1,903,442 research outputs found
Generating random graphs in biased Maker-Breaker games
We present a general approach connecting biased Maker-Breaker games and
problems about local resilience in random graphs. We utilize this approach to
prove new results and also to derive some known results about biased
Maker-Breaker games. In particular, we show that for
, Maker can build a pancyclic graph (that is, a graph
that contains cycles of every possible length) while playing a game on
. As another application, we show that for , playing a game on , Maker can build a graph which
contains copies of all spanning trees having maximum degree with
a bare path of linear length (a bare path in a tree is a path with all
interior vertices of degree exactly two in )
Gamified cognitive control training for remitted depressed individuals : user requirements analysis
Background: The high incidence and relapse rates of major depressive disorder demand novel treatment options. Standard treatments (psychotherapy, medication) usually do not target cognitive control impairments, although these seem to play a crucial role in achieving stable remission. The urgent need for treatment combined with poor availability of adequate psychological interventions has instigated a shift toward internet interventions. Numerous computerized programs have been developed that can be presented online and offline. However, their uptake and adherence are oftentimes low.
Objective: The aim of this study was to perform a user requirements analysis for an internet-based training targeting cognitive control. This training focuses on ameliorating cognitive control impairments, as these are still present during remission and can be a risk factor for relapse. To facilitate uptake of and adherence to this intervention, a qualitative user requirements analysis was conducted to map mandatory and desirable requirements.
Methods: We conducted a user requirements analysis through a focus group with 5 remitted depressed individuals and individual interviews with 6 mental health care professionals. All qualitative data were transcribed and examined using a thematic analytic approach.
Results: Results showed mandatory requirements for the remitted sample in terms of training configuration, technological and personal factors, and desirable requirements regarding knowledge and enjoyment. Furthermore, knowledge and therapeutic benefits were key requirements for therapists.
Conclusions: The identified requirements provide useful information to be integrated in interventions targeting cognitive control in depression
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. OBJECTIVE: The objective of this study is to investigate how the gamification of mHealth interventions leads to a change in health behavior, specifically with respect to smoking cessation. METHODS: We conducted a qualitative longitudinal study using a sample of 16 smokers divided into 2 cohorts (one used a gamified intervention and the other used a nongamified intervention). Each participant underwent 4 semistructured interviews over a period of 5 weeks. Semistructured interviews were also conducted with 4 experts in gamification, mHealth, and smoking cessation. Interviews were transcribed verbatim and thematic analysis undertaken. RESULTS: Results indicated perceived behavioral control and intrinsic motivation acted as positive drivers to game engagement and consequently positive health behavior. Importantly, external social influences exerted a negative effect. We identified 3 critical factors, whose presence was necessary for game engagement: purpose (explicit purpose known by the user), user alignment (congruency of game and user objectives), and functional utility (a well-designed game). We summarize these findings in a framework to guide the future development of gamified mHealth interventions. CONCLUSIONS: Gamification holds the potential for a low-cost, highly effective mHealth solution that may replace or supplement the behavioral support component found in current smoking cessation programs. The framework reported here has been built on evidence specific to smoking cessation, however it can be adapted to health interventions in other disease categories. Future research is required to evaluate the generalizability and effectiveness of the framework, directly against current behavioral support therapy interventions in smoking cessation and beyond
The Cure: Making a game of gene selection for breast cancer survival prediction
Motivation: Molecular signatures for predicting breast cancer prognosis could
greatly improve care through personalization of treatment. Computational
analyses of genome-wide expression datasets have identified such signatures,
but these signatures leave much to be desired in terms of accuracy,
reproducibility and biological interpretability. Methods that take advantage of
structured prior knowledge (e.g. protein interaction networks) show promise in
helping to define better signatures but most knowledge remains unstructured.
Crowdsourcing via scientific discovery games is an emerging methodology that
has the potential to tap into human intelligence at scales and in modes
previously unheard of. Here, we developed and evaluated a game called The Cure
on the task of gene selection for breast cancer survival prediction. Our
central hypothesis was that knowledge linking expression patterns of specific
genes to breast cancer outcomes could be captured from game players. We
envisioned capturing knowledge both from the players prior experience and from
their ability to interpret text related to candidate genes presented to them in
the context of the game.
Results: Between its launch in Sept. 2012 and Sept. 2013, The Cure attracted
more than 1,000 registered players who collectively played nearly 10,000 games.
Gene sets assembled through aggregation of the collected data clearly
demonstrated the accumulation of relevant expert knowledge. In terms of
predictive accuracy, these gene sets provided comparable performance to gene
sets generated using other methods including those used in commercial tests.
The Cure is available at http://genegames.org/cure
Hybrid Assessment Scheme Based on the Stern-Judging Rule for Maintaining Cooperation under Indirect Reciprocity
Intensive studies on indirect reciprocity have explored rational assessment rules for maintaining cooperation and several have demonstrated the effects of the stern-judging rule. Uchida and Sasaki demonstrated that the stern-judging rule is not suitable for maintaining cooperative regimes in private assessment conditions while a public assessment system has been assumed in most studies. Although both assessment systems are oversimplified and society is most accurately represented by a mixture of these systems, little analysis has been reported on their mixture. Here, we investigated how much weight on the use of information originating from a public source is needed to maintain cooperative regimes for players adopting the stern-judging rule when players get information from both public and private sources. We did this by considering a hybrid-assessment scheme in which players use both assessment systems and by using evolutionary game theory. We calculated replicator equations using the expected payoffs of three strategies: unconditional cooperation, unconditional defection, and stern-judging rule adoption. Our analysis shows that the use of the rule helps to maintain cooperation if reputation information from a unique public notice board is used with more than a threshold probability. This hybrid-assessment scheme can be applied to other rules, including the simple-standing rule and the staying rule
Exact Algorithms for Solving Stochastic Games
Shapley's discounted stochastic games, Everett's recursive games and
Gillette's undiscounted stochastic games are classical models of game theory
describing two-player zero-sum games of potentially infinite duration. We
describe algorithms for exactly solving these games
The role of structural characteristics in problem video game playing: a review
The structural characteristics of video games may play an important role in explaining why some people play video games to excess. This paper provides a review of the literature on structural features of video games and the psychological experience of playing video games. The dominant view of the appeal of video games is based on operant conditioning theory and the notion that video games satisfy various needs for social interaction and belonging. However, there is a lack of experimental and longitudinal data that assesses the importance of specific features in video games in excessive video game playing. Various challenges in studying the structural features of video games are discussed. Potential directions for future research are outlined, notably the need to identify what problem (as opposed to casual) players seek from the video games they play
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