therefore warrant further investigation.
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ETHIER, S. N., and JIYEON LEE. "PARRONDO GAMES WITH SPATIAL DEPENDENCE." Fluctuation and Noise Letters 11, no. 02 (2012): 1250004. http://dx.doi.org/10.1142/s0219477512500046.

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Toral introduced so-called cooperative Parrondo games, in which there are N ≥ 3 players arranged in a circle. At each turn one player is randomly chosen to play. He plays either game A or game B. Game A results in a win or loss of one unit based on the toss of a fair coin. Game B results in a win or loss of one unit based on the toss of a biased coin, with the amount of the bias depending on whether none, one, or two of the player's two nearest neighbors have won their most recent games. Game A is fair, so the games are said to exhibit the Parrondo effect if game B is losing or fair and the random mixture (1/2)(A + B) is winning. With the parameter space being the unit cube, we investigate the region in which the Parrondo effect appears. Explicit formulas can be found if 3 ≤ N ≤ 6 and exact computations can be carried out if 7 ≤ N ≤ 19, at least. We provide numerical evidence suggesting that the Parrondo region has nonzero volume in the limit as N → ∞.
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Ermidis, Georgios, Rasmus C. Ellegard, Vincenzo Rago, Morten B. Randers, Peter Krustrup, and Malte N. Larsen. "Exercise Intensity and Technical Involvement in U9 Team Handball: Effect of Game Format." International Journal of Environmental Research and Public Health 18, no. 11 (2021): 5663. http://dx.doi.org/10.3390/ijerph18115663.

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The purpose of this study was to quantify the exercise intensity and technical involvement of U9 boys’ and girls’ team handball during different game formats, and the differences between genders. Locomotor activity (total distance, distance in speed zones, accelerations, and decelerations), heart rate (HR), and technical involvement (shots, goals, and duels) metrics were collected during various 15 min game formats from a total of 57 Danish U9 players (37 boys and 20 girls). Game formats were a small size pitch (20 × 13 m) with 3 vs. 3 players and offensive goalkeepers (S3 + 1) and 4 vs. 4 players (S4), a medium size pitch (25.8 × 20 m) with 4 vs. 4 (M4) and 5 vs. 5 (M5) players, and a large size pitch (40 × 20 m) with 5 vs. 5 (L5) players. Boys and girls covered a higher total distance (TD) of high-speed running (HSR) and sprinting during L5 games compared to all other game formats (p < 0.05; ES = (−0.9 to −2.1), (−1.4 to −2.8), and (−0.9 to −1.3) respectively). Players covered the highest amount of sprinting distance in L5 games compared to all other game formats (p < 0.01; ES = 0.8 to 1.4). In all the game formats, players spent from 3.04 to 5.96 min in 180–200 bpm and 0.03 min to 0.85 min in >200 bpm of the total 15 min. In addition, both genders had more shots in S3 + 1 than M5 (p < 0.01; ES = 1.0 (0.4; 1.7)) and L5 (p < 0.01; ES = 1.1 (0.6; 2.2)). Team handball matches have high heart rates, total distances covered, and high-intensity running distances for U9 boys and girls irrespective of the game format. Locomotor demands appeared to be even higher when playing on larger pitches, whereas the smaller pitch size and fewer players led to elevated technical involvement.
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Mayo, Benjamin C., Adam Miller, Michael J. Patetta, et al. "Preventing Tommy John Surgery: The Identification of Trends in Pitch Selection, Velocity, and Spin Rate Before Ulnar Collateral Ligament Reconstruction in Major League Baseball Pitchers." Orthopaedic Journal of Sports Medicine 9, no. 6 (2021): 232596712110123. http://dx.doi.org/10.1177/23259671211012364.

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Background: Ulnar collateral ligament (UCL) reconstruction is a common surgery among Major League Baseball (MLB) pitchers that results in a significant number of missed games. Little has been reported regarding game-by-game trends that can identify those on the verge of becoming injured. Purpose: To determine if there is a patterned change in MLB pitchers’ pitch selection, velocity, or spin rate in games leading up to Tommy John surgery that may predict subsequent UCL surgery. Study Design: Case series; Level of evidence, 4. Methods: A retrospective review of MLB pitchers who underwent primary UCL reconstruction between 2009 and 2019 was performed. Pitch characteristics were evaluated on a game-by-game basis for the 15 games leading up to surgery. A Mann-Kendall trend test was used to identify trends in pitch selection, velocity, and spin rate for multiple pitch types. A Kendall τb correlation coefficient was identified, with values closer to 1 or –1 signifying a stronger monotonic trend. Results: A total of 223 MLB pitchers underwent UCL reconstruction in the time period. In the 15 games leading up to surgery, decreases in pitch velocity for 4-seam fastballs (τb = –0.657; P < .001), 2-seam fastballs (τb = –0.429; P = .029), and sliders (τb = –0.524; P = .008) were significantly associated with game number closer to injury. There was a significant positive association in the spin rate for cutters (τb = 0.410; P = .038) and a significant negative association in spin rate for 4-seam fastballs over the course of these 15 games (τb = –0.581; P = .003). In addition, there was a significant positive association in the percentage of curveballs thrown (τb = 0.486; P = .013). Conclusion: The study results suggest that there is a patterned change in certain pitch statistics in MLB pitchers in the games leading up to Tommy John surgery. Although the absolute change from game to game may be small, it may be possible for these trends to be monitored before a player becomes injured, thus reducing the significant burden Tommy John surgery places on these athletes.
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Conte, Daniele, Nicholas Kolb, Aaron T. Scanlan, and Fabrizio Santolamazza. "Monitoring Training Load and Well-Being During the In-Season Phase in National Collegiate Athletic Association Division I Men’s Basketball." International Journal of Sports Physiology and Performance 13, no. 8 (2018): 1067–74. http://dx.doi.org/10.1123/ijspp.2017-0689.

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Purpose: To characterize the weekly training load (TL) and well-being of college basketball players during the in-season phase. Methods: Ten (6 guards and 4 forwards) male basketball players (age 20.9 [0.9] y, stature 195.0 [8.2] cm, and body mass 91.3 [11.3] kg) from the same Division I National Collegiate Athletic Association team were recruited to participate in this study. Individualized training and game loads were assessed using the session rating of perceived exertion at the end of each training and game session, and well-being status was collected before each session. Weekly changes (%) in TL, acute-to-chronic workload ratio, and well-being were determined. Differences in TL and well-being between starting and bench players and between 1-game and 2-game weeks were calculated using magnitude-based statistics. Results: Total weekly TL and acute-to-chronic workload ratio demonstrated high week-to-week variation, with spikes up to 226% and 220%, respectively. Starting players experienced a higher (most likely negative) total weekly TL and similar (unclear) well-being status compared with bench players. Game scheduling influenced TL, with 1-game weeks demonstrating a higher (likely negative) total weekly TL and similar (most likely trivial) well-being status compared with 2-game weeks. Conclusions: These findings provide college basketball coaches information to optimize training strategies during the in-season phase. Basketball coaches should concurrently consider the number of weekly games and player status (starting vs bench player) when creating individualized periodization plans, with increases in TL potentially needed in bench players, especially in 2-game weeks.
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Katoh, Tadashi, Etsuko Itoh, Toshiharu Yoshino, and Shiro Terashima. "Total synthesis of natural (+)-FR900482. 1. Synthetic and end-game strategies." Tetrahedron Letters 37, no. 20 (1996): 3471–74. http://dx.doi.org/10.1016/0040-4039(96)00593-x.

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Ready, Lauren V., Neill Y. Li, Samantha J. Worobey, Nicholas J. Lemme, JaeWon Yang, and Brett D. Owens. "Misconceptions in NFL Injuries: A Study on the Achilles." Foot & Ankle Orthopaedics 4, no. 4 (2019): 2473011419S0035. http://dx.doi.org/10.1177/2473011419s00352.

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Category: Sports, Trauma, Ankle, Achilles Introduction/Purpose: Injuries are an ever-present entity in the National Football League, with recent research highlighting American football with the highest injury incidence among all major sports. A torn Achilles can sideline a player for six to twelve months and reduce their power rankings by over fifty percent. Within Achilles tears, there was a focus on comparing rookie rates to the rest of the players, examining tear rates for different game conditions and studying the day of the week the injury occurred. Due to the impact of the injury and limited research, we sought to examine Achilles tears in the NFL from 2009-2016 to identify trends correlating tears with game and player demographics. Methods: NFL players with a diagnosed Achilles tear between 2009 and 2016 were selected as the study population for this retrospective analysis. Data on NFL injury was collected from an established database, previously comprised of publicly available athlete information. NFL player profiles were then employed to determine position, team and game statistics at time of injury. Injury rates were calculated as a percentage of total league games on Thursdays and Sundays. The proportion of rookies in the NFL was approximated by summing the number of draft picks and the number of signed, undrafted free agents and measured against the total number of roster spots before the commencement of the season. Game surface was discerned at time of injury by consulting a timeline of the field surfaces and cross referencing the date of the game. Game conditions, such as weather and temperature, were discerned from the game logs published on the NFL website. Results: There were 101 documented Achilles tears. Sixty-four percent (65/101) occurred before the official season, in training or pre-season games. Only 1% (1/101) of tears occurring during post-season play-offs. Twenty-nine percent (19/65) of the pre- season tears occurred in rookies and 97% (35/36) of the in-season game tears affected non-rookies. Thirty-six percent (36/101) of all documented tears occurred in undrafted free agents. Of players with Achilles tear, 58.41% (59/101) returned to play in the NFL after injury. Despite an average age of 26.7 years, the tear distribution was bimodal with players, ages 24 and 36, exhibited the highest rates of tear. With regard to tears during games, 43.18% occurred on grass and 56.82% occurred on turf. These values mirror their field representation in games. The average game temperature was 67.04 degrees Fahrenheit with wide stratification (range: 1-91 degrees). When examining rate of tears for players during away versus home games, there was not a significant difference of note; of the 45 in-game tears, 21 (46.67%) occurred in home games and 24 (53.33%) during away games. Conclusion: In our focused analysis of the Achilles in NFL athletes, we show no significant difference in tear rates when comparing grass and artificial turf surfaces and in comparing Thursday and Sunday games. When reviewing experience level, a large percent of the tears occurred in rookie players, especially during the pre-season, despite these players making up less than a quarter of the athletes. We also show that tears were not restricted to certain weather conditions. When analyzing career length post tear, most players that returned to play continued to perform at a high level. This challenges the perception of AT tear as a career-ending injury.
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Girdner, Clay, Justin Davis, Andy Fodor, and David Kirch. "Early Season NBA Over/Under Bias." Journal of Prediction Markets 7, no. 2 (2013): 1–9. http://dx.doi.org/10.5750/jpm.v7i2.601.

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In this paper we analyze the total line betting market for National Basketball Association (NBA) regular season games for the 2009-2012 seasons. Specifically, we divide seasons by week and analyze points scored, total lines and game statistics such as field goal percentage and turnovers. We find the NBA total line market is generally very efficient with points scored and total lines increasing nearly evenly over the first 17 weeks of the season before leveling off. However, the total line market is inefficient in Week 1 with 58.2% of first week games having total scores less than total lines during our sample period. This win rate is significantly higher than the 52.38% win rate required for profiting from the betting strategy. Betting under total lines on all games in the first week on the 2009-2012 NBA season yields average returns of 11.1% per game.
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Kim, Hee Jun, Sun Mi Kim, Heechul Shin, Joung-Soon Jang, Young In Kim, and Doug Hyun Han. "A Mobile Game for Patients With Breast Cancer for Chemotherapy Self-Management and Quality-of-Life Improvement: Randomized Controlled Trial." Journal of Medical Internet Research 20, no. 10 (2018): e273. http://dx.doi.org/10.2196/jmir.9559.

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Background The application of game-based learning in clinical practice has shown potential advantages in previous studies. However, there have been little efforts to use smartphone-based mobile games in the management of adult patients with cancer. Objective The objective of our study was to evaluate if patient education using a mobile game may increase drug compliance, decrease physical side effects of chemotherapy, and improve psychological status in breast cancer patients. Methods A total of 76 patients with metastatic breast cancer who were planned to receive cytotoxic chemotherapy were enrolled in this trial. Study participants were randomly assigned to a mobile game play group (game group, n=36) or a conventional education group (control group, n=40) in a ratio of 1:1. The patients were unblinded and followed prospectively for 3 weeks. Outcome measures included time spent for education, compliance to medication, physical side effects, and psychological side effects including quality of life (QoL). Results Overall, 72 out of 76 patients completed the study after 3 weeks (95%). The subjects in the game group showed high levels of satisfaction with the app. The time spent playing the mobile game in the game group was longer than that spent for self-education in the control group (mean 22.2, SD 6.1 vs mean 5.5, SD 4.0 minutes a day; P<.001). The mobile game group showed better drug adherence (Korean version of the Medication Adherence Rating Scale; mean 7.6, SD 0.7 vs mean 6.5, SD 0.5; P<.001). The use of the mobile game was associated with lower rates of chemotherapy-related side effects, such as nausea, fatigue, numbness of hand or foot, and hair loss, than the control group. The game group exhibited better QoL during chemotherapy (mean 74.9, SD 3.5 vs mean 72.2, SD 5.3; P=.01). However, there were no significant differences in terms of depression and anxiety scales. Conclusions This study suggests the feasibility and potentiality of the use of smartphone mobile games for patients with breast cancer receiving chemotherapy. Education using a mobile game led to better patient education, improved drug compliance, decreased side effects, and better QoL compared with conventional education. Mobile games can be used as easy, fun, and effective measures for patient education and have the potential to improve treatment outcomes. Trial Registration ClinicalTrials.gov NCT03205969; http://clinicaltrials.gov/ct2/show/NCT03205969 (Archived by WebCite at http://www.webcitation.org/71jfSBOq9).
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Stanula, Arkadiusz, and Robert Roczniok. "Game Intensity Analysis of Elite Adolescent Ice Hockey Players." Journal of Human Kinetics 44, no. 1 (2014): 211–21. http://dx.doi.org/10.2478/hukin-2014-0126.

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Abstract The purpose of this study was to determine ice-hockey players’ playing intensity based on their heart rates (HRs) recorded during a game and on the outcomes of an incremental maximum oxygen uptake test. Twenty ice-hockey players, members of the Polish junior national team (U18), performed an incremental test to assess their maximal oxygen uptake (V̇ O2max) in the two week’s period preceding 5 games they played at the World Championships. Players’ HRs at the first and second ventilatory thresholds obtained during the test were utilized to determine intensity zones (low, moderate, and high) that were subsequently used to classify HR values recorded during each of the games. For individual intensity zones, the following HRs expressed as mean values and as percentages of the maximal heart rate (HRmax) were obtained: forwards 148-158 b⋅min-1 (79.5-84.8% HRmax), 159-178 b⋅min-1 (85.4-95.6% HRmax), 179-186 b⋅min-1 (96.1-100.0% HRmax); defensemen 149-153 b⋅min-1 (80.0-82.1% HRmax), 154-175 b⋅min-1 (82.6- 94.0% HRmax), 176-186 b⋅min-1 (94.5-100.0% HRmax). The amount of time the forwards and defensemen spent in the three intensity zones expressed as percentages of the total time of the game were: 54.91 vs. 55.62% (low), 26.40 vs. 22.38% (moderate) and 18.68 vs. 22.00% (high). The forwards spent more time in the low intensity zone than the defensemen, however, the difference was not statistically significant. The results of the study indicate that using aerobic and anaerobic metabolism variables to determine intensity zones can significantly improve the reliability of evaluation of the physiological demands of the game, and can be a useful tool for coaches in managing the training process.
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Fox, Jordan L., Robert Stanton, Charli Sargent, Cody J. O’Grady, and Aaron T. Scanlan. "The Impact of Contextual Factors on Game Demands in Starting, Semiprofessional, Male Basketball Players." International Journal of Sports Physiology and Performance 15, no. 4 (2020): 450–56. http://dx.doi.org/10.1123/ijspp.2019-0203.

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Purpose: To quantify and compare external and internal game workloads according to contextual factors (game outcome, game location, and score-line). Methods: Starting semiprofessional, male basketball players were monitored during 19 games. External (PlayerLoad™ and inertial movement analysis variables) and internal (summated-heart-rate-zones and rating of perceived exertion [RPE]) workload variables were collected for all games. Linear mixed-effect models and effect sizes were used to compare workload variables based on each of the contextual variables assessed. Results: The number of jumps, absolute and relative (in min−1) high-intensity accelerations and decelerations, and relative changes-of-direction were higher during losses, whereas session RPE was higher during wins. PlayerLoad™ the number of absolute and relative jumps, high-intensity accelerations, absolute and relative total decelerations, total changes-of-direction, summated-heart-rate-zones, session RPE, and RPE were higher during away games, whereas the number of relative high-intensity jumps was higher during home games. PlayerLoad™, the number of high-intensity accelerations, total accelerations, absolute and relative decelerations, absolute and relative changes-of-direction, summated-heart-rate-zones, sRPE, and RPE were higher during balanced games, whereas the relative number of total and high-intensity jumps were higher during unbalanced games. Conclusions: Due to increased intensity, starting players may need additional recovery following losses. Given the increased external and internal workload volumes encountered during away games and balanced games, practitioners should closely monitor playing times during games. Monitoring playing times may help identify when players require additional recovery or reduced training volumes to avoid maladaptive responses across the in-season.
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Brumann, Christopher, and Markus Kukuk. "Towards a better understanding of the overall health impact of the game of squash: automatic and high-resolution motion analysis from a single camera view." Current Directions in Biomedical Engineering 3, no. 2 (2017): 819–23. http://dx.doi.org/10.1515/cdbme-2017-0189.

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AbstractIn this paper, we present a method for locating and tracking players in the game of squash using Gaussian mixture model background subtraction and agglomerative contour clustering from a calibrated single camera view. Furthermore, we describe a method for player re-identification after near total occlusion, based on stored color- and region-descriptors. For camera calibration, no additional pattern is needed, as the squash court itself can serve as a 3D calibration object. In order to exclude non-rally situations from motion analysis, we further classify each video frame into game phases using a multilayer perceptron. By considering a player’s position as well as the current game phase we are able to visualize player-individual motion patterns expressed as court coverage using pseudo colored heat-maps. In total, we analyzed two matches (six games, 1:28h) of high quality commercial videos used in sports broadcasting and compute high resolution (1cm per pixel) heat-maps. 130184 manually labeled frames (game phases and player identification) show an identification correctness of 79.28±8.99% (mean±std). Game phase classification is correct in 60.87±7.62% and the heat-map visualization correctness is 72.47±7.27%.
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Routledge, Harry E., Stuart Graham, Rocco Di Michele, et al. "Training Load and Carbohydrate Periodization Practices of Elite Male Australian Football Players: Evidence of Fueling for the Work Required." International Journal of Sport Nutrition and Exercise Metabolism 30, no. 4 (2020): 280–86. http://dx.doi.org/10.1123/ijsnem.2019-0311.

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The authors aimed to quantify (a) the periodization of physical loading and daily carbohydrate (CHO) intake across an in-season weekly microcycle of Australian Football and (b) the quantity and source of CHO consumed during game play and training. Physical loading (via global positioning system technology) and daily CHO intake (via a combination of 24-hr recall, food diaries, and remote food photographic method) were assessed in 42 professional male players during two weekly microcycles comprising a home and away fixture. The players also reported the source and quantity of CHO consumed during all games (n = 22 games) and on the training session completed 4 days before each game (n = 22 sessions). The total distance was greater (p < .05) on game day (GD; 13 km) versus all training days. The total distance differed between training days, where GD-2 (8 km) was higher than GD-1, GD-3, and GD-4 (3.5, 0, and 7 km, respectively). The daily CHO intake was also different between training days, with reported intakes of 1.8, 1.4, 2.5, and 4.5 g/kg body mass on GD-4, GD-3, GD-2, and GD-1, respectively. The CHO intake was greater (p < .05) during games (59 ± 19 g) compared with training (1 ± 1 g), where in the former, 75% of the CHO consumed was from fluids as opposed to gels. Although the data suggest that Australian Football players practice elements of CHO periodization, the low absolute CHO intakes likely represent considerable underreporting in this population. Even when accounting for potential underreporting, the data also suggest Australian Football players underconsume CHO in relation to the physical demands of training and competition.
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Haddock, Bryan L., Shannon R. Siegel, and Linda D. Wilkin. "Children’s Choice of Wii Sports Games and Energy Expenditure." Californian Journal of Health Promotion 8, no. 1 (2010): 32–39. http://dx.doi.org/10.32398/cjhp.v8i1.2028.

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According to a study from the Kaiser Family Foundation, total media use among all 8- to 18-year-olds was seven hours and thirty-eight minutes on a typical day (Rideout, Foehr, & Roberts, 2010). The large amount of time spent in media use has been implicated as one of the causes of the increased prevalence of obesity. The purposes of this study were to measure: 1) the total level of energy expenditure (EE) while middle school children played the Wii Sports games when given free access to all of the games, 2) the length of time they played each game, and 3) the differences in EE between games. Thirty-seven children (15 males and 22 females) with an average age of 12.4 ± 1.0 years participated in this study. Each had experience with Wii Sports. Participants were given 20 minutes to play any of the Wii Sports games they desired while their expired gases were captured by a calibrated portable metabolic cart. Heart rate was monitored with a Polar® heart rate monitor. Baseball and bowling were the most popular games. Energy expenditure was greater after playing the Wii for each game except golf. The average EE during the game playing time was 2.8 ± 0.9 kcal/min, compared to 1.4 ± 0.4 kcal/min while at rest prior to testing. Playing Wii Sports can moderately increase the EE of children over rest.
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Manuel, Bram, and Dodie Tricahyono. "Classifying Electronic Word of Mouth and Competitive Position in Online Game Industry." Journal of Data Science and Its Applications 1, no. 1 (2018): 20–27. http://dx.doi.org/10.21108/jdsa.2018.1.9.

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The number of online review in online game industry growing significantly along with growing rateof internet adoption. With abundant number of data, one can acquire limitless insight, for example,information regarding of electronic word-of-mouth (e-WOM) whom greatly affecting consumerbehavior and business performance. Knowledge of e-WOM can be used as competitive intelligenceto deal with industrial competition. Therefore, this research answers how to classify e-WOM, whatare e-WOM aspects emerge in MMOFPS game, and how does comparison of e-WOM positivitybetween the three MMOFPS Game used as research objects. Dataset are constructed from Reviewpage of Steam website for respective games with total 499 reviews used as sample data. Then theanalysis conducted using Orange and Indico API as tools. Therefore, we found several noun wordsfrequently used as opinion target and we also found out that in aspect-level comparison, Game 2gain the highest e-WOM positivity value in community aspect and Game 1 gain the highest e-WOMpositivity value in general aspect. Thus, each respective game developer can manage to furtherdevelop their strategies from the information of their competitive position in the industry
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Janák, Ondřej, and Jiří Zháněl. "Analysis of the game characteristics of the final juniors (female) match U14 at World Junior Tennis Finals in 2017 (case study)." Studia sportiva 13, no. 1 (2019): 40–48. http://dx.doi.org/10.5817/sts2019-1-4.

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Analysis of the course of a match serves in many sports as a tool to obtain feedback for players and coaches. The most common method of analysis in tennis is analysis of game characteristics which is used in the training process both in pre-match preparation and post-match analysis. The results of these analysis, centre on different ages and performance cohorts, are published in a number of studies. At present, special computer software is often used to analyze game characteristics in tennis, eg. IBM Slam Tracker is used on all four grandslam tournaments. Game characteristics processed with this software have been taken into account when choosing 13 game characteristics used in our research. The aim of the research was to analyze the game characteristics of the best female junior players(n = 4), participants of the World Junior Tennis Finals (WJTF) final in 2017 in Prostejov. Based on the analysis of the research data, the differences in the level of the game characteristics of the winning and defeated finalists were determined, then comparison of the game characteristics of finalists WJTF 2017 and finalists of the women tournament at Roland Garros (RG) 2017 was carried out. In the final matches between Ukraine (UA) and the United States (US), the selected game characteristics were evaluated using the Dartfish 9.0 software. The results of the analysis of the game characteristics showed that the winning players gained more points after first and second serve in both matches. The winning players also obtained more breaks and winners, committing a significantly lower number of double faults and unforced errors. When comparing the level of game characteristics of the winning players at WJTF, it was found that they had a higher success rate of first serve than the RG winner and had a higher success rate in the number of gained breaks. It was found that the RG winner had a significantly higher ratio of winners over a defeated player than it was by winners at WJTF. The ratio of total points won by the winning players versus the losers was higher for the WJTF than for the RG winner, which suggests a more balanced match at the RG final.
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SUARTAMA, I. GEDE ARY, NI LUH PUTU SUCIPTAWATI, and NI MADE ASIH. "IDENTIFIKASI FAKTOR-FAKTOR YANG MEMENGARUHI REMAJA BERMAIN ROLE PLAYING GAME PADA SMARTPHONE." E-Jurnal Matematika 8, no. 3 (2019): 194. http://dx.doi.org/10.24843/mtk.2019.v08.i03.p252.

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This research is aimed to determine the factors that influence teenagers playing Role Playing games (RPG) games using factor analysis. Sample of this study were 120 respondents. The respondents were teenager aged 16 years to 24 years who like to play RPG games. The data were obtained from primary sources using questionnaires distributed using Google form. The results showed there were three factors that influence teenagers playing RPG games. Those factors are : 1)The interest and satisfaction when playing the game, 2) Quality of the smartphone and friends, and 3) The quality of internet. The cumulative percentage of the three factors is able to explain 67.34% of the total variable.
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Berg Marklund, Björn, Henrik Engström, Marcus Hellkvist, and Per Backlund. "What Empirically Based Research Tells Us About Game Development." Computer Games Journal 8, no. 3-4 (2019): 179–98. http://dx.doi.org/10.1007/s40869-019-00085-1.

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Abstract This paper reviews empirically grounded research on practices in game development with the intent to give a comprehensive overview of contemporary development practices used in the video game industry. While there are many intangible elements that inform game development processes, this review specifically covers the more immediate practical challenges. The review covers a total of 48 papers published between 2006 and 2016, which were all subjected to thematic analysis by three reviewers. The results of the review show that an almost universal characteristic of game development is that it is almost impossible to accurately plan a development project in detail, largely due to the soft requirements inherent in game production which emerge mid-process during development projects, during when testing is coupled with continuous ideation and refinement. Practicing game developers have created their own frameworks that accommodate for this lack of planning. They include flat hierarchies, democratic decision-making, creative autonomy, and informal communication, which are designed to create an environment that maintains creativity and openness to product changes long into the production process. These frameworks vary significantly between studios and often between individual projects. This review also shows that the term ‘Agile’, while often used by both researchers and developers to characterize the process of game development, is not an apt descriptor of how game developers actually work. Agile is used as shorthand for unstructured and flexible development, rather than serving as a descriptor of a definable or unified work method. Finally, as companies develop more complicated hierarchies of stakeholders and staff, the desired flexibility and autonomy of game development becomes increasingly complicated to maintain, and often necessitates more formalized management processes and company structures. In these cases, inherent tensions of game development become more pronounced, and continuous creativity is hard to maintain due to a growing need to formalize processes.
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CURIEL, IMMA. "PROJECT MANAGEMENT GAMES." International Game Theory Review 13, no. 03 (2011): 281–300. http://dx.doi.org/10.1142/s0219198911003003.

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This paper studies situations in which companies can cooperate in order to decrease the earliest completion time of a project that consists of several tasks. This is beneficial for the client who wants the project to be completed as early as possible. The client is willing to pay more for an earlier completion time. The total payoff must be allocated among the companies that cooperate. Cooperative game theory is used to model this situation. Conditions for the core of the game to be nonempty are derived. We study a class of project management games for which necessary and sufficient conditions for the nonemptiness of the core can be derived. We will show that a subset of the set of balanced project management games can be partitioned into a class of 1-convex games and a class of big boss games. Expressions for the extreme points of the core, the τ-value, the nucleolus, and the Shapley-value of games in these two classes are derived.
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Fitriana, Rini Jusy, and Siti Salamah. "PERBEDAAN PENYULUHAN METODE DONGENG DAN PERMAINAN MONOPOLI TERHADAP PENGETAHUAN MENYIKAT GIGI PADA KELOMPOK USIA 9-10 TAHUN DI SDN 1 PALAM BANJARBARU." Jurnal Skala Kesehatan 10, no. 2 (2019): 82–90. http://dx.doi.org/10.31964/jsk.v10i2.219.

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Dental and oral health problems are quite high (> 35%), namely South Kalimantan. One of the health professionals who can improve dental and oral health knowledge is usually done by counseling. The method used is a didactic method only active educators and the socratic method of educators and students being active and creative.
 This study aims to determine the differences in counseling of fairy tales methods and monopoly games on knowledge of tooth brushing in the 9-10 year age group in SDN 1 Palam Banjarbaru. This type of research is analytical. This research design is quasi-experimental. This study was a pretest-posttest design. The number of samples is 71 respondents using total sampling or saturated sampling techniques.
 The results of this study indicate that the use of fairy tale methods and monopoly game methods can both increase the knowledge of brushing teeth, but the average extension knowledge using the monopoly game method is higher than the fairy tale method, it can be seen from the magnitude of the average knowledge of brushing before counseling ( 10.25), after counseling (12.33) and the average difference (2.08) using the monopoly game method. Compared to the average value of tooth brushing knowledge before counseling (10.26), after counseling (11.49) and the average difference (1.23) using a fairy tale method.The conclusion is that there are differences in the extension of fairy tale methods and the monopoly game method of knowledge of brushing teeth in the 9-10 year age group at SDN 1 Palam Banjarbaru. 
 
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Woodruff, Sarah J., and Renee D. Meloche. "Energy Availability of Female Varsity Volleyball Players." International Journal of Sport Nutrition and Exercise Metabolism 23, no. 1 (2013): 24–30. http://dx.doi.org/10.1123/ijsnem.23.1.24.

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Female athletes should aim to achieve energy balance to maintain health and have a high performance output. The purpose of this study was to investigate energy availability (EA) among members of a medium-size Canadian Interuniversity Sport women’s volleyball team and to describe exercise energy expenditure (ExEE) during practices, game warm-ups, and games. Total daily energy expenditure was assessed over 7 d using the Bodymedia Sensewear Mini armband, while energy intake (EI) was measured with dietary food logs. Body composition was assessed using air-displacement plethysmography (Bod Pod). Energy availability was calculated using the equation EA = (EIkcal – ExEEkcal)/kg fat-free mass (FFM). Participants consumed 3,435 (± 1,172) kcal/day and expended 3479 (± 604) kcal/day. Mean EA was 42.5 kcal · kg FFM-1 · d-1 across all 7 d, and 2 participants fell below the 30-kcal · kg FFM-1 · d-1 threshold. Furthermore, participants expended 511 (± 216), 402 (± 50), and 848 (± 155) kcal during practices, game warm-ups, and games, respectively. Overall, the participants were relatively weight stable and should be encouraged to continue fueling their exercise and high ExEE needs with appropriate nutritional strategies.
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Winter, Michael, Rüdiger Pryss, Thomas Probst, and Manfred Reichert. "Learning to Read by Learning to Write: Evaluation of a Serious Game to Foster Business Process Model Comprehension." JMIR Serious Games 8, no. 1 (2020): e15374. http://dx.doi.org/10.2196/15374.

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Background The management and comprehension of business process models are of utmost importance for almost any enterprise. To foster the comprehension of such models, this paper has incorporated the idea of a serious game called Tales of Knightly Process. Objective This study aimed to investigate whether the serious game has a positive, immediate, and follow-up impact on process model comprehension. Methods A total of two studies with 81 and 64 participants each were conducted. Within the two studies, participants were assigned to a game group and a control group (ie, study 1), and a follow-up game group and a follow-up control group (ie, study 2). A total of four weeks separated study 1 and study 2. In both studies, participants had to answer ten comprehension questions on five different process models. Note that, in study 1, participants in the game group played the serious game before they answered the comprehension questions to evaluate the impact of the game on process model comprehension. Results In study 1, inferential statistics (analysis of variance) revealed that participants in the game group showed a better immediate performance compared to control group participants (P<.001). A Hedges g of 0.77 also indicated a medium to large effect size. In study 2, follow-up game group participants showed a better performance compared to participants from the follow-up control group (P=.01); here, a Hedges g of 0.82 implied a large effect size. Finally, in both studies, analyses indicated that complex process models are more difficult to comprehend (study 1: P<.001; study 2: P<.001). Conclusions Participants who played the serious game showed better performance in the comprehension of process models when comparing both studies.
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Haviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.

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Many platform strategies focus on indirect network effects between sellers through platform expansion. In this paper, we show sellers on the console video game platform generate a positive intertemporal spillover effect and expand the demand for other sellers, holding the set of platform adopters fixed. We propose a novel identification strategy that leverages exogenous variation in the release timing of games exclusively available on a console platform, and examine how this variation affects the sales of games available on both platforms. We find a sizable intertemporal demand spillover effect between games: A 1% increase in total copies sold on a platform leads to a 0.153% increase in the sales of other games in the next month (i.e., an elasticity of 0.153). Additional analysis suggests this demand spillover effect is reminiscent of habit formation on the consumer side, in that past purchases keep end users active on the platform. Our finding provides a potential explanation for recent platform sales events and subscription services that provide free games to consumers every month. This paper was accepted by Eric Anderson, marketing.
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Sharifzadeh, Nahid, Hadi Kharrazi, Elham Nazari, et al. "Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review." JMIR Serious Games 8, no. 1 (2020): e13459. http://dx.doi.org/10.2196/13459.

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Background Serious educational games have shown effectiveness in improving various health outcomes. Previous reviews of health education games have focused on specific diseases, certain medical subjects, fixed target groups, or limited outcomes of interest. Given the recent surge in health game studies, a scoping review of health education games is needed to provide an updated overview of various aspects of such serious games. Objective This study aimed to conduct a scoping review of the design and evaluation of serious educational games for health targeting health care providers, patients, and public (health) users. Methods We identified 2313 studies using a unique combination of keywords in the PubMed and ScienceDirect databases. A total of 161 studies were included in this review after removing duplicates (n=55) and excluding studies not meeting our inclusion criteria (1917 based on title and abstract and 180 after reviewing the full text). The results were stratified based on games targeting health care providers, patients, and public users. Results Most health education games were developed and evaluated in America (82/161, 50.9%) and Europe (64/161, 39.8%), with a considerable number of studies published after 2012. We discovered 58.4% (94/161) of studies aiming to improve knowledge learning and 41.6% (67/161) to enhance skill development. The studies targeted various categories of end users: health care providers (42/161, 26.1%), patients (38/161, 23.6%), public users (75/161, 46.6%), and a mix of users (6/161, 3.7%). Among games targeting patients, only 13% (6/44) targeted a specific disease, whereas a growing majority targeted lifestyle behaviors, social interactions, cognition, and generic health issues (eg, safety and nutrition). Among 101 studies reporting gameplay specifications, the most common gameplay duration was 30 to 45 min. Of the 61 studies reporting game repetition, only 14% (9/61) of the games allowed the users to play the game with unlimited repetitions. From 32 studies that measured follow-up duration after the game intervention, only 1 study reported a 2-year postintervention follow-up. More than 57.7% (93/161) of the games did not have a multidisciplinary team to design, develop, or assess the game. Conclusions Serious games are increasingly used for health education targeting a variety of end users. This study offers an updated scoping review of the studies assessing the value of serious games in improving health education. The results showed a promising trend in diversifying the application of health education games that go beyond a specific medical condition. However, our findings indicate the need for health education game development and adoption in developing countries and the need to focus on multidisciplinary teamwork in designing effective health education games. Furthermore, future health games should expand the duration and repetition of games and increase the length of the follow-up assessments to provide evidence on long-term effectiveness.
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Kaynar, Bahar. "OPTIMAL STOPPING IN A STOCHASTIC GAME." Probability in the Engineering and Informational Sciences 23, no. 1 (2008): 51–60. http://dx.doi.org/10.1017/s0269964809000059.

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In this article we consider a stochastic game in which each player draws one or two random numbers between 0 and 1. Players can decide to stop after the first draw or to continue for a second draw. The decision is made without knowing the other players’ numbers or whether the other players continue for a second draw. The object of the game is to have the highest total score without going over 1. In the article, we will characterize the optimal stopping rule for each player.
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Wang, Kaihong, Li Cheng, and Chuan Ding. "Infinity Period Dynamic Control of a Kind of Channel’s Price and Brand Investment: A Differential Game Method." Mathematical Problems in Engineering 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/721970.

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The infinity period dynamic control problem of distribution channel was studied with differential game approach. Four differential dynamic control models of coordinated channel game, uncoordinated static game, Stackelberg game with manufacture controlled, and Stackelberg game withnretailers controlled were constructed. Some results applied dynamic optimization theory made with Hamilton function. The conclusions are as follows. (1) Optimization brand investment controlled by manufacture has nothing to do with time. (2) Retail price was the most minimum when channel was integrated. (3) Manufacture’s profits of uncoordinated static game and Stackelberg game with manufacture controlled were more than Stackelberg game withnretailers controlled. (4) Retailer’s profits of Stackelberg game withnretailers controlled were less than Stackelberg game with manufacture controlled. (5) Channel’s total profits of Stackelberg game withnretailers controlled were the most minimum.
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Esquivel, Amanda, Michael T. Freehill, Frank C. Curriero, et al. "Analysis of Non-Game Injuries in Major League Baseball." Orthopaedic Journal of Sports Medicine 7, no. 12 (2019): 232596711988849. http://dx.doi.org/10.1177/2325967119888499.

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Background: Numerous studies have investigated injuries and treatments in the baseball athlete. The majority of these studies have focused on the throwing shoulder and elbow. However, more recent literature is reporting injuries to other regions in this cohort, including the knee, head, hip, and hamstring. Purpose/Hypothesis: The purpose of the current study was to determine the number and type of injuries in Major League Baseball (MLB) and Minor League Baseball (MiLB) players that do not occur during the actual game but are related to baseball participation. Our hypothesis was that there would be a substantial number of injuries that occurred in professional baseball players during non-game situations. Study Design: Descriptive epidemiological study. Methods: Deidentified, anonymous data were collected from the 2011 through 2016 seasons from the MLB Health and Injury Tracking System (HITS) medical record database. All injuries that were identified as a primary diagnosis and resulted in at least 1 day out of play from both MLB and MiLB were examined. Injuries were categorized as occurring during the game (“game” injuries) or not during the game. A “non-game” injury was defined as occurring at any time other than during the scheduled game from the first to last pitch. Results: There were 51,548 total injuries in MLB and MiLB players from 2011 to 2016, almost 40% of which were attributed to non–game-related injuries (n = 19,201; 37.2%). The remainder occurred during a game (n = 32,347; 62.8%). A significantly greater percentage of non-game injuries were season ending (10.8%) compared with the percentage of game-related season-ending injuries (8.4%) ( P < .0001). Pitchers had significantly more non–game-related injuries than game-related injuries ( P < .0001). Conclusion: A large number of injuries occur in professional baseball outside of actual games. MiLB players, specifically pitchers, are particularly at risk for these types of injuries. It is feasible that the overall injury rate in professional baseball players could be reduced by analyzing these injuries in more detail to develop prevention strategies.
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Aziz, M. Taufik, and Tia Susam. "Peningkatan Motorik Kasar Anak Usia 4-5 Tahun Melalui Permainan Tradisional Sondah Gunung (Engklek)." El-Mujtama: Jurnal Pengabdian Masyarakat 1, no. 1 (2020): 32–44. http://dx.doi.org/10.47467/elmujtama.v1i1.168.

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Kindergarten (TK) or Raudatul Atfal (RA) children are generally very active, they have mastery over their bodies and really like doing activities on their own. Therefore, parents or teachers need to provide space and time for children to do activities that can train the child's gross muscles as well as provide items and equipment for children that can be pushed, lifted, thrown or carried. Teachers must also be creative in seeing learning models that can attract children's interest in learning.
 Traditional games are a wealth of the Indonesian nation. One of these types of traditional games, namely sondah gunung or crank, is a favorite game for children because it can be played by boys or girls. In the crank game there is a value for good physical development which is reflected in the crank game which requires whole body movements, namely lifting one leg, moving the body and hands. By doing these activities, it means that the child has carried out activities for sports, especially in gross motor movements, namely throwing, jumping, jumping, and standing on one leg. Apart from that, the mountain skating game can improve coordination and body balance and develop children's skills. All of which aim to help the child's growth.
 The implementation of gross motor learning activities for children aged 4-5 years with the traditional game of sondah gunung (crank) at RA Miftahul Jannah, Bogor City that has been implemented can significantly improve children's motor skills. The research was conducted with 1 pre-research activity and 2 research cycles with a total of 7 meetings. This is evidenced by an increase in the average in each assessment, namely in the pre-test the average motoric ability of children is 47.36%, then in cycle 1 it is 71.23% and in cycle 2 it is 86.54%. The average percentage increase from pretest to posttest in cycle 1 was 23.85%. The percentage of average increase from posttest in cycle 1 to posttest cycle 2 was 15.21%. So the average percentage increase from pretest to posttest cycle 2 is (23, 85% + 15, 21%) = 39, 06%.
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Aziz, Mohammad Taufiq, and Tia Susan. "Peningkatan Motorik Kasar Anak Usia 4-5 Tahun Melalui Permainan Tradisional Sondah Gunung (Engklek)." El-Mujtama: Jurnal Pengabdian Masyarakat 1, no. 1 (2021): 21–33. http://dx.doi.org/10.47467/elmujtama.v1i1.262.

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Kindergarten (TK) or Raudatul Atfal (RA) children are generally very active, they have mastery over their bodies and really like doing activities on their own. Therefore, parents or teachers need to provide space and time for children to do activities that can train the child's gross muscles as well as provide items and equipment for children that can be pushed, lifted, thrown or carried. Teachers must also be creative in seeing learning models that can attract children's interest in learning. Traditional games are a wealth of the Indonesian nation. One of these types of traditional games, namely sondah gunung or crank, is a favorite game for children because it can be played by boys or girls. In the crank game there is a value for good physical development which is reflected in the crank game which requires whole body movements, namely lifting one leg, moving the body and hands. By doing these activities, it means that the child has carried out activities for sports, especially in gross motor movements, namely throwing, jumping, jumping, and standing on one leg. Apart from that, the mountain skating game can improve coordination and body balance and develop children's skills. All of which aim to help the child's growth. The implementation of gross motor learning activities for children aged 4-5 years with the traditional game of sondah gunung (crank) at RA Miftahul Jannah, Bogor City that has been implemented can significantly improve children's motor skills. The research was conducted with 1 pre-research activity and 2 research cycles with a total of 7 meetings. This is evidenced by an increase in the average in each assessment, namely in the pre-test the average motoric ability of children is 47.36%, then in cycle 1 it is 71.23% and in cycle 2 it is 86.54%. The average percentage increase from pretest to posttest in cycle 1 was 23.85%. The percentage of average increase from posttest in cycle 1 to posttest cycle 2 was 15.21%. So the average percentage increase from pretest to posttest cycle 2 is (23, 85% + 15, 21%) = 39, 06%.
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Lavoie-Gagne, Ophelie, Nabil Mehta, Sumit Patel, et al. "Adductor Muscle Injuries in UEFA Soccer Athletes: A Matched-Cohort Analysis of Injury Rate, Return to Play, and Player Performance From 2000 to 2015." Orthopaedic Journal of Sports Medicine 9, no. 9 (2021): 232596712110230. http://dx.doi.org/10.1177/23259671211023098.

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Background: The effects of adductor muscle injury on performance in soccer athletes are unknown. Purpose: To (1) determine the rate and time to return to play (RTP) after adductor muscle injury, (2) investigate the rate of reinjury after RTP, and (3) investigate any long-term effects of injury on elite soccer player performance. Study Design: Cohort study; Level of evidence, 3. Methods: Using publicly available records, athletes sustaining adductor muscle injury were identified across the 5 major European soccer leagues (English Premier League, Bundesliga, La Liga, Ligue 1, and Serie A) between 2000 and 2015. Injured athletes were matched to controls by demographic characteristics and performance metrics from 1 season before the index timepoint. Investigations included the rate of RTP, reinjuries, player characteristics associated with RTP within 2 seasons, player availability, field time, and performance metrics during the 4 seasons after injury. Results: A total of 671 players with adductor muscle injury were included. Based on time to RTP, 86% of injuries were mild to moderate (4-28 days missed), and 4% required surgical intervention. Players with adductor muscle injury were absent for a median of 22 days (range, 1-700 days) and 4 games (range, 1-76 games). A total of 521 (78%) players returned at the same level, with no demographic or clinical characteristics associated with RTP on the multivariable regression. Of those returning to play, 143 (21%) experienced adductor reinjury. After RTP, defenders demonstrated decreased field time compared with controls ( P < .05). As compared with controls, defenders and midfielders scored more points and goals per game during the season of the injury ( P < .01), while attackers recorded more goals and assists per game the season after injury ( P < .05). Conclusion: Only 3 in 4 players (78%) returned to participate in an official match, and the reinjury rate was high (21%). After RTP, defenders demonstrated decreased field time versus controls. On the other hand, defenders and midfielders recorded more points and goals per game, while attackers recorded more goals and assists per game versus controls. Although the multivariable analysis results did not identify player characteristics associated with RTP, there was a position-dependent association on player performance after RTP.
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Chmura, Paweł, Tomasz Podgórski, Marek Konefał, Andrzej Rokita, Jan Chmura, and Marcin Andrzejewski. "Endocrine Responses to Various 1 × 1 Small-Sided Games in Youth Soccer Players." International Journal of Environmental Research and Public Health 16, no. 24 (2019): 4974. http://dx.doi.org/10.3390/ijerph16244974.

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The aim of this study was to determine relationships between repeated 1 × 1 small-sided games (SSGs) (variable duration, constant work-to-rest ratio) and the concentration of steroid hormones and characteristic fatigue markers in youth soccer players. Eighteen young male soccer players were assigned at random to two experimental groups: E1—undertaking a six 30 s one-on-one SSGs with a 2 min rest period; and E2—playing six 45 s SSGs with a 3 min rest interval. Capillary blood was collected from the players at rest, after the last game, and 15 and 30 min after the exercise protocol. The variables assessed included serum cortisol (C), free testosterone (FT) and total testosterone (TT). An effect was observed between the measurement times (TT (F = 15.26, p ≤ 0.0001), FT (F = 6.86, p = 0.0006)). In terms of cortisol (C) levels, no interactions or effect between the studied groups were revealed, but an interaction was found (F = 4.01, p = 0.0126) and the effect appeared between the measurement times (F = 11.16, p ≤ 0.0001). The study results show that in all likelihood, longer rest intervals in repeated 30 s 1 × 1 SSGs can reduce catabolic reactions and hence the risk of overtraining in youth soccer players.
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Abd Karim, Zulakbal, Muhammad Arif Hanis Abd Ghani, and Ali Md Nadzalan. "Exploring Effective Training Methods to Improve Football Performance: Effects of Small Sided Games on Cardiovascular Endurance." International Journal of Engineering & Technology 7, no. 2.15 (2018): 158. http://dx.doi.org/10.14419/ijet.v7i2.15.12562.

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This study is aimed to examine the effects of small-sided game training on the cardiovascular endurance among football players. A total of 30 university football players were involved in this study. Participants involved in six weeks of small sided games training and Yo-Yo intermittent recovery level 1 test was conducted pre- and post-training intervention. Descriptive statistics, paired and independent t-test were conducted in data analysis. The results showed that there was a significant difference between the training group and the control group in cardiovascular endurance levels at post-intervention test. In conclusion, a small sided game training is a valuable training method to be implemented in enhancing physical abilities among football players.
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Cañadas, María, Miguel-Ángel Gómez, Javier García-Rubio, and Sergio J. Ibáñez. "Analysis of Training Plans in Basketball: Gender and Formation Stage Differences." Journal of Human Kinetics 62, no. 1 (2018): 123–34. http://dx.doi.org/10.1515/hukin-2017-0164.

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AbstractScientific literature has stated the presence of various stages in athletes sportive development, with different objectives in each one of them. This should lead coaches to different training plans according to the athlete’s formation stage. The aim of this study was to analyse training plans and identify differences in basketball objectives according to formative stages (U’12 and U’14) in boys and girls. A total of 1,976 training tasks were collected and analysed, for a total of four teams (girls and boys of U’12 and U’14 categories) during an entire season. Pedagogical variables, game phases, game situations, training means and content were studied. The results showed significant differences between genders. Girls’ teams performed more tasks on offense and technical skills. By contrast, boys’ teams performed more defensive tasks and tactical contents. The 1-on-0 and 1-on-1 were the most repeated game situations in all teams. Coaches used different training tasks according to gender and age. In male U’12 teams, drills predominated, whereas in the other categories, games predominated. For boys’ teams, the contents were tactical oriented, and for girls’ teams, the contents were oriented toward skill acquisition. Studying the pedagogical variables of the training process allowed for identification of the utility of training, assessment, and modification of this process.
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Pimentel, Juan, Anne Cockcroft, and Neil Andersson. "Impact of Co-Designed Game Learning on Cultural Safety in Colombian Medical Education: Protocol for a Randomized Controlled Trial." JMIR Research Protocols 9, no. 8 (2020): e17297. http://dx.doi.org/10.2196/17297.

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Background Cultural safety encourages practitioners to examine how their own culture shapes their clinical practice and to respect their patients’ worldviews. Lack of cultural safety in health care is linked to stigma and discrimination toward culturally diverse patients. Training in cultural safety poses considerable challenges. It is an unappealing subject for medical students and requires behavioral changes in their clinical practice. Game jams—collaborative workshops to create and play games—have recently shown effectiveness and engaging potential in university-level education. Objective The trial aims to determine if medical students’ participation in a game jam to design an educational game on cultural safety is more effective than a standard lesson on cultural safety in terms of change in the students’ self-reported intended patient-oriented behavior. Methods A parallel-group, 2-arm randomized controlled trial with a 1:1 allocation ratio will randomize 340 medical students and 60 medical interns (n=400) at the Faculty of Medicine at La Sabana University, Colombia (170 students and 30 medical interns to each arm). The intervention group will participate in an 8-hour game jam comprising (1) a preliminary lecture on cultural safety and game design, (2) a game building session where groups of students will create educational games about cultural safety, and (3) a play-test session in which students will play and learn from each other’s games. The control group will receive a standard lesson, including a 2-hour lecture on cultural safety, followed by a 6-hour workshop to create posters about cultural safety. Web-based self-administered 30-item Likert-type questionnaires will assess cultural safety self-reported intended behavior before, immediately after, and 6 months after the intervention. An intention-to-treat approach will use a t-test with 95% CIs to determine the significance of the effect of the intervention, including within- and between-group comparisons. The qualitative most significant change technique will explore the impact of the intervention on the clinical experience of the students. Results Study enrollment began in July 2019. A total of 531 students completed the baseline survey and were randomized. Data collection is expected to be complete by July 2020, and results are expected in October 2020. The study was approved by the institutional review board of the Faculty of Medicine at McGill University (May 31, 2017) and by the Subcommittee for Research of the Faculty of Medicine at La Sabana University (approval number 445). Conclusions The research will develop participatory methods in game-based learning co-design that might be relevant to other subjects. Ultimately, it should foster improved cultural safety skills for medical students, improve the quality of health services for diverse cultural groups, and contribute to enhanced population health. Game learning may provide an innovative solution to a long-standing and neglected problem in medical education, helping to meet the educational expectations and needs of millennial medical students. Trial Registration ISRCTN Registry ISRCTN14261595; http://www.controlled-trials.com/ISRCTN14261595
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Wetzel, Richard, Khaled Bachour, and Martin Flintham. "Tensions Within the Ministry of Provenance: Reflections on Co-Creating a Research Game Together With Artists." Simulation & Gaming 50, no. 3 (2018): 329–58. http://dx.doi.org/10.1177/1046878118818867.

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Background. Research games are challenging to design as they seek to fulfil a research agenda as well as work as a game. We have successfully collaborated with a group of artists in a research game about people’s perception of provenance called The Apocalypse of the Ministry of Provenance (MoP). The web-based game ran for 6 months with a total of 1004 players signing up over its lifetime with 490 consenting to their data being used for research purposes. While the game allowed us to answer our provenance-related research questions, in this article we look at the game design process of such a collaborative research game. Aim. The co-creation approach created tensions that had to be carefully negotiated between everyone involved. The purpose of this article is to investigate the nature of these tensions, what has caused them, and how we managed (or failed) to mitigate them. This leads to recommendations for future researchers co-creating a research game with artists. Method. We use the form of a post-mortem reflection on the development of the game, based on our own experiences, a one-hour long interview with the two artists involved, and post-game phone interviews with players (n=8). Results. We identify the following three tensions that had a high impact on the overall process: 1) Translating research questions into engaging gameplay elements; 2) Creation of research-relevant content by artists; 3) Artistic vision conflicting with research agenda. We contextualize these tensions by describing six vignettes concerning our collaboration in rich detail that highlight the salient issues of the overall process and resulting game from different perspectives. Lastly, we present seven mitigation strategies on how to deal with the tensions or prevent them from arising. Conclusions. A collaboration with artists for the purpose of creating a research game is a rewarding but also challenging process. Overcoming the resulting tensions is possible by utilizing mitigation strategies that need to be implemented jointly between researchers and artists to guarantee the success as an engaging research game.
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42

Gut, Allan. "Limit Theorems for a Generalized ST Petersburg Game." Journal of Applied Probability 47, no. 03 (2010): 752–60. http://dx.doi.org/10.1017/s002190020000704x.

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The topic of the present paper is a generalized St Petersburg game in which the distribution of the payoff X is given by P(X = sr (k-1)/α) = pq k-1, k = 1, 2,…, where p + q = 1, s = 1 / p, r = 1 / q, and 0 < α ≤ 1. For the case in which α = 1, we extend Feller's classical weak law and Martin-Löf's theorem on convergence in distribution along the 2 n -subsequence. The analog for 0 < α < 1 turns out to converge in distribution to an asymmetric stable law with index α. Finally, some limit theorems for polynomial and geometric size total gains, as well as for extremes, are given.
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43

Gut, Allan. "Limit Theorems for a Generalized ST Petersburg Game." Journal of Applied Probability 47, no. 3 (2010): 752–60. http://dx.doi.org/10.1239/jap/1285335407.

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The topic of the present paper is a generalized St Petersburg game in which the distribution of the payoff X is given by P(X = sr(k-1)/α) = pqk-1, k = 1, 2,…, where p + q = 1, s = 1 / p, r = 1 / q, and 0 < α ≤ 1. For the case in which α = 1, we extend Feller's classical weak law and Martin-Löf's theorem on convergence in distribution along the 2n-subsequence. The analog for 0 < α < 1 turns out to converge in distribution to an asymmetric stable law with index α. Finally, some limit theorems for polynomial and geometric size total gains, as well as for extremes, are given.
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44

Fitzgerald, William M., and Jane U. Boyd. "Teacher to Teacher: A Number Line with Character." Arithmetic Teacher 41, no. 7 (1994): 368–69. http://dx.doi.org/10.5951/at.41.7.0368.

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Vince and Sarah are playing the Factor Game, a two-person game in which me first player selects a number from 1 to 30 (see game board in fig. 1). The second player then selects all the divisors of the first number that are less than that number. If Vince begins the game by choosing 13, Sarah would select 1 because the divisors of 13 are 1 and 13 and Vince has already elected 13. The score is then 13 to 1 in favor of Vince. During the second round of play it is Sarah's turn to go first. She chooses 24 and has a total of 1 + 24 = 25 points. However, next Vince can select 2, 3, 4, 6, 8, and 12 (the remaining divisors of 24), which, added to his previous score of 13. will give a total of 48 point. Once a number is chosen, it is out of play and can be marked off or covered up. A play is legal only if a divisor remains on the board for the opponent to select. A player making an illegal move gets to keep the number chosen, but loses his or her next turn. The game ends when no more legal moves are possible. The highest sum wins. The Factor Game is the first activity in Factors and Multiples, a unit of the Middle Grades Mathematics Project (Fitzgerald et al. 1986).
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Sanchez, Rafael, Blake H. Hodgens, Joseph S. Geller, Samuel Huntley, Jonathan Kaplan, and Amiethab Aiyer. "Effect of Achilles Tendon Repair on Performance Outcomes After Return to Play in National Collegiate Athletic Association Division I Basketball Athletes." Orthopaedic Journal of Sports Medicine 9, no. 6 (2021): 232596712110152. http://dx.doi.org/10.1177/23259671211015239.

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Background: Achilles tendon (AT) ruptures are devastating injuries that are highly prevalent among athletes. Despite our understanding of the effect of AT rupture and in particular its relationship to basketball, no study has examined the effects of AT rupture and repair on performance metrics in collegiate basketball players. Purpose: To evaluate the effect of AT rupture and subsequent surgical repair on performance metrics in National Collegiate Athletic Association (NCAA) Division I basketball players who return to play after injury. Study Design: Descriptive epidemiology study. Methods: NCAA Division I basketball players who sustained an AT rupture and underwent subsequent surgical repair between 2000 and 2019 were identified by systematically evaluating individual injury reports from databases comprising NCAA career statistics and individual school statistics; 65 male and 41 female players were identified. Athletes were included if they participated in at least one-half of the games of 1 collegiate season before tearing the AT and at least 1 season after operative repair. A total of 50 male and 30 female athletes were included. Each injured athlete was matched to a healthy control by conference, position, starter status at time of injury, class year, and number of games played. Matched controls were healthy players and experienced no significant injuries during their NCAA careers. Results: After AT repair, male athletes had significantly more minutes per game, points per game, and compared with before injury. Total blocks significantly decreased after injury. Female athletes scored significantly more points per game but demonstrated a significantly lower 3-point shooting percentage after return to play. Despite undergoing AT rupture and repair, 14% of male players played in the National Basketball Association, and 20% of injured female athletes played in the Women’s National Basketball Association. Conclusion: After returning to play, men demonstrated a significant drop-off in performance only in regard to total blocks. Female athletes after AT repair demonstrated a significant improvement in points per game but had a significant drop-off in 3-point shooting percentage.
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Katoh, Tadashi, Etsuko Itoh, Toshiharu Yoshino, and Shiro Terashima. "Total synthesis of an enantiomeric pair of FR900482. 1. Synthetic and end-game strategies." Tetrahedron 53, no. 30 (1997): 10229–38. http://dx.doi.org/10.1016/s0040-4020(97)00650-9.

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47

KATOH, T., E. ITOH, T. YOSHINO, and S. TERASHIMA. "ChemInform Abstract: Total Synthesis of Natural (+)-FR900482. Part 1. Synthetic and End- Game Strategies." ChemInform 27, no. 34 (2010): no. http://dx.doi.org/10.1002/chin.199634256.

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48

Nabli, Mohamed Ali, Nidhal Ben Abdelkrim, Imed Jabri, Tahar Batikh, Carlo Castagna, and Karim Chamari. "Fitness Field Tests’ Correlation With Game Performance in U-19-Category Basketball Referees." International Journal of Sports Physiology and Performance 11, no. 8 (2016): 1005–11. http://dx.doi.org/10.1123/ijspp.2015-0276.

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Purpose:To examine the relation between game performance, physiological responses, and field-test results in Tunisian basketball referees. Methods:Computerized time–motion analysis, heart rate (HR), and blood lactate concentration [La–] were measured in 15 referees during 8 competitive games (under-19-y-old Tunisian league). Referees also performed a repeated-sprint test (RSA), Yo-Yo Intermittent Recovery Test level 1 (YYIRTL1), agility T-test, and 30-m sprint with 10-m lap time. Computerized video analysis determined the time spent in 5 locomotor activities (standing, walking, jogging, running, and sprint), then grouped in high-, moderate-, and low-intensity activities (HIAs, MIAs, and LIAs, respectively). Results:YYIRTL1 performance correlated with (1) total distance covered during the 4th quarter (r = .52, P = .04) and (2) distance covered in LIA during all game periods (P < .05). Both distance covered and time spent in MIA during the 1st quarter were negatively correlated with the YYIRTL1 performance (r = –.53, P = .035; r = –.67, P = .004, respectively). A negative correlation was found between distance covered at HIA during the 2nd half (3rd quarter + 4th quarter) and fatigue index of the RSA test (r = –.54, P = .029). Mean HR (expressed as %HRpeak) during all game periods was correlated with YYIRTL1 performance (.61 ≤ r < .67, P < .01). Conclusions:This study showed that (1) the YYIRTL1 performance is a moderate predictor of game physical performance in U-19 basketball referees and (2) referees’ RSA correlates with the amount of HIA performed during the 2nd half, which represents the ability to keep up with play.
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Gómez, Miguel A., and Sergio J. Ibáñez. "The use of classification and regression tree when classifying winning and losing basketball teams." Kinesiology 49, no. 1 (2017): 47. http://dx.doi.org/10.26582/k.49.1.9.

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<div>The aim of the present study was to identify the best predictors when classifying winning and losing teams in basketball in consideration of situational variables using the classification and regression tree (CRT) non-parametric analysis. The sample was composed of 1,404 balanced games (score-differences: 1-14 points) from the Spanish EBA Basketball League that presented high heterogeneity and a non-parametric distribution. These games were split into faster- and slower-paced games according to ball possessions per game (using a cluster k-means). The CRT analysis was used to predict which game-related variable/s better classified winning and losing teams during slower- and faster-paced games. In total, this approach explained 72% of the total variance in the slower- and 69.3% in the faster-paced games. The results identified importance of defensive-rebounds (100%), successful free-throws (94.7%), assists (86.1%), and fouls committed (55.9%) for the classification of winning and losing teams in the fast-paced games. Conversely, in the slow-paced games the better classification of winning or losing teams was accomplished by the following variables: successful free-throws (100%), defensive-rebounds (82.3%), fouls committed (68.4%), assists (66.9%), successful 2-point (62.2%) and 3-point field-goals (61.6%). The influence of situational variables was identified only for team quality in the slow-paced games. The present findings allow coaches for a better control of games and competition.</div>
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Bang, Changbae, Yelin Nam, Eun Jae Ko, et al. "A Serious Game–Derived Index for Detecting Children With Heterogeneous Developmental Disabilities: Randomized Controlled Trial." JMIR Serious Games 7, no. 4 (2019): e14924. http://dx.doi.org/10.2196/14924.

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Background Developmental disabilities are a set of heterogeneous delays or difficulties in one or more areas of neuropsychological development. Considering that childhood is an essential stage of brain development and developmental delays lead to personal or social burdens, the early detection of childhood developmental disabilities is important. However, early screening for developmental disabilities has been a challenge because of the fear of positive results, expensive tests, differences in diagnosis depending on examiners’ abilities, and difficulty in diagnosis arising from the need for long-term follow-up observation. Objective This study aimed to assess the feasibility of using a serious game–derived index to identify heterogeneous developmental disabilities. This study also examines the correlation between the game-derived index and existing neuropsychological test results. Methods The randomized controlled trial involved 48 children with either normal development or developmental disabilities. In this clinical trial, we used 19 features (6 from the Korean-Wechsler Preschool and Primary Scale of Intelligence, 8 from the Psychoeducational Profile Revised, 2 from the Bruininks-Oseretsky Test of Motor Proficiency, Second Edition, and 3 from the Pediatric Evaluation of Disability Inventory) from neuropsychological tests and 9 (7 game scores, path accuracy, and completion rate) from the serious game, DoBrain. The following analysis was conducted based on participants’ baseline information and neuropsychological test and game-derived index data for one week: (1) we compared the baseline information between the normal development and developmental disabilities groups; (2) then we measured the correlation between the game-derived index and the neuropsychological test scores for each group; and (3) we built a classifier based on the game-derived index with a Gaussian process method and then compared the area under the curve (AUC) with a model based on neuropsychological test results. Results A total of 16 children (normal development=9; developmental disabilities=7) were analyzed after selection. Their developmental abilities were assessed before they started to play the serious games, and statistically significant differences were found in both groups. Specifically, the normal development group was more developed than the developmental disabilities group in terms of social function, gross motor function, full-scale IQ, and visual motor imitation, in that order. Similarly, the normal development group obtained a higher score on the game-derived index than the developmental disabilities group. In the correlation analysis between the game-derived index and the neuropsychological tests, the normal development group showed greater correlation with more variables than the developmental disabilities group. The game-derived index–based model had an AUC=0.9, a similar detection value as the neuropsychological test–based model’s AUC=0.86. Conclusions A game-derived index based on serious games can detect children with heterogenous developmental disabilities. This suggests that serious games can be used as a potential screening tool for developmental disabilities. Trial Registration Clinical Research Information Service KCT0003247; https://cris.nih.go.kr/cris/en/search/search_result_st01 .jsp?seq=12365
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