931 research outputs found

    The Basic Needs in Games (BANG) Model of Video Games and Mental Health: Untangling the Positive and Negative Effects of Games with Better Science

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    How do video games affect mental health? Despite decades of research and widespread interest from policymakers, parents, and players, in most cases the best answer we have is: it depends. I argue that our limited success stems largely from (1) a lack of theories that explain more than small portions of the varied evidence base, and (2) methodological limitations related to measurement, self-report data, questionable research practices, and more. In this thesis, I present the Basic Needs in Games (BANG) model. Building upon self-determination theory, BANG offers a novel theoretical account that provides mechanisms for both short- and long-term effects, positive and negative, resulting from quality or quantity of gaming. Under BANG, the primary mechanism through which games impact mental health is via need satisfaction and frustration: the extent to which both games, and players’ life in general, provide experiences of control and volition (autonomy), mastery and growth (competence), and connection and belonging (relatedness). To generate BANG, I conducted semi-structured interviews, finding that need-frustrating experiences within games have important effects on player behavior, likelihood of continuing play, and expectations for future experiences (Study 1). In a mixed-method survey, I show that some—but not all—players are successful in compensating for frustrated needs in daily life by playing games (Study 2). These findings informed the validation of the the Basic Needs in Games Scale (BANGS), as previous instruments either did not measure need frustration or were not designed for gaming contexts. Across 1400 participants and various validity analyses, I show that the questionnaire is suitable for wide-ranging use (Study 3). Finally, I collected 12 weeks of digital trace data using a novel method of monitoring the Xbox network, and combined this with 6 biweekly surveys measuring need satisfaction and frustration alongside three mental health constructs (Study 4). Across 2000 responses (n = 400), I find partial support for BANG: there is strong evidence to rule out a meaningful relationship between playtime and subsequent mental health. However, players who felt more need satisfaction than usual in games also reported higher than usual need satisfaction in general, which in turn related to better mental health. My results help push the field beyond simplified notions of playtime by offering a framework that can systematically account for a wide variety of observed gaming effects. I hope that this work can serve as both a call to action and an illustrative example of how games research can be more productive

    CASE HISTORIES USING SYNTHETIC FIBER REINFORCED CONCRETE

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    Synthetic fiber reinforced concrete has been used in shotcrete for many years. This paper discusses select project case histories from around the world. The discussion focuses on why fibers are used and explains how there are many benefits, advantages, and features regarding the choice of fibers. Also discussed is why and how the fibers affect the overall project performance, schedule, costs, and construct-ability. Further discussion shows that the fiber choice is in the details. The best fiber choice must meet certain project criteria established by all the decision makers involved in the project. Lastly, the versatility in the use of a specific blend of synthetic fibers in shotcrete shows the potential for even more diverse applications of synthetic fiber reinforcement

    Affective uplift during video game play:A naturalistic case study

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    Do video games affect players’ well-being? In this case study, we examined 162,325 intensive longitudinal in-game mood reports from 67,328 play sessions of 8,695 players of the popular game PowerWash Simulator. We compared players’ moods at the beginning of play session with their moods during play, and found that the average player reported 0.034 [0.032, 0.036] visual analog scale (VAS; 0-1) units greater mood during than at the beginning of play sessions. Moreover, we predict that 72.1% [70.8%, 73.5%] of similar players experience this affective uplift during play, and that the bulk of it happens during the first 15 minutes of play. We do not know whether these results indicate causal effects or to what extent they generalize to other games or player populations. Yet, these results based on in-game subjective reports from players of a popular commercially available game suggest good external validity, and as such offer a promising glimpse of the scientific value of transparent industry-academia collaborations in understanding the psychological roles of popular digital entertainment

    Leveraging Static Analysis Tools for Improving Usability of Memory Error Sanitization Compilers

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    Memory errors such as buffer overruns are notorious security vulnerabilities. There has been considerable interest in having a compiler to ensure the safety of compiled code either through static verification or through instrumented runtime checks. While certifying compilation has shown much promise, it has not been practical, leaving code instrumentation as the next best strategy for compilation. We term such compilers Memory Error Sanitization Compilers (MESCs). MESCs are available as part of GCC, LLVM and MSVC suites. Due to practical limitations, MESCs typically apply instrumentation indiscriminately to every memory access, and are consequently prohibitively expensive and practical to only small code bases. This work proposes a methodology that applies state-of-the-art static analysis techniques to eliminate unnecessary runtime checks, resulting in more efficient and scalable defenses. The methodology was implemented on LLVM\u27s Safecode, Integer Overflow, and Address Sanitizer passes, using static analysis of Frama-C and Codesurfer. The benchmarks demonstrate an improvement in runtime performance that makes incorporation of runtime checks a viable option for defenses

    Self-determination theory in HCI: shaping a research agenda

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    Self-determination theory (SDT) has become one of the most frequently used and well-validated theories used in HCI research, modelling the relation of basic psychological needs, intrinsic motivation, positive experience and wellbeing. This makes it a prime candidate for a ‘motor theme’ driving more integrated, systematic, theory-guided research. However, its use in HCI has remained superficial and disjointed across various application domains like games, health and wellbeing, or learning. This workshop therefore convenes researchers across HCI to co-create a research agenda on how SDT-informed HCI research can maximise its progress in the coming years

    Magnetic fluctuations in frustrated Laves hydrides R(Mn_{1-x}Al_{x})_{2}H_{y}

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    By neutron scattering, we have studied the spin correlations and spin fluctuations in frustrated Laves hydrides, where magnetic disorder sets in the topologically frustrated Mn lattice. Below the transition towards short range magnetic order, static spin clusters coexist with fluctuating and alsmost uncorrelated spins. The magnetic response shows a complexe lineshape, connected with the presence of the magnetic inhomogeneities. Its analysis shows the existence of two different processes, relaxation and local excitations, for the spin fluctuations below the transition. The paramagnetic fluctuations are discussed in comparison with classical spin glasses, cluster glasses, and non Fermi liquid itinerant magnets

    Pyrochlore Antiferromagnet: A Three-Dimensional Quantum Spin Liquid

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    The quantum pyrochlore antiferromagnet is studied by perturbative expansions and exact diagonalization of small clusters. We find that the ground state is a spin-liquid state: The spin-spin correlation functions decay exponentially with distance and the correlation length never exceeds the interatomic distance. The calculated magnetic neutron diffraction cross section is in very good agreement with experiments performed on Y(Sc)Mn2. The low energy excitations are singlet-singlet ones, with a finite spin gap.Comment: 4 pages, 4 figure

    Effect of HER2 Expression on NUPL2 Protein in Cervical Cancer Cells

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    Recurring cervical cancer patients frequently present overexpressed Human Epidermal Growth Factor Receptor 2 (HER2) protein, which promotes the growth of the cancer. Some HER2-expressing cells and cervical cancer patients have enhanced gene expression of Nucleoporin-like 2 (NUPL2). As part of the nuclear pore complex, the NUPL2 protein serves to selectively export substances from the nucleus to the cytoplasm. In this experiment, HER2 was expressed in cervical cancer cells to examine its effect on NUPL2 protein expression and localization. Interestingly, there was no difference in NUPL2 protein levels between HER2-expressing and non-expressing cells. Importantly, consistent instances of NUPL2 protein localization specific to the nucleus occurred in a large sampling of HER2-expressing cells. This is significant because it suggests a mechanism as to how HER2 promotes excessive cell growth, via changes in NUPL2 localization, potentially impacting its function and ability to selectively export substances that modulate cell growth
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