130 research outputs found

    A Study of NCAA Gambling Prevention Videos on Gambling Perceptions Within a NCAA Division II Baseball Team

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    The purpose of this study was to investigate gambling attitudes among collegiate baseball players. We wanted to know if online educational videos developed by the NCAA would be successful in altering gambling attitudes and behaviors. A Randomized Controlled Trial (RCT) with a pretest-posttest design was conducted for this study. Subjects included a convenience sample of 33 baseball studentathletes from a NCAA Division II University in the mid-Atlantic region. Gambling attitudes and behaviors of collegiate baseball student-athletes were determined through survey questions and the administration of the South Oaks Gambling Screen. Findings indicated that baseball student-athletes participated in a variety of gambling activities, and that NCAA educational videos are moderately successful in altering student-athletes’ attitudes toward gambling. This study is important for college and university athletics departments as they work to counter the progambling messages that student-athletes receive

    The influence of a virtual companion on amusement when watching funny films

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    We investigated the role of a virtual companion and trait cheerfulness on the elicitation of amusement. Ninety participants watched funny films in four conditions: either alone, with a virtual companion laughing or verbally expressing amusement at fixed time points (pre-scripted), or additionally joining the participant’s laughter (responsive companion). Amusement was assessed facially and vocally by coding Duchenne Displays and laughter vocalizations. Participants’ cheerful mood pre and post the film watching and positive experience were assessed. Results showed that high trait cheerful individuals generally experienced and expressed more amusement than low trait cheerful individuals. The presence of a virtual companion (compared to being alone) led to more laughter for individuals low in trait cheerfulness. Unexpectedly, the responsive companion did not elicit more amusement than the pre-scripted companion. The general disliking of virtual companions and gelotophobia related negatively to amusement. Amusement expressing virtual companions may be used in interventions aiming at eliciting positive responses, especially for individuals with higher thresholds for amusement.European Union Seventh Framework Programme (FP7/2007-2013) under Grant Agreement No. 27078

    A case study of two schools in a school choice environment

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    Alkaline papermaking: an overview

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    "September, 1990.""Submitted for TAPPI Alkaline Papermaking Short Course, Orlando, Florida, October 16, 1990
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