29 research outputs found

    Are You Open? : A Content Analysis of Transparency and Openness Guidelines in HCI Journals

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    Within the wider open science reform movement, HCI researchers are actively debating how to foster transparency in their own field. Publication venues play a crucial role in instituting open science practices, especially journals, whose procedures arguably lend themselves better to them than conferences. Yet we know lit- tle about how much HCI journals presently support open science practices. We identified the 51 most frequently published-in jour- nals by recent CHI first authors and coded them according to the Transparency and Openness Promotion guidelines, a high-profile standard of evaluating editorial practices. Results indicate that jour- nals in our sample currently do not set or specify clear openness and transparency standards. Out of a maximum of 29, the modal score was 0 (mean = 2.5, SD = 3.6, max = 15). We discuss potential reasons, the aptness of natural science-based guidelines for HCI, and next steps for the HCI community in furthering openness and transparency

    The prevalence of loot boxes in mobile and desktop games

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    Background and Aims Loot boxes are items in video games that may be bought for real-world money but provide randomized rewards. Formal similarities between loot boxes and gambling have led to concerns that they may provide a ‘gateway’ to gambling amongst children. However, the availability of loot boxes is unclear. This study aimed to determine what proportion of top-grossing video games contained loot boxes, and how many of those games were available to children. Design, setting and cases Survey of the 100 top-grossing games on both the Google Play store and the Apple App store, and the top 50 most-played games on Steam according to the data aggregator SteamSpy. Measurements The prevalence of loot boxes was measured for each platform outlined above, split by age rating. Findings A total of 58.0%of the top games on the Google Play store contained loot boxes, 59.0%of the top iPhone games contained loot boxes and 36.0% of the top games on the Steamstore contained loot boxes; 93.1% of the Android games that featured loot boxes and 94.9% of the iPhone games that featured loot boxes were deemed suitable for children aged 12+. Age ratings were more conservative for desktop games. Only 38.8% of desktop games that featured loot boxes were available to children aged 12+. Conclusions Loot boxes appear to be prevalent in video games that are deemed suitable for children, especially on mobile platforms

    The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences

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    Players’ basic psychological needs for autonomy, competence, and relatedness are among the most commonly used constructs used in research on what makes video games so engaging, and how they might support or undermine user wellbeing. However, existing measures of basic psychological needs in games have important limitations—they either do not measure need frustration, or measure it in a way that may not be appropriate for the video games domain, they struggle to capture feelings of relatedness in both single- and multiplayer contexts, and they often lack validity evidence for certain contexts (e.g., playtesting vs experience with games as a whole). In this paper, we report on the design and validation of a new measure, the Basic Needs in Games Scale (BANGS), whose 6 subscales cover satisfaction and frustration of each basic psychological need in gaming contexts. The scale was validated and evaluated over five studies with a total of 1246 unique participants. Results supported the theorized structure of the scale and provided evidence for discriminant, convergent and criterion validity. Results also show that the scale performs well over different contexts (including evaluating experiences in a single game session or across various sessions) and over time, supporting measurement invariance. Further improvements to the scale are warranted, as results indicated lower reliability in the autonomy frustration subscale, and a surprising non-significant correlation between relatedness satisfaction and frustration. Despite these minor limitations, BANGS is a reliable and theoretically sound tool for researchers to measure basic needs satisfaction and frustration with a degree of domain validity not previously available

    Not Very Effective : Validity Issues of the Effectance in Games Scale

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    Effectance—the basic positive experience of causing effects—provides a promising explanation for the enjoyment derived from novel low-challenge game genres featuring ample ‘juicy’ feedback. To date, game researchers have studied effectance using a little-validated 11-item scale developed by Klimmt, Hartmann, and Frey. To test its dimensionality and discriminant validity, we conducted an online survey (n = 467) asking people to report on effectance and related experiences in a recent play session. Confirmatory and exploratory factor analyses show poor fit with a unidimensional factor structure and poor discriminant validity with common enjoyment and mastery/competence measures, likely due to reverse-coded items and a separable input lag factor. We discuss further possible validity issues like questionable content validity, advise against using the scale in its present form, and close with recommendations for future scale development and use

    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

    Integration of P2Y receptor-activated signal transduction pathways in G protein-dependent signalling networks

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    The role of nucleotides in intracellular energy provision and nucleic acid synthesis has been known for a long time. In the past decade, evidence has been presented that, in addition to these functions, nucleotides are also autocrine and paracrine messenger molecules that initiate and regulate a large number of biological processes. The actions of extracellular nucleotides are mediated by ionotropic P2X and metabotropic P2Y receptors, while hydrolysis by ecto-enzymes modulates the initial signal. An increasing number of studies have been performed to obtain information on the signal transduction pathways activated by nucleotide receptors. The development of specific and stable purinergic receptor agonists and antagonists with therapeutical potential largely contributed to the identification of receptors responsible for nucleotide-activated pathways. This article reviews the signal transduction pathways activated by P2Y receptors, the involved second messenger systems, GTPases and protein kinases, as well as recent findings concerning P2Y receptor signalling in C6 glioma cells. Besides vertical signal transduction, lateral cross-talks with pathways activated by other G protein-coupled receptors and growth factor receptors are discussed

    Performance Standards and Employee Effort: Evidence from Teacher Absences

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    The 2001 No Child Left Behind Act (NCLB) increased accountability pressure in U.S. public schools by threatening to impose sanctions on Title 1 schools that failed to make adequate yearly progress (AYP) in consecutive years. Difference-in-difference estimates of the effect of failing AYP in the first year of NCLB on teacher effort in the subsequent year suggest that, on average, teacher absences in North Carolina fell by about 10 percent, and the probability of being absent 15 or more times fell by about 30 percent. Reductions in teacher absences were driven by within-teacher increases in effort and were larger among more effective teachers

    Human gut Bacteroidetes can utilize yeast mannan through a selfish mechanism

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    Yeasts, which have been a component of the human diet for at least 7,000 years, possess an elaborate cell wall α-mannan. The influence of yeast mannan on the ecology of the human microbiota is unknown. Here we show that yeast α-mannan is a viable food source for the Gram-negative bacterium Bacteroides thetaiotaomicron, a dominant member of the microbiota. Detailed biochemical analysis and targeted gene disruption studies support a model whereby limited cleavage of α-mannan on the surface generates large oligosaccharides that are subsequently depolymerized to mannose by the action of periplasmic enzymes. Co-culturing studies showed that metabolism of yeast mannan by B. thetaiotaomicron presents a ‘selfish’ model for the catabolism of this difficult to breakdown polysaccharide. Genomic comparison with B. thetaiotaomicron in conjunction with cell culture studies show that a cohort of highly successful members of the microbiota has evolved to consume sterically-restricted yeast glycans, an adaptation that may reflect the incorporation of eukaryotic microorganisms into the human diet

    Advancing Wood Product and Tourism Businesses in Western MA – MA EOEEA

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    Businesses in Berkshire and Franklin counties face many challenges. The Mohawk Trail Woodlands Partnership (MTWP), comprised of representatives from twenty one towns in the region, is investigating ways to improve the regional economy. We worked with the Massachusetts Office of Energy and Environmental Affairs and the Mohawk Trail Woodlands Partnership to evaluate seven programs proposed by the MTWP to help local wood and tourism businesses. We conducted interviews with five businesses in the region to obtain their opinions on the programs and to create profiles for each business illustrating their challenges and strategies to overcome them. Lastly, we provided recommendations on how to improve the seven plans, marketing, internet infrastructure, and tourism in the region
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