1,188 research outputs found
Introductory Readings in Languages of the Pacific Islands: University of Hawai'i at Manoa, Fall 2016, Linguistics 150
This introductory textbook on language in the Pacific was originally planned to commemorate the 50th anniversary of the founding of the Department of Linguistics at the University of Hawai'i at Manoa (UHM) in 2013–2014. The target audience is undergraduate students with no prior coursework in linguistics and little knowledge of the Pacific Islands. Contributions were solicited from Oceanic language specialists who had either taught at or received degrees from the Department. (No such affiliation was required for the referees.)
The editors of the first edition, UHM graduate students Hiroko Sato and Jacob Terrell, compiled the earliest contributions into a textbook for a newly designed course at UHM, originally Linguistics 100, now Linguistics 150, which they and other UHM graduate students taught. Referee comments from other linguists and student evaluations from Hiroko Sato's classes were used to solicit revisions of the chapters in the first edition, as well as chapters that did not make it into the first edition. Writing that is clear and accessible to undergraduates has been a top priority. Coverage is still not as broad or as even as we would like, but we hope that it will improve in future editions
Differences in Changes in Game Usage Time and Game Use-Related Factors Depending on Parity in a Prospective Study of Pregnant Women in Japan
Game usage has recently been increasing, but the actual situation of game usage and issues among pregnant women are not clarified. The purpose of this prospective longitudinal study was to examine changes in game usage, lifestyle, and thoughts about game usage during pregnancy depending on parity and to clarify the characteristics of pregnant women who continue to use games. We conducted three web surveys in early, mid- and late pregnancy in 238 pregnant women. For primiparous women who continued to use games, there was a significant increase in game usage time from early to late pregnancy (p = 0.022), and 25.0% of those women had anxiety that they might have a game addiction. For primiparous women in mid-pregnancy and multiparous women in early and late pregnancy, the proportions of women who thought that they could not use gaming sufficiently due to pregnancy and child-rearing were significantly higher in women who continued to use games. In both primiparous women and multiparous women, the proportion of partners who used games was significantly higher in women who continued to use games. It is necessary for midwives to discuss with pregnant women and their partners about game usage and to provide advice about control of game usage in daily life
Comparisons of game usage time and game usage-related factors in Japanese women before pregnancy and during early pregnancy
Considering the increase in game usage among young people, many women may use games before pregnancy. However, it has not been shown whether game usage time changes in women after they become pregnant. This study was carried out to compare game usage time and game usage-related factors in Japanese women before pregnancy and during early pregnancy. We recruited pregnant women during the first trimester. We conducted a web questionnaire survey in 351 pregnant women. The time spent playing games was significantly shorter during the early gestation period than before pregnancy, and 35.7% of the women who played games before pregnancy did not play games in the early gestation period. We divided women who played games before pregnancy into two groups: one group of women who played games both before and in the early gestation period (n=133) and one group of women who played games before pregnancy but did not play games in the early gestation period (n=74). The proportion of women who smoked before pregnancy and the proportion of women who thought they might have game addiction were significantly higher in women who played games both before and in the early gestation period. The proportion of partners who played games was also significantly higher for women who play games both before and in the early gestation period. We found that many women stopped playing games or reduced their game usage time after becoming pregnant. Careful observation may be required for women who continue to play games during pregnancy
Game Usage in Pregnant Women at Early Gestation in Japan
Background: Gaming addiction is becoming a problem in young women. However, there has been no report on game usage in pregnant women.
Objective: The aim of this study was to determine the current status of computer game usage and the existence of game addiction and also to determine the associations of game usage time with lifestyle, personal relationships and thoughts about games in pregnant women at early gestation.
Subjects and Methods: We recruited pregnant women who received a pregnancy checkup during the first trimester. We distributed QR codes for the online survey. We conducted a web questionnaire survey including Internet Gaming Disorder Scale (IGDS) in 178 pregnant women.
Results: The proportion of women with game usage was 40.4%. The mean game usage time per day was 72.9 minutes. There were no pregnant women whose IGDS score was more than 5 points. We divided 72 participants into three groups by tertile according to game usage time per day: group A (≦ 30 mins), group B (> 30 and ≦ 90 mins) and group C (> 90 mins). There were no significant differences in current smoking, alcohol drinking and daily life behavior among the three groups. There were significant differences in the proportions of women who had difficulty for establishing personal relationships by face-to-face communication and who thought that they might have a game addiction among the three groups. Pregnant women with longer game usage time had a high IGDS score.
Conclusion: We showed for the first time the proportion of pregnant women who use games in the early period of gestation. Pregnant women with longer game usage time may require careful observation
An Experimental Study on the Existential Aspect of Life : Part I. -The Cross-cultural Approach to Purpose in Life-
Vollmacht oder Vertretung zwischen Ehegatten und ihre Vermögensautonomie : bezug auf BGHZ 108,98
Bericht über die Tätigkeit der Unterabteilung unserer Gesellschaft für Germanistik der Kansai Universität
- …