60 research outputs found

    Quantification of the Individual Characterstics of the Human Dentition: Methodology

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    This study provides a method for comparing six individual human dentition characteristics using the standard measuring tool in Adobe Photoshop CS2 as compared to measuring individual characteristics with an automated software program under development at Marquette University, which has been adapted for bitemark analysis. The algorithm identifies color-specific pixels and automatically calculates the measurements

    A Methodology for Three-Dimensional Quantification of Anterior Tooth Width

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    The use of cone-beam computed tomography (CBCT) technology has been shown to be more accurate in measuring individual incisor tooth widths than the use of wax exemplars. There were fewer differences by investigators using CBCT than others using an F-test in a mixed model of the measurement differences of investigators, wax type, and which tooth was measured. In addition, the frequency of outliers was less in the CBCT method (a total of 5) as compared to the two-dimensional measurements in ether Aluwax (a total of 8) or Coprwax (a total of 12). Both results indicate that CBCT measurements accounted more precisely for tooth width and level of eruption

    Quantification of the Individual Characteristics of the Human Dentition

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    The considerations for admissibility suggested by the Daubert trilogy challenge forensic experts to provide scientific support for opinion testimony. The defense bar has questioned the reliability of bitemark analysis. Under an award from the U. S. Department of Justice, via the Midwest Forensic Resource Center, a two-year feasibility study was undertaken to quantify six dental characteristics. Using two computer programs, the exemplars of 419 volunteers were digitally scanned, characteristics were measured, and frequency was calculated. The study demonstrates that there were outliers or rare dental characteristics in measurements. An analysis of the intra-observer and inter-observer consistency demonstrated a high degree of agreement. Expansion of the sample size through collaboration with other academic researchers will be necessary to be able to quantify the occurrence of these characteristics in the general population. The automated software application, Tom\u27s Toolbox, developed specifically for this research project, could also provide a template for precisely quantifying other pattern evidence

    Female gamers’ experience of online harassment and social support in online gaming: a qualitative study

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    Female gaming is a relatively under-researched area, and female gamers often report experiencing harassment whilst playing online. The present study explored female experiences of social support while playing online video games, because of the previous research suggesting that females often experience harassment and negative interactions during game play. Data were collected from an online discussion forum, and comprised posts drawn from 271 female gamers. Thematic analysis of the discussions suggested that a lack of social support and harassment frequently led to female gamers playing alone, playing anonymously, and moving groups regularly. The female gamers reported experiencing anxiety and loneliness due to this lack of social support, and for many, this was mirrored in their experiences of social support outside of gaming. The female gamers frequently accepted the incorporation into their gaming of specific coping strategies to mitigate online harassment, including actively hiding their identity and avoiding all forms of verbal communication with other players. These themes are discussed in relation to relevant research in the area, along with recommendations for future research and consideration of possible explanations for the themes observed

    Understanding the relationship between the proteus effect, immersion, and gender among world of Warcraft players: an empirical survey study

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    Online gaming is part of contemporary life, with a range of influences on gamer's behaviour. The convergence and alignment of an individual's attitude and behaviour with features and characteristics of their in-game representation (i.e. their avatar), is conceptualised as the 'Proteus effect' (PE). In the massively multiplayer online role-playing game World of Warcraft (WoW), the Draenei ('exiled ones') are one type of in-game character faction. In the present study, the interplay between choosing the class of Draenei, experiencing game-related immersion, along with the gamer's biological gender was examined in relation to PE behaviours among 404 WoW gamers (males = 299; 74%; females = 104; 26%). Participants completed the Proteus Effect Scale and the Immersion sub-scale of the User-Avatar Questionnaire. A hierarchical regression analysis indicated a significant positive association between immersion and PE behaviours. Furthermore, mediation and moderated mediation analyses suggested that being a Draenei was positively associated with the level of game-related immersion, which in turn associated to higher PE behaviours offline, independent of participants' gender. Results indicate that gamers who are more immersed within the gaming world tend to exhibit elevated PE behaviours. Moreover, being a Draenei in WoW appeared to relate with higher game-immersion experiences, which resulted in higher PE behaviours offline

    Problematic Facebook use and problematic video gaming as mediators of relationship between impulsivity and life satisfaction among female and male gamers

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    Over the past few decades, many new technologies have emerged, such as portable computers, the internet and smartphones, which have contributed to improving the lives of individuals. While the benefits of these new technologies are overwhelmingly positive, negative consequences are experienced by a minority of individuals. One possible negative aspect of new technologies is their problematic use due to impulsive use which may lead to lower life satisfaction. The present study investigated the mediating role of problematic video gaming (PVG) and problematic Facebook use (PFU) in the relationship between impulsivity dimensions and life satisfaction as well as the relationship between impulsivity dimensions and problematic behaviors. Additionally, the potential impact of gender differences was also examined. The study comprised 673 gamers (391 females) aged 17–38 years (M = 21.25 years, SD = 2.67) selected from 1365 individuals who completed an offline survey. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the nine-item Internet Gaming Disorder Scale–Short-Form (IGDS9-SF). Impulsivity dimensions such as attention, cognitive instability, motor, perseverance, self-control, and cognitive complexity were assessed using the Barratt Impulsiveness Scale (BIS-11), and life satisfaction was assessed using the Satisfaction With Life Scale (SWLS). Depending on the specific impulsivity dimension, findings showed both positive and negative relationships between impulsivity and life satisfaction. Attention and perseverance subtypes of impulsivity were primarily associated with problematic behaviors. Additionally, cognitive complexity was associated with PFU among female gamers, whereas cognitive instability was associated with PVG among male gamers. Additionally, PVG was primarily associated with lower life satisfaction. However, there was no mediation effects between impulsivity dimensions and life satisfaction via PFU or PVG. These findings provide a better understanding of the relationship between problematic behaviors, life satisfaction, and impulsivity among gamers and the differences between male and female gamers

    Internet Gaming Disorder: compensating as a Draenei in World of Warcraft

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    The diagnosis of Gaming Disorder (GD) has been recently proposed in the beta draft of the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization (WHO). This follows the inclusion of Internet Gaming Disorder (IGD), as a condition requiring additional research in the Diagnostic Statistical Manual for Mental Disorders (DSM-5), issued by the American Psychiatric Association (APA). Further research has been recommended to enhance understanding of excessive gaming, especially in the context of user-avatar (in-game figure representing the gamer) relationships. The association between selecting the Draenei race, compensation of real-life deficits through gaming, and the gamer’s gender were investigated as IGD risk factors among players of the online game, World of Warcraft (WoW). A normative online sample of WoW gamers (N = 404 Mage = 25.56; 13–75; males = 299; 74%) completed the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) and the compensation subscale of the User-Avatar Questionnaire. Regression, mediation, and moderated mediation analyses were conducted. Overall, players with higher levels of compensation exhibited greater levels of IGD symptoms. Interestingly, choosing the Draenei race was associated with increased compensatory behavior, which in turn linked to higher IGD risk. These associations were mildly stronger among females. Findings suggest that virtual demographics, such as the Draenei race, and their interplay with compensatory behaviors should be carefully considered when creating prevention and intervention policies targeting excessive gaming, especially when it involves the use of avatars

    Alexithymia in gaming addiction and engagement

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    Alexithymia in gaming addiction and engagemen

    MMO Addiction-Engagement Longitudinal Project CZ

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    Longitudinal data on Czech MMO Gamers with focus on gaming addiction and engagement and related psychological and behavioural factors. Three waves of data collection (after 6 months each) collected in 2013 and 2014, N=9460. Data collection and management supported by Czech Science Foundation, projects P407/12/1831 and GA15-19221
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