46 research outputs found

    Evaluating the User-Experience of Existing Strategies to Limit Video Game Session Length

    Get PDF
    Digital video games are an immensely popular form of entertainment. The meaningful positive experiences that games facilitate are fundamental to the activity; players are known to invest a lot of time playing games in search of those experiences. Digital games research is polarized. Some studies find games to be a healthy hobby with positive effects; games promote well-being through regular experience of positive psychological experiences such as flow and positive emotions. Others have identified rare problematic use in those players who devote excessive amounts of time to gaming, associating them with social dysfunction, addiction, and maladaptive aggression. While it remains unclear if games cause these effects, or merely coincide with play, the negative effects historically receive more attention in both popular media and academia. Some authorities attempt to reduce the harms associated with games to such an extent that their methods have become national policy affecting all players including those who exhibit no negative outcomes. In South Korea and Taiwan, policing authorities employ a behaviour policy that sets strict daily limits on session length, thereby controlling the amount of time people spend playing games each day. In China, the General Administration of Press and Publication employ a design policy requiring that games service-providers fatigue their games’ mechanics after a period to coax them to take a break sooner than they ordinarily would. Both policy types alter player interaction with games in any given session and it is unclear how these policies affect players in general. This research aims to compare sessions affected by the behaviour policy, design policy, and policy-free sessions in terms of session length, measurable subjective user-experience, the player's intention to return to the game, and their reasons for choosing to stop playing in a particular session. For use in a repeated-measures experiment, we modified the action RPG Torchlight II to simulate both policies. Participants had one session at the same time each week for three consecutive weeks. In varied sequences, participants played a control session unaffected by policy, a one-hour shutdown session representing behaviour policy, and a fatigue session representing design policy. After each session, we recorded their session's length, their user-experience in terms of flow and affect, their intention to return to the game, and their reason for ending the current session. We found that our shutdown condition successfully decreases session length, when compared to the other conditions. The condition facilitates strong flow, moderate positive-affect, and weak negative-affect. The shutdown event does not appear to degrade positive experiences and makes participants slightly more upset (statistically significant) than they would be after choosing to stop playing. This is because players do not get to make that decision, and because players are unable to complete the goals they have set for themselves. Most players intended to play the game again immediately or sometime later in that same day, much sooner (statistically significant) than they would after choosing to stop. This also may be due to satisfaction associated with choosing to stop, or being unable to complete their self-set goals. We found that our fatigue condition increases session length when compared to the other conditions. This result contradicts the intentions associated with design policies: shorter sessions. The fatigue mechanics make the game more difficult, which increases the time required for players to complete the goals they have set for themselves, whether it is to complete a level, quest, or narrative sequence. The condition facilitates high levels of flow, moderate positive-affect and low negative-affect; the condition does not appear to degrade these positive experiences, nor increase negative experience. Most players intended to take the longest breaks between sessions of at least one day, and although we observed that these were longer than the control condition, the differences is not statistically significant. We found that most participants chose to stop playing when the game stopped providing them with positive experiences, or begins to generate discomfort. A large group of participants chose to stop because another activity took priority. Few participants chose to stop because they were satisfied with their session. Less than one third of players explicitly referenced the fatigue mechanics in their decision to stop. Neither policy is holistically better than the other. Both provide strong positive experiences, and have different effects on session length. Whereas it appears that the fatigue condition fails to reduce session length, it also appears that players intend taking longer breaks between sessions, which may reduce total play-time across all sessions. Similarly, the shutdown condition may increase total play time, or at least bring it closer to normal amounts of play-time while also making players more upset. Our operational definition of user-experience is bi-dimensional, and does not include many experiential constructs commonly associated with digital games. During this research, several reliable and valid, and more representative experience measures became available. Any future work on this topic should make use of one of these. Our experiment tested the effects of player experience associated with a single game, genre, and context. Future research should reduce the variation of player factors by focusing on single personalities, typologies, or risk-factors rather than generalizing to all players. We tested out participants only as they played in the early stages of Torchlight II. It is possible that the game's narrative elements, rather than the gameplay mechanics fatigued by the design policy, motivated continued play. We suggest a longitudinal study of the individual policies to explore their effects over many sessions

    Evaluating Existing Strategies to Limit Video Game Playing Time

    Get PDF
    Public concern surrounding the effects video games have on players has inspired a large body of research, and policy makers have even mandated systems that limit the amount of time players spend in game. This article presents an experiment that evaluates the effectiveness and side effects of such policies on the user experience

    Science Priorities for Seamounts: Research Links to Conservation and Management

    Get PDF
    Seamounts shape the topography of all ocean basins and can be hotspots of biological activity in the deep sea. The Census of Marine Life on Seamounts (CenSeam) was a field program that examined seamounts as part of the global Census of Marine Life (CoML) initiative from 2005 to 2010. CenSeam progressed seamount science by collating historical data, collecting new data, undertaking regional and global analyses of seamount biodiversity, mapping species and habitat distributions, challenging established paradigms of seamount ecology, developing new hypotheses, and documenting the impacts of human activities on seamounts. However, because of the large number of seamounts globally, much about the structure, function and connectivity of seamount ecosystems remains unexplored and unknown. Continual, and potentially increasing, threats to seamount resources from fishing and seabed mining are creating a pressing demand for research to inform conservation and management strategies. To meet this need, intensive science effort in the following areas will be needed: 1) Improved physical and biological data; of particular importance is information on seamount location, physical characteristics (e.g. habitat heterogeneity and complexity), more complete and intensive biodiversity inventories, and increased understanding of seamount connectivity and faunal dispersal; 2) New human impact data; these shall encompass better studies on the effects of human activities on seamount ecosystems, as well as monitoring long-term changes in seamount assemblages following impacts (e.g. recovery); 3) Global data repositories; there is a pressing need for more comprehensive fisheries catch and effort data, especially on the high seas, and compilation or maintenance of geological and biodiversity databases that underpin regional and global analyses; 4) Application of support tools in a data-poor environment; conservation and management will have to increasingly rely on predictive modelling techniques, critical evaluation of environmental surrogates as faunal “proxies”, and ecological risk assessment

    Intracranial injection of dengue virus induces interferon stimulated genes and CD8(+) T cell infiltration by sphingosine kinase 1 independent pathways

    Get PDF
    We have previously reported that the absence of sphingosine kinase 1 (SK1) affects both dengue virus (DENV) infection and innate immune responses in vitro. Here we aimed to define SK1-dependancy of DENV-induced disease and the associated innate responses in vivo. The lack of a reliable mouse model with a fully competent interferon response for DENV infection is a challenge, and here we use an experimental model of DENV infection in the brain of immunocompetent mice. Intracranial injection of DENV-2 into C57BL/6 mice induced body weight loss and neurological symptoms which was associated with a high level of DENV RNA in the brain. Body weight loss and DENV RNA level tended to be greater in SK1-/- compared with wildtype (WT) mice. Brain infection with DENV-2 is associated with the induction of interferon-β (IFN-β) and IFN-stimulated gene (ISG) expression including viperin, Ifi27l2a, IRF7, and CXCL10 without any significant differences between WT and SK1-/- mice. The SK2 and sphingosine-1-phosphate (S1P) levels in the brain were unchanged by DENV infection or the lack of SK1. Histological analysis demonstrated the presence of a cellular infiltrate in DENV-infected brain with a significant increase in mRNA for CD8 but not CD4 suggesting this infiltrate is likely CD8+ but not CD4+ T-lymphocytes. This increase in T-cell infiltration was not affected by the lack of SK1. Overall, DENV-infection in the brain induces IFN and T-cell responses but does not influence the SK/S1P axis. In contrast to our observations in vitro, SK1 has no major influence on these responses following DENV-infection in the mouse brain.Wisam H. Al-Shujairi, Jennifer N. Clarke, Lorena T. Davies, Mohammed Alsharifi, Stuart M. Pitson, Jillian M. Car

    Evaluation of appendicitis risk prediction models in adults with suspected appendicitis

    Get PDF
    Background Appendicitis is the most common general surgical emergency worldwide, but its diagnosis remains challenging. The aim of this study was to determine whether existing risk prediction models can reliably identify patients presenting to hospital in the UK with acute right iliac fossa (RIF) pain who are at low risk of appendicitis. Methods A systematic search was completed to identify all existing appendicitis risk prediction models. Models were validated using UK data from an international prospective cohort study that captured consecutive patients aged 16–45 years presenting to hospital with acute RIF in March to June 2017. The main outcome was best achievable model specificity (proportion of patients who did not have appendicitis correctly classified as low risk) whilst maintaining a failure rate below 5 per cent (proportion of patients identified as low risk who actually had appendicitis). Results Some 5345 patients across 154 UK hospitals were identified, of which two‐thirds (3613 of 5345, 67·6 per cent) were women. Women were more than twice as likely to undergo surgery with removal of a histologically normal appendix (272 of 964, 28·2 per cent) than men (120 of 993, 12·1 per cent) (relative risk 2·33, 95 per cent c.i. 1·92 to 2·84; P < 0·001). Of 15 validated risk prediction models, the Adult Appendicitis Score performed best (cut‐off score 8 or less, specificity 63·1 per cent, failure rate 3·7 per cent). The Appendicitis Inflammatory Response Score performed best for men (cut‐off score 2 or less, specificity 24·7 per cent, failure rate 2·4 per cent). Conclusion Women in the UK had a disproportionate risk of admission without surgical intervention and had high rates of normal appendicectomy. Risk prediction models to support shared decision‐making by identifying adults in the UK at low risk of appendicitis were identified

    Species distribution models of two critically endangered deep-sea octocorals reveal fishing impacts on vulnerable marine ecosystems in central Mediterranean Sea

    Get PDF
    Deep-sea coral assemblages are key components of marine ecosystems that generate habitats for sh and invertebrate communities and act as marine biodiversity hot spots. Because of their life history traits, deep-sea corals are highly vulnerable to human impacts such as shing. They are an indicator of vulnerable marine ecosystems (VMEs), therefore their conservation is essential to preserve marine biodiversity. In the Mediterranean Sea deep-sea coral habitats are associated with commercially important crustaceans, consequently their abundance has dramatically declined due to the e ects of trawling. Marine spatial planning is required to ensure that the conservation of these habitats is achieved. Species distribution models were used to investigate the distribution of two critically endangered octocorals (Funiculina quadrangularis and Isidella elongata) in the central Mediterranean as a function of environmental and sheries variables. Results show that both species exhibit species- speci c habitat preferences and spatial patterns in response to environmental variables, but the impact of trawling on their distribution di ered. In particular F. quadrangularis can overlap with shing activities, whereas I. elongata occurs exclusively where shing is low or absent. This study represents the rst attempt to identify key areas for the protection of soft and compact mud VMEs in the central Mediterranean Sea
    corecore