9 research outputs found
Videogame Correlates of Real Life Traits and Characteristics.
This thesis attempts to link real life cognitive traits and demographics with in-game player created data. The first experiment focuses on the nicknames chosen by players and the information one can extract from them. Players with nicknames with negative valence (highly racist or vulgar) tend to report others more and receive more reports from other players themselves when compared to their peers. Additionally, many individuals tend to have their real birthdate appended to their nickname (“Jim1986”). This is the first study that has successfully shown this phenomenon. Additionally, by using the extracted dates I showed that negative interactions tend to diminish as one ages.
In my second experiment I linked age with in-game performance, as indicated by rank for the videogame League of Legends (LoL). More specifically, performance in LoL tends to peak in one’s mid to late twenties while performance in first person shooters tends to follow a different pattern with an earlier peak; both seem to have a drop after 28. Moreover, I showed that fluid intelligence, as measured by the Wechsler Abbreviated Scale of Intelligence, as well as rotational working memory, which is an overlapping construct, are positively correlated with in-game rank suggesting they are the driving force between the age-rank findings.
Finally, I examined personality through the HEXACO framework. One of the most consistent findings in personality research is the existence of Neuroticism or Emotionality which is why it was my choice of focus. Individuals scoring highly on Emotionality, which is a trait linked to anxiety and sentimentality, tend to underperform in the competitive ladder. This was replicated with two videogames of different genres: Hearthstone and LoL.
This thesis suggests that we can successfully extract meaningful information at a mass level through commercial videogames
Exploring the relationship between video game expertise and fluid intelligence
Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II) matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level
A Systematic Review and Meta-Analysis of Fecal Contamination and Inadequate Treatment of Packaged Water
<div><p>Background</p><p>Packaged water products provide an increasingly important source of water for consumption. However, recent studies raise concerns over their safety.</p><p>Objectives</p><p>To assess the microbial safety of packaged water, examine differences between regions, country incomes, packaged water types, and compare packaged water with other water sources.</p><p>Methods</p><p>We performed a systematic review and meta-analysis. Articles published in English, French, Portuguese, Spanish and Turkish, with no date restrictions were identified from online databases and two previous reviews. Studies published before April 2014 that assessed packaged water for the presence of <i>Escherichia coli</i>, thermotolerant or total coliforms were included provided they tested at least ten samples or brands.</p><p>Results</p><p>A total of 170 studies were included in the review. The majority of studies did not detect fecal indicator bacteria in packaged water (78/141). Compared to packaged water from upper-middle and high-income countries, packaged water from low and lower-middle-income countries was 4.6 (95% CI: 2.6–8.1) and 13.6 (95% CI: 6.9–26.7) times more likely to contain fecal indicator bacteria and total coliforms, respectively. Compared to all other packaged water types, water from small bottles was less likely to be contaminated with fecal indicator bacteria (OR = 0.32, 95%CI: 0.17–0.58) and total coliforms (OR = 0.10, 95%CI: 0.05, 0.22). Packaged water was less likely to contain fecal indicator bacteria (OR = 0.35, 95%CI: 0.20, 0.62) compared to other water sources used for consumption.</p><p>Conclusions</p><p>Policymakers and regulators should recognize the potential benefits of packaged water in providing safer water for consumption at and away from home, especially for those who are otherwise unlikely to gain access to a reliable, safe water supply in the near future. To improve the quality of packaged water products they should be integrated into regulatory and monitoring frameworks.</p></div