81 research outputs found

    Moral Considerations in Political Decision-Making: Differences by Political Orientation and Gender

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    There may be many factors determining the moral dimensions used by individuals when making political decisions. Two important dimensions worthy of examination are political orientation and gender. Based on Moral Foundation Theory (Graham et al., 2009), the present study examined how both of the aforementioned factors influence the moral dimensions used in political decisions. Participants (n = 338) completed a demographic survey, rated their self-perceived political orientation and then completed the Moral Relevance Scale (Graham, Haidt, & Nosek, 2009) and the Ideological Consistency Scale (Pew Research Center, 2014), which was used to place participants in liberal, moderate or conservative political orientation groups. A MANOVA showed no differences in participants based on gender, but significant differences in decision-making based on political ideology. Discussion focused on how moderates differ in their views from other ideologies, a relatively new finding

    The Need for Recategorized Video Game Labels: A Quantitative Approach

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    Prior research has suggested that video game genre labels are an ineffective method of communicating a game\u27s experience. Our investigation serves to provide a quantitative means of assessing experience communication effectiveness. We assessed game similarities by their associated game genre labels. The ratio between the small number of available developer-generated labels and the number of games led to too few labels to effectively delineate between similar and dissimilar games. The ratio between the large number of user-generated labels and the number of games led to too many labels to effectively cluster similar games with one another. However, games that had matching genres (e.g., direct sequels to each other) led to direct clustering. The result from this analysis provides evidence that this novel method of assessing games\u27 communication experience works as intended and may be used by future research to assess the effectiveness of alternative categorization systems

    Transfer of Training from Flight Training Devices to Flight for Ab-Initio Pilots

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    The application of flight simulation to meet pilot training needs continues to evolve. Flight simulations built with powerful and inexpensive computers are making high fidelity simulation available as a medium for training ab-initio pilots at Pilot Schools and Training Centers. The researchers conducted an 18-month study that applied an experimental flight-training curriculum comprised of 60% flight training device (FTD) flight and 40% airplane flight to certify Private Pilots under Federal Aviation Regulation (FAR) Part 142. The results from the research provided data to ascertain the effective transfer for each flight-training task. Ab-initio student pilots practiced each task to standard in an FTD prior to training in an actual airplane. The researchers measured a significant degree of effective transfer for the majority of flight tasks examined

    Advantages and Disadvantages of Using Internet-Based Survey Methods in Aviation-Related Research

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    Within the last decade, numerous online populations, such as SurveyMonkey ® and Amazon’s ® Mechanical Turk ®(MTurk), have been established allowing researchers to gather data involving diverse populations. These resources offer an alternative to traditional laboratory settings hosted at universities, where many studies utilize students as the available and accessible population. While these online portals do provide new opportunities, they also contain unique advantages and disadvantages. This paper synthesizes the advantages and disadvantages of using online populations to conduct research in the aviation field. Some of the advantages are: easier access to new populations, larger sample sizes, more balanced ratio of genders, lower cost, more timely data collection, reliable data, and anonymity of participants. Some of the disadvantages are: unrepresentative samples, lower response rates, financial motivation issues, limited access to certain portals, limited length of study, non-behavioral data, and lack of follow-up data. In addition, the authors share their personal experiences of using these portals and summarize previous literature researching online populations

    Commercial Airline Pilots\u27 Attitudinal Data on Controlled Rest in Position: A Qualitative Inquiry

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    Fatigue is a significant contributor to accidents in aviation, in commercial, private, and military aircraft, and is defined as “extreme tiredness resulting from mental or physical exertion or illness” (Oxford Dictionary, 2017, n.p.). Typical fatigue mitigation techniques include work and rest scheduling, obtaining required minimum rest before a flight, and pharmacological countermeasures (Caldwell & Caldwell, 2005; Caldwell, Mallis, Caldwell, Paul, Miller, & Neri, 2009). However, Controlled Rest in Position (CRIP), or in-flight sleep, may be another potential way to mitigate pilot fatigue. Prior research has investigated consumer perceptions relating to CRIP, revealing unfavorable perceptions (Winter, Carryl, & Rice, 2015). However, it is likely that pilots feel differently about CRIP owing to their experience with fatigue in the cockpit and their knowledge of standard aviation practices. The purpose of this study is to understand commercial airline pilots’ attitudes regarding controlled rest in position using a qualitative method and a phenomenological approach

    Ethical Perceptions and Actions in Gaming

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    The present study explored how individuals perceive actions in gaming that contain ethical components, whether they have ever engaged in those behaviors and how judgments of ethical actions in gaming relate to participant personality. Participants completed a 16-item survey, which measured their perception of the ethics of gaming behaviors, such as buying a hack or lying to another player. Participants were also asked to indicate for each item whether or not they had ever engaged in that behavior. Results indicated that participants were able to judge the ethical level of different gaming behaviors with lying to other players and unauthorized access to servers being rated as most unethical. Furthermore, self-reports of engagement in unethical activities were fairly low. When ethical rating and action scores were correlated with personality characteristics using the Cattell 16PF1, the only correlation to reach significance showed that participants higher in rule consciousness rated the ethical gaming questions as more unethical overall than their less rule-conscious peers. Given the extent and popularity of gaming in today’s world, it is important to understand how individuals perceive the gaming culture. One aspect of this culture that merits further examination is ethical behavior in gaming

    Planning an Escape: Considerations for the Development of Applied Escape Rooms

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    Background. Teams are essential to a wide array of applications and organizations often utilize varying interventions to improve the effectiveness of their teams. Due to their collaborative and modifiable characteristics, escape rooms are being increasingly utilized as an avenue to both deliver team interventions and to function as testbeds in research. Escape rooms are complex, interdependent activities which warrant careful planning to be effectively implemented. Despite the growing literature base concerning escape rooms, there is still limited practical guidance to inform the development of an escape room. Aim. The purpose of this article is to provide seven considerations that are relevant to the development, implementation, and effectiveness of an escape room. Specifically, guidance is provided in determining the objectives, identifying a theme, assigning the roles, establishing participant interdependence, selecting a venue, designing the puzzles, and creating the assessments. Conclusion. The considerations provided in this article can advance the science underlying the use of escape rooms and preclude difficulties associated with their use

    An Analysis of Expressed Cheating Behaviors in Video Games

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    A series of 50 responses regarding reasons for cheating behavior in video games were provided by undergraduate students. These responses were sorted into a series of 13 categories by raters to investigate the most common reasons provided for cheating. An analysis of inter-rater agreement as well as frequency of category representation is provided. The most common outcomes were that players cheat to progress in a game as well as to gain advantage over others. The discussion compared this study’s results to an existing cheating taxonomy

    Recategorization of Video Game Genres

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    While the categories that are typically used to discriminate games have been useful in the past, more recently game mechanics have become utilized by a wider range of games, leading to earlier definitions becoming a less valuable categorization tool. This paper attempts to provide various ways games could be classified by focusing on the types of emotions they evoke, the skills they require or their relations with personality or cognitive variables. A description of those categories and the challenge in using them to define games is outlined as well as five alternate methods that may help make distinctions between games clearer

    Modeling Human Gaming Playing Behavior and Reward/Penalty Mechanism using Discrete Event Simulation (DES)

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    Humans are remarkably complex and unpredictable; however, while predicting human behavior can be problematic, there are methods such as modeling and simulation that can be used to predict probable futures of human decisions. The present study analyzes the possibility of replacing human subjects with data resulting from pure models. Decisions made by college students in a multi-level mystery-solving game under 3 different gaming conditions are compared with the data collected from a predictive sequential Markov-Decision Process model. In addition, differences in participants’ data influenced by the three different conditions (additive, subtractive, control) were analyzed. The test results strongly suggest that the data gathered from the model can possibly represent the ones gathered from the human participants in a practical experiment
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